Friday, December 11, 2009

Original Low FIdelity Prototype





When an object representing a specfic piece of artwork in the museum is placed on the surface, a number of options materialize on the screen of the surface prompting the user to select an action (for example: tour, exhibitions, information, etc.) involving the specific piece.





Once the user has sufficiently explored the different pieces, they can put a "tour object" on the surface that calls a reel to appear at the bottom of the screen. They can then drag representations of the pieces of interest into the reel to customize the order of the tour.





When a map object is put onto the surface a visualization of the museum appears with a path between pieces in the order determined by the user is portrayed. It can then be printed with the placement of a printer object on the surface.
Based on the discussion at our first design review however, we realized that we had some problems in fluidity and categorization. Having each piece be portrayed independantly by an object creates an impossible problem for scalability to larger collections. Also, having the user step through additional steps once they have put theobjec ton the surface was convoluted and inconsistent. Furthermore, the whole flow of hte system was very "wizardy"; it was not fluid at all and didn't integrate well with the natural actions of the user. At this point we decided to go through a second iteration of the design process and rethink our interaction scenario.






































































































0 comments:

Post a Comment