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ANDREA RESMINI & LUCA ROSATI

Pervasive Information Architecture
                    SPACE, PLACE, AND PLACE­MAKING




                    MALMÖ HÖGSKOLAN ­ MAR 25 2010
Game of the goose boardgame, 19th century




LET'S PLAY
              
think of experience as play




                  
1999

1ST SCENARIO
                
Meet James. He wants to travel




    (Mh. Copenhagen. That seems a fun place to be)



                                   http://www.flickr.com/photos/ihateyou/2905684780/




JAMES WANTS TO TRAVEL
                           
He's going for it




(Let's hope the travel agency is open. Have to remember the hotel)




 HE WALKS
                                 
                                       http://www.flickr.com/photos/yourdon/3254328961/
He's going for it




    “Well, yes, you could buy a direct flight, but then ...”



                                        http://www.flickr.com/photos/dan4th/144369022/




HE TALKS
                                
He's going for it




    “Of course we cannot provide you with a bus card now, but ...”



                                          http://www.flickr.com/photos/dan4th/144369022/




… AND TALKS
                                   
He gets to København




                               Psst, he's here!




“Excuse me? I'm looking for the Lille Havfrue Hotel? Excuse me?”




HE TRAVELS
                                
                                        http://www.flickr.com/photos/nagillum/3906910129/
Then he has maps and memories




(Now, where did I put that map? Mh. And the pictures of the ...)



                                     http://www.flickr.com/photos/sillygwailo/3320816159/



HE GETS BACK
                                
A totally scientific model, 1999


                           ???

                                       ...
user experience
                  @#%!




                                                                   whew!



process



          touch points or obstacles?




THIS WAS JAMES' UX
                                  
2009

2ND SCENARIO
            
Meet Mario. He wants to travel




    (Mh. Malmö. And good prices. Going there)



                                       http://todaysseniorsnetwork.com/




MARIO WANTS TO TRAVEL
                         
He's going for it




    (Oh come on! Damn site wouldn't let me buy a bus card?)




HE BROWSES
                                
He gets to Malmö




    Psst, he's here!




    “Pass me the map, will you? No, not Google, the ... Aww ...”



                                          http://www.flickr.com/photos/nagillum/3906910129/




HE TRAVELS
                                  
Then he has maps and memories




    (Now, where did I put that map? And the pictures of ...)



                                                        Image: Media Heaven Ltd




HE GETS BACK
                                
A totally scientific model, 2009




                                @#%!



                                                             whew!
user experience


process



          touch points or obstacles?




THIS WAS MARIO'S UX
                                  
Game of the goose boardgame again, 19th century




WASN'T THIS IT?
              
*click*
                            talk
                                   *click*        check-in
    choose
                                          search
             walk

    *click*
                                                    browse
        save

                                             *click*
               switch



                                       jacques de vaucanson, 1737



… A GAME OF THE GOOSE?
                         
a game is by definition a
suboptimal but engaging way to
achieve a goal: question is, do we
have to play a rather tiresome
game anytime we engage in
complex experiences that bridge
media and contexts?


EXPERIENCE IS NOT A GAME
                  
IS THIS HOW IT HAS TO BE?
              
2019?

NTH SCENARIO
            
Meet Pranav. He wants to travel




    (Hey, seems like an interesting place. And it got four stars!)



                                                   Pranav Mistry, Sixth Sense demo



PRANAV WANTS TO TRAVEL
                                   
He's going for it




    (Let's ring the agency. And it got four stars!)



                                           Pranav Mistry, Sixth Sense demo



HE TALKS
                            
He's going for it




    (Now, get to check that web site and see who's around)



                                              Bruce Branit, World Builder



HE BROWSES
                               
Being delayed




    (Mh. Flight is delayed. Can take it easy. Buy some souvenirs)



                                                   Pranav Mistry, Sixth Sense demo



HE TRAVELS
                                   
Then he has maps and memories




(This one is ok. This one is not. Where are the ones at the museum?)



                                                  Pranav Mistry, Sixth Sense demo



  HE GETS BACK
                                  
awesome, hu?




THIS IS LIKE … WOW!
              
but the question is:
    who designs this? And how?




A ROLE FOR IA?
                  
THIS IS A LOT OF IA
               
AND THIS IS A LOT OF IA
              
AND THERE IS IA HERE TOO
             
AND WHAT ABOUT HERE
            
… AND HERE ...
              
… AND HERE ...
              
the point is




BUT WHAT'S THE POINT?
               
1
“cyberspace is not a place you go to
but rather a layer tightly integrated
into the world around us”



                           Institute for the Future



CYBERSPACE IS HERE
                   
and this layer or layers
     is mostly information




CYBERSPACE IS INFORMATION
                
2
products are becoming services,
parts of ubiquitous ecologies




UBIQUITOUS ECOLOGIES
                 
we have to move
from the design of artifacts
to the design of processes




ARTIFACT TO PROCESS
                   
we have to move
from the design of products
to the design of experiences




PRODUCT TO EXPERIENCE
                   
we do not design interfaces
we do not design single interactions
we design cross-media experiences




EXPERIENCE IS CROSS-MEDIA
                  
we design with heuristics




A METHODOLOGY
                 
place-making       reduction


    consistency        correlation


     resilience




HEURISTICS
                    
place-making       reduction


    consistency        correlation


     resilience




GROUNDING
                    
place-making       reduction


    consistency        correlation


     resilience




REFINING
                    
the capability to help users reduce
disorientation and increase
legibility and way­finding in digital,
physical, and hybrid environments




PLACE-MAKING
                    
the capability to provide and
sustain internal and external, in-
context, on-task coherence




CONSISTENCY
                   
the capability of a human­
information interaction model to
shape and adapt itself to specific
users, needs, targets, and seeking
strategies




RESILIENCE
                  
the capability to reduce the stress
and frustration associated with
choosing from an ever growing set
of information sources, services,
and goods




REDUCTION
                  
the capability to suggest relevant
connections between pieces of
information, services, users, and
goods to help users achieve
explicit goals or stimulate latent
needs



CORRELATION
                  
SPACE AND PLACE
             
rhythm is the connection
between time and space




RHYTHM, TIME, SPACE
                 
Little Thumb and his brothers



LOST IN SPACE
             
Cinderella



LOST IN TIME
                
space is the grounding concept for
time
space is the grounding concept for
place




EVERYTHING IS SPATIAL
                  
space and place are different




SPACE IS NOT PLACE
                  
space is the base experience of our
embodiment
it is objective, impersonal,
undifferentiated




SPACE IS NOT PLACE
                   
place includes, besides physical
space, memories, experiences, and
behavioral patterns associated
with the locale
it is personal, subjective, and
communitarian



PLACE IS NOT SPACE
                   
THIS IS A PLACE
              
THIS IS A PLACE
              
THIS IS A PLACE
              
THIS IS NOT
               
social media and ubiquitous
computing have escalated this
sense of place and belonging on
the Web




THE WEB IS A PLACE
                 
THIS IS A PLACE
              
BUT THIS IS NOT
              
spatial metaphors have always
been applied to the Web: navigate,
up, down, to be on, to be out, go to




BEING ELSEWHERE
                  
but the Web is not the first
medium to have a necessity to
develop a language for the
representation of presence and
embodiment




MOVIES, GAMES, FINE ARTS
                 
Masaccio, Payment of the Tribute




SIMULTANEITY
                
Duchamp, Nude descending the stairs




SEQUENCE
            
Miller, The Dark Knight




SIMULTANEITY + SEQUENCE
             
LucasArts, Maniac Mansion: Day of the Tentacle




SPACE AS A STAGE
             
LucasArts, Maniac Mansion: Day of the Tentacle




MAPS AS THEATER
            
Nintendo, SuperMario




SPACE AS CHALLENGE
            
Nintendo, SuperMario




MAPS AS CHALLENGES
            
Snow, map of the area surrounding the Broad Street Pump




SPACE AS CORRELATION
             
Ubisoft, Prince of Persia Sands of Time




SPACE AS DISCOVERY
             
Irrational Games, Bioshock




SPACE AS IMMERSION
             
Ubisoft, Myst




IMMERSION CAN BE TRICKY
             
movies are intriguing: how come
we do not (usually) get lost in
movies?
after all, we move around a lot




MOVIES
                  
Laurel & Hardy




FILMING ON STAGE
             
If this is a movie, this guy is ...




DEVELOPING A LANGUAGE ...
             
… exchanging glances with John Mellencamp




… OF MEANING
            
Demme, Silence of the Lambs




LANGUAGE CAN TRICK US
             
Tarantino, Pulp Fiction




SPACE TIME PLACE TRICK US
             
@resmini       d resmini




                     Public space and private place on Twitter




SPACE + PLACE ARE TRICKY
                
the languages the fine arts, movies
and videogames have developed
to convey the ideas of space, place
and embodiment can provide us
with clues as to how to
successfully enact place-making on
the Web


CONCLUSIONS
                  
the map is the territory and it's
quickly extending to your fridge,
connecting it with your doctor and
with the supermarket
care to design that before it
designs us?



CONCLUSIONS
                   
Andrea Resmini & Luca Rosati

Pervasive IA
http://pervasiveia.com/
Blogs
http://andrearesmini.com/ http://lucarosati.it/
Twitter
@resmini @lucarosati




THAT'S IT FOLKS
                             

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Space, Place, and Place-making

  • 1. ANDREA RESMINI & LUCA ROSATI Pervasive Information Architecture SPACE, PLACE, AND PLACE­MAKING     MALMÖ HÖGSKOLAN ­ MAR 25 2010
  • 2. Game of the goose boardgame, 19th century LET'S PLAY    
  • 3. think of experience as play    
  • 5. Meet James. He wants to travel (Mh. Copenhagen. That seems a fun place to be) http://www.flickr.com/photos/ihateyou/2905684780/ JAMES WANTS TO TRAVEL    
  • 6. He's going for it (Let's hope the travel agency is open. Have to remember the hotel) HE WALKS     http://www.flickr.com/photos/yourdon/3254328961/
  • 7. He's going for it “Well, yes, you could buy a direct flight, but then ...” http://www.flickr.com/photos/dan4th/144369022/ HE TALKS    
  • 8. He's going for it “Of course we cannot provide you with a bus card now, but ...” http://www.flickr.com/photos/dan4th/144369022/ … AND TALKS    
  • 9. He gets to København Psst, he's here! “Excuse me? I'm looking for the Lille Havfrue Hotel? Excuse me?” HE TRAVELS     http://www.flickr.com/photos/nagillum/3906910129/
  • 10. Then he has maps and memories (Now, where did I put that map? Mh. And the pictures of the ...) http://www.flickr.com/photos/sillygwailo/3320816159/ HE GETS BACK    
  • 11. A totally scientific model, 1999 ??? ... user experience @#%! whew! process touch points or obstacles? THIS WAS JAMES' UX    
  • 13. Meet Mario. He wants to travel (Mh. Malmö. And good prices. Going there) http://todaysseniorsnetwork.com/ MARIO WANTS TO TRAVEL    
  • 14. He's going for it (Oh come on! Damn site wouldn't let me buy a bus card?) HE BROWSES    
  • 15. He gets to Malmö Psst, he's here! “Pass me the map, will you? No, not Google, the ... Aww ...” http://www.flickr.com/photos/nagillum/3906910129/ HE TRAVELS    
  • 16. Then he has maps and memories (Now, where did I put that map? And the pictures of ...) Image: Media Heaven Ltd HE GETS BACK    
  • 17. A totally scientific model, 2009 @#%! whew! user experience process touch points or obstacles? THIS WAS MARIO'S UX    
  • 18. Game of the goose boardgame again, 19th century WASN'T THIS IT?    
  • 19. *click* talk *click* check-in choose search walk *click* browse save *click* switch jacques de vaucanson, 1737 … A GAME OF THE GOOSE?    
  • 20. a game is by definition a suboptimal but engaging way to achieve a goal: question is, do we have to play a rather tiresome game anytime we engage in complex experiences that bridge media and contexts? EXPERIENCE IS NOT A GAME    
  • 21. IS THIS HOW IT HAS TO BE?    
  • 23. Meet Pranav. He wants to travel (Hey, seems like an interesting place. And it got four stars!) Pranav Mistry, Sixth Sense demo PRANAV WANTS TO TRAVEL    
  • 24. He's going for it (Let's ring the agency. And it got four stars!) Pranav Mistry, Sixth Sense demo HE TALKS    
  • 25. He's going for it (Now, get to check that web site and see who's around) Bruce Branit, World Builder HE BROWSES    
  • 26. Being delayed (Mh. Flight is delayed. Can take it easy. Buy some souvenirs) Pranav Mistry, Sixth Sense demo HE TRAVELS    
  • 27. Then he has maps and memories (This one is ok. This one is not. Where are the ones at the museum?) Pranav Mistry, Sixth Sense demo HE GETS BACK    
  • 28. awesome, hu? THIS IS LIKE … WOW!    
  • 29. but the question is: who designs this? And how? A ROLE FOR IA?    
  • 30. THIS IS A LOT OF IA    
  • 31. AND THIS IS A LOT OF IA    
  • 32. AND THERE IS IA HERE TOO    
  • 33. AND WHAT ABOUT HERE    
  • 34. … AND HERE ...    
  • 35. … AND HERE ...    
  • 36. the point is BUT WHAT'S THE POINT?    
  • 37. 1 “cyberspace is not a place you go to but rather a layer tightly integrated into the world around us” Institute for the Future CYBERSPACE IS HERE    
  • 38. and this layer or layers is mostly information CYBERSPACE IS INFORMATION    
  • 39. 2 products are becoming services, parts of ubiquitous ecologies UBIQUITOUS ECOLOGIES    
  • 40. we have to move from the design of artifacts to the design of processes ARTIFACT TO PROCESS    
  • 41. we have to move from the design of products to the design of experiences PRODUCT TO EXPERIENCE    
  • 42. we do not design interfaces we do not design single interactions we design cross-media experiences EXPERIENCE IS CROSS-MEDIA    
  • 43. we design with heuristics A METHODOLOGY    
  • 44. place-making reduction consistency correlation resilience HEURISTICS    
  • 45. place-making reduction consistency correlation resilience GROUNDING    
  • 46. place-making reduction consistency correlation resilience REFINING    
  • 47. the capability to help users reduce disorientation and increase legibility and way­finding in digital, physical, and hybrid environments PLACE-MAKING    
  • 48. the capability to provide and sustain internal and external, in- context, on-task coherence CONSISTENCY    
  • 49. the capability of a human­ information interaction model to shape and adapt itself to specific users, needs, targets, and seeking strategies RESILIENCE    
  • 50. the capability to reduce the stress and frustration associated with choosing from an ever growing set of information sources, services, and goods REDUCTION    
  • 51. the capability to suggest relevant connections between pieces of information, services, users, and goods to help users achieve explicit goals or stimulate latent needs CORRELATION    
  • 53. rhythm is the connection between time and space RHYTHM, TIME, SPACE    
  • 54. Little Thumb and his brothers LOST IN SPACE    
  • 56. space is the grounding concept for time space is the grounding concept for place EVERYTHING IS SPATIAL    
  • 57. space and place are different SPACE IS NOT PLACE    
  • 58. space is the base experience of our embodiment it is objective, impersonal, undifferentiated SPACE IS NOT PLACE    
  • 59. place includes, besides physical space, memories, experiences, and behavioral patterns associated with the locale it is personal, subjective, and communitarian PLACE IS NOT SPACE    
  • 60. THIS IS A PLACE    
  • 61. THIS IS A PLACE    
  • 62. THIS IS A PLACE    
  • 64. social media and ubiquitous computing have escalated this sense of place and belonging on the Web THE WEB IS A PLACE    
  • 65. THIS IS A PLACE    
  • 66. BUT THIS IS NOT    
  • 67. spatial metaphors have always been applied to the Web: navigate, up, down, to be on, to be out, go to BEING ELSEWHERE    
  • 68. but the Web is not the first medium to have a necessity to develop a language for the representation of presence and embodiment MOVIES, GAMES, FINE ARTS    
  • 69. Masaccio, Payment of the Tribute SIMULTANEITY    
  • 70. Duchamp, Nude descending the stairs SEQUENCE    
  • 71. Miller, The Dark Knight SIMULTANEITY + SEQUENCE    
  • 72. LucasArts, Maniac Mansion: Day of the Tentacle SPACE AS A STAGE    
  • 73. LucasArts, Maniac Mansion: Day of the Tentacle MAPS AS THEATER    
  • 74. Nintendo, SuperMario SPACE AS CHALLENGE    
  • 75. Nintendo, SuperMario MAPS AS CHALLENGES    
  • 76. Snow, map of the area surrounding the Broad Street Pump SPACE AS CORRELATION    
  • 77. Ubisoft, Prince of Persia Sands of Time SPACE AS DISCOVERY    
  • 78. Irrational Games, Bioshock SPACE AS IMMERSION    
  • 79. Ubisoft, Myst IMMERSION CAN BE TRICKY    
  • 80. movies are intriguing: how come we do not (usually) get lost in movies? after all, we move around a lot MOVIES    
  • 81. Laurel & Hardy FILMING ON STAGE    
  • 82. If this is a movie, this guy is ... DEVELOPING A LANGUAGE ...    
  • 83. … exchanging glances with John Mellencamp … OF MEANING    
  • 84. Demme, Silence of the Lambs LANGUAGE CAN TRICK US    
  • 85. Tarantino, Pulp Fiction SPACE TIME PLACE TRICK US    
  • 86. @resmini d resmini Public space and private place on Twitter SPACE + PLACE ARE TRICKY    
  • 87. the languages the fine arts, movies and videogames have developed to convey the ideas of space, place and embodiment can provide us with clues as to how to successfully enact place-making on the Web CONCLUSIONS    
  • 88. the map is the territory and it's quickly extending to your fridge, connecting it with your doctor and with the supermarket care to design that before it designs us? CONCLUSIONS    
  • 89. Andrea Resmini & Luca Rosati Pervasive IA http://pervasiveia.com/ Blogs http://andrearesmini.com/ http://lucarosati.it/ Twitter @resmini @lucarosati THAT'S IT FOLKS