This article is about designing interactive experiences for people
who go to events and who expect to be part of the action. No longer in our
culture today of the 21st century is it desirable just to witness
what's going on. Playing an active role is very important and should be given
full consideration to the design of any exhibit. The design firm Xpletive is the focus of the exposé and their
explicit goal is to use media that inspires visitors to want to learn more in
public spaces.
The major trend in interactive experiences in 2008 was described
as "complete immersion" which is intended to encompass and transport
the visitor into another dimension. What is key to this kind of event design is
the skillful integration of three elements - media, interactive mechanism and
an environment - that together represent how the field of interaction design is
advancing.
Just like in filmmaking the essential element of "the
suspension of disbelief" is vital and only possible when the experience is
visually and emotionally all encompassing. For many visitors this was then the
cutting edge and was already commonly found in gaming environments. Clearly
this model is the best way to instantly engage and challenge a participant.
Xpletive demonstrates to the reader how its implementation strategy is more
cost-effective to develop these environments based on existing games and
applications rather then inventing them from scratch because this can save
between $50-$500,000 to the budget of the implementation, depending on the
application.
Interfaces are described as evolving and getting very exciting and
cool. Infrared technology is used to create hands-free interfaces - for example
utilizing gloves to enable users to reach into virtual worlds. Technology is accelerating
fast enough that the article states that it is not unreasonable to speculate
about controlling interactions to some extent with our thoughts soon.
Newly designed interactive environments can be made to be highly
immersive simply by using a small but sophisticated combination of multimedia
elements. For example, with the use of well positioned monitors, night vision
viewing equipment, flat-screen technologies and sense-surround audio it is
possible to simulate real or construct new extraordinary environmental
experiences. There can be global environmental stimuli as well as local and
individually produced hand-held equipment that can personalize an experience
separate from a group. The discussion about handheld devices goes beyond the
usual expectations visitors may have into ideas about extending the museum
experience outside the building that seems to be a precursor to ideas about
what mobile phones can produce today for museum visitors. Implementation of all
ideas point to a very important set of concerns and design ideas that pertain
to the length of stay, places of interest, and the frequency of return to event
or museum experiences.
In terms of design process it is clear that the role of an
interactive designer is being highlighted so that their specialized know-how
can be considered to be a primary role in the design of an event exhibition space.
The idea here is to emphasize the role of an interactive designer as evolving
and very important to exhibition planning. With this in mind it is clear that
advances in technology are making it possible to combine new and exciting elements
and ways that have never been assembled in such a way before, making
interaction design professionals key players in event / environmental design
collaborations and projects.
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