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Groundhogs in the Source Code (v3 UXAU)
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Andrea Resmini
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The updated Groundhogs in the Source Code talk I gave at UX Australia, August 2013.
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Groundhogs in the Source Code (v3 UXAU)
1.
GROUNDHOGS navigation as
cross-channel sense-making ANDREA @RESMINI UX AUSTRALIA 2013 in the SOURCE CODE
2.
QUESTS, MAPS,
WEAVING STORIES AND THE ROLE OF ARCHITECTURE
3.
INFORMATION
4.
5.
technologizer.com
6.
COMPUTING WAS
A SPECIFIC ACTIVITY STILL CONFINED TO CLEARLY IDENTIFIED BOUNDED AREAS IN SPACE AND TIME
7.
WIKIMEDIA –
HTTP://IS.GD/KOVMXY
8.
ACTOR ACTOR SIGNS TABLET RTD RESOURCE APP
9.
SMEARED ACROSS
MULTIPLE SITES AND MOMENTS IN COMPLEX AND OFTEN INDETERMINATE WAYS W.J.MITCHELL
10.
WHAT WAS
UNIFIED HAS BECOME DISCONNECTED AND UNEVENLY DISTRIBUTED
11.
ARCHITECTURE
12.
13.
ARCHITECTURE IS
ABOUT INTENT AND MEANING, NOT GEOMETRY
14.
M. CHALMERS,
INFORMATION, ARCHITECTURE AND LANGUAGE(1999)
15.
16.
17.
18.
MNSU.EDU
19.
MNSU.EDU
20.
MNSU.EDU
21.
DISTINCTIONS WERE
MADE AMONG THE DIFFERENT PARTS OF THE CITY
22.
THESE PARTS
WERE THEN REORGANIZED IN A PERSONALLY MEANINGFUL MESH
23.
24.
25.
26.
PEOPLE WERE
RECONNECTING PERCEIVED FRAGMENTS IN MEANINGFUL PATTERNS
27.
28.
M. CHALMERS,
INFORMATION, ARCHITECTURE AND LANGUAGE(1999)
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
QUESTS CONNECT
MAPS WITH PLACE AND SENSE- MAKING
42.
http://www.flickr.com/photos/agnihot/4937763060
43.
QUESTS ARE
A MIDDLE GROUND BETWEEN NARRATIVE AND ACTIONABILITY
44.
PRAGMATIC SPACE PERCEPTUAL
SPACE EXISTENTIAL SPACE COGNITIVE SPACE ABSTRACT GEOMETRICAL SPACE INTERFACES ARCHITECTURES IN-CHANNELCROSS-CHANNEL
45.
46.
KHOONI DRACULA,
1992
47.
JAPANESE SPIDERMAN,
1978
48.
JAPANESESPIDERMAN, 1978
49.
TURKISH BEDMEN,
1973
50.
ITALIANBATHMAN,
1982
51.
BRITANNICA.COM
52.
MONOLOGIC DIALOGIC POLYLOGIC
53.
MONOLOGIC DIALOGIC POLYLOGIC
54.
DICTATIONCYLINDERS
55.
SHORTHAND
56.
SHIPS' LOGS
57.
DIARYENTRIES
58.
GRUNGERABBIT.COM
59.
60.
DRACULASCASTLE.EU ACT #1
61.
DRACULASCASTLE.EU ASSOMMOIR.WORDPRESS.COM ACT #2
62.
DRACULA3d ACT #3
63.
ACT #4
64.
1 2
3 4
65.
66.
67.
68.
NOT A
REAL PLACE, RIGHT?
69.
70.
THE HOBBIT
71.
THE HOBBIT NOT
A REAL PLACE EITHER
72.
“PLACE IS
A WAY TO UNDERSTAND THE WORLD” YI FU TUAN
73.
ONLY THIS
UNDERSTANDING IS A DYNAMIC, EVOLVING PROCESS
74.
GROUNDHOG DAY,
1993
75.
76.
77.
78.
“HE'S TRAPPED
IN SOME KIND OF TIME WARP” “A SUPERNATURAL FORCE IS SHOWING HIM HIS WEAKNESSES”
79.
SOURCE CODE,
2011
80.
81.
82.
83.
“IT'S A
FRIGGING VIDEOGAME!”
84.
85.
86.
87.
NAVIGATION AND
IMMERSION ARE THE TWO SPECIFIC LANGUAGES WE USE TO ENGAGE WITH NEW MEDIA
88.
89.
aph.org
90.
NEW MEDIA
SPACES ARE SPACES OF NAVIGATION LEVMANOVICH
91.
92.
Mobile–http://is.gd/Ksx2GM
93.
Tablet –
http://is.gd/7n4pl
94.
95.
96.
WE ARE
RECONNECTING PERCEIVED FRAGMENTS IN MEANINGFUL PATTERNS
97.
WE ARE
RECONNECTING ACTION TO REPRESENTATION IMMERSION TO NAVIGATION AND MAKING OUR OWN MAPS
98.
AND WE
SAY NAVIGATE BUT WE REALLY MEAN UNDERSTAND
99.
BUT THIS
IS NOT ABOUT A SKEUMORPHIC REPRESENTATION OF SPACE
100.
101.
102.
WE ARE
LEARNING HOW TO MAKE THE DATABASE ACTIONABLE
103.
ACTION AND REPRESENTATION
ARE CHANGING AND MERGING
104.
IN A
POSTDIGITAL WORLD THE WEB IS A MAP THAT LEADS SOMEWHERE REAL
105.
106.
NAVIGATION IS
NOT JUST ABOUT MENUS AND LINKS BETWEEN “PAGES”
107.
NAVIGATION CHOREOGRAPHS THE
BALLET OF CROSS- CHANNEL USER EXPERIENCE
108.
DAN WILLIS,
INTENT PATHS (http://www.flickr.com/photos/uxcrank/5730905682/in/photostream/)
109.
110.
111.
NAVIGATION WEAVES
PLACES INTO A COHESIVE AND MEANINGFUL NARRATIVE
112.
THE LANGUAGE
WE USE FOR THIS PLACE-MAKING PROCESS IS THAT OF SPATIAL SENSE-MAKING
113.
THIS IS
WHAT INFORMATION ARCHITECTURE IS ALL ABOUT
114.
THANK YOU @resmini
Hinweis der Redaktion
Things were different in the world of fiction, though.
They are everywhere.
information is seeping out of computers and the Web and blending into the physical world
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