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This is a group assignment to help you explore interactive design for
non-computer systems. Form a group of two (not necessarily the group
for the final project), and create a simple website hosting an analysis
of an alternative interface application.
- Choose an application on any non-computer system (Tivo, cell phone,
car stereo, etc.)
- Provide at least 3 photos of the system in action
- Describe what the system does and how it works
- Describe the system constraints (screen dimensions, buttons, etc.
-- see below examples)
- Discuss what works well, and does not work well in the system
- Discuss how you would improve the system
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Design an interactive system for information or entertainment that would
run on an alternative interface--i.e. not a traditional computer/keyboard/mouse.
This system should allow the user to explore the content of the system
in a new and innovative way, where the user is driving the experience
to their own purpose, rather than having the design(er) determine how
the experience will go. Possible platforms for this system are:
- DVD, Interactive TV, PDA, phone, auto display, car stereo,
tablet device, heads-up display, watch, eyeglass augmented reality
system, headphones (i.e. no video display), portable music player,
minority report interface, completely new device.
- Whatever system you choose, you must define the constraints and design
within that:
- pixel dimensions of display (if any, or might
be just LED status lights)
- color or not
- sound capability
- number and position of physical interface elements (buttons,
knobs, etc.)
- use scenario and human factors issues - i.e.
a device worn by an athlete would have different interaction
influences than a car interface, or a device used on the couch.
Think about the attitude of the user while interacting, level
of attention needed and available, do they have one hand or two
available, etc.
- other issues specific to device - e.g. safe
title in TV, limited colors in cheap portable device, etc.
- the project must include a designed, working demo of
the system. This can be created in Flash, HTML, Director, etc. This
demo must fit into the constraints discussed above (e.g. design to
the screen pixel dimensions you specify). You can simulate physical
interfaces on-screen. Demo is the key word here, you do not have to
implement the entire system, but the demo must demonstrate several
paths through the system and provide a clear sense of how the system
will work.
- user scenarios should be written up that describe how the system
would be used in at least TWO situations.
- the design should solve the information exploration /entertainment
goal in a new and innovative way - avoid:
- straight adaptations of linear material
- the stogy, traditional interfaces typical of most information
based applications
- obviously, do not copy an existing system
- target the system at a specific demographic ("everyone" is
not acceptable)
- research and critique existing applications for comparison
- strongly suggest including sound as part of the design
- while it may be artful, this is not an art project. the project should
be functionally useful, enabling the audience to selectively move through
an information or entertainment space so they can absorb and enjoy
the particular topic.
- the project may be futuristic, but you must still define the constraints
of the system
- the content does not have to be purely factual or didactic--it may
be metaphorical, ambiguous, or provide multiple viewpoints.
- your design process should include the idea of user advocacy - audience
research, scenario development, experience management, testing
- use the strengths of the medium and don't try to do everything about
the topic. focus on what the interactive medium can contribute to this
topic, and assume that other mediums can cover the rest.
- juxtaposition
- database-driven content
- randomness
- multiple media
- active participation and involvement with content
- user selection, customization, audience empowerment, etc.
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- guide to restaurants, clubs, movies - make great ways to find and
compare entertainment - see vindigo
- expose people to interesting new music - see epitonic,
apple music store in iTunes
- create a voter's guide for presidential candidates based
on issues, not hype - see cost
of war, they rule, project
vote smart (one approach would be to make the guide unbiased as a
whole, but include "tours" that have a particular perspective
(e.g. conservative, "family values", independent, libertarian,
liberal, anti-globalism, etc.)
- car control systems - see the BMW 7 Series iDrive
system and the Audi
MMI (Multi Media Interface), phil's photos
- car stereos - see pioneer and other manufacturers
- networked home entertainment systems - see HomePod
- redo a search engine for a portable device - see google, vivisimo,
teoma
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- how will the content will be cut up, newly created, reorganized,
re-written, altered, de-constructed into interactive content
- how long, what form, what mediums, etc.
- how will the content will be combined at play time
- what are the affordances provided to the audience for manipulating
the experience to their own goals and purpose
- what are the relationship(s) between the designer/author and
the audience - Tour guide, facilitator, provocateur, librarian,
boss, co-worker, museum docent, dictator, servant, etc.
- what is the arc of the user experience? Is there an
introduction? Is there a summary? How long does the experience last?
What control does the user have over the arc?
- what are the benefits of the interactions in the work?
I.e. what does the audience get out of interacting, and how is this better
or different from traditional media?
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Group projects are allowed on this project, with the following rules:
- the project must be larger than typical individual project
- each team member must have a specific primary design responsibility.
For example:
- content design, editing & integration
- visual design
- information design
- interaction design
- etc.
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