Dialogue with Absence, 2010 - Chiharu Shiota
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Dialogue with Absence, 2010 - Chiharu Shiota
Bookcase or not?
I'm starting the wireframes for the story app, and wondering whether to use a bookcase in the interface design or not. There are examples of apps out there that do and don't use such a metaphor, and it seems to be very much a matter of personal preference because there doesn't appear to be any particular pattern to it.
The main benefit of using a book case metaphor is that it symbolises a real world artefact, which brings a set of predetermined assumptions about what will be found on it (books) and how they will work (same principles as reading a physical book). However, the interfaces using a book case are often more cumbersome than those without.
Interfaces without using a bookcase can make more of the screen real estate, and show the options in the best way for the media rather than trying to emulate a physical space. This format will also enable the inclusion of stories and nursery rhymes that don't necessarily have a book cover to show, and would fit better with the conventions established in other sections of the overall portal.
Screen orientation
As I am progressing through the wireframes, it has occurred to me that a vertical layout may not always be appropriate, and has raised the question about whether to enable the screen to shift orientation as the device is moved, or to fix it either as a horizontal or vertical app - but not both.
In considering these options, I have tried to think about how the children used the devices and apps in the session, and look at other apps on the marketplace.
It is particularly interesting to note that on iphone, the angry birds app is fixed to horizontal orientation throughout, whereas the water? app is fixed to a vertical layout. These decisions reflect the best orientation for the main functionality, and the rest of the app has been positioned in the same way to avoid any need for the user to continually turn the phone.
From my perspective, it will be hard to determine which orientation will suit every app that becomes part of this system, therefore I feel it is more appropriate to constrain it within each individual app in the system to produce the most usable interface. This will avoid too much turning, but at the same time enable flexibility to suit the content.
This decision also means I need to rework my wireframes so far...!
Apps for Good works with school pupils and unemployed teenagers, to enhance their skills and confidence in digital technology, by making it, not just using it.
It is an appropriate design strategy to exploit the interactor's unconscious expectations and knowledge to cue their interaction with a new artefact or process, making the experience feel "intuitive" rather than difficult to understand or hard to learn.
Murray, J.H., 2012. Inventing the medium : principles of interaction design as a cultural practice. MIT Press, Cambridge, Mass.
This quote directly relates to my work as I want the children to feel like the solution I create is easy to use and maximise their learning without them realise they are doing so. Combined with the ideas of play, this could be a very effective strategy for my work and will reflect interface design practices at the forefront of the field.
Seductive interaction
Chapter 1 talks about the development of iLike and the way the interaction cleverly seduces the user into doing things such as presenting a challenge that appeals to our competitive nature. Even if the user tires of the game itself, they are presented with statistics to drive self competition and there are options to share the experience with friends to further motivate the user to continue playing. It will be interesting to consider this strategy and psychology in relation to the apps I am developing - what motivators can be incorporated to maintain the interest of young children in the apps? (Anderson 2011)