Tuesday, January 18, 2011

Taking back territory: UX/ID are spatial problems.

Not problem in the sense of how will we ever cope as designers, but problem in the sense of avenue for innovation.

User eXperience design and Interaction Design are ever-growing professional fields within Information Technology, and primarily deal with web-based, stuck-to-the-screen formats, such as your Amazon.com shopping experience. Rarely do these relate to a physical interaction with the virtual realm, or seek to develop a more immerssive, cybermimetic* environment.

James Turrell is the prominent cybermimetic spatial orchestrator, combining virtual boundary within physical enclosure to adapt spaces which rival the CG visualizations of the Tron worlds, placing you inside the light cycle arena.

What I'm set to propose, then, is not a full on war against the much higher rate-of-growth IT counterparts, but a collaboration in recognition that interaction with inaccessible screens is not the future, but environmental design with keen blurring tactics, is.

A simple diagram which intends to start the conversation on imagining the nature of user experience and interaction design as a spatial strategy is shown with a simple integration of human with screen, and computational response to said figure.

Like an easy recipe, the designer will flower with adjustments for sensory perception augmentation, tuning the experience as desired. A plan for a physical installation? I'll get started on the coding...

*Cybermimetic is a term coined by Dennis Dollens, in Digital Botanic Architecture which studies plant algorithms for growing architecture, including video game environments. Cybermimetic refers to anything which mimics cyber/virtual/computational space IRL.

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