In some degree, the use of tangible interfaces takes advantage from
the users’ prior knowledge from the real world to create less expensive
(cognitively speaking) interfaces. In museums especially, tangibles can
be extremely useful because, when well designed, they can e.g. speed up
the process of decoding symbolic systems and/or make the exhibit more
appealing. Although one could argue about the degree of tangibility of
screens, it’s undeniable the success of the appropriation of gestures by
touchscreens. They take advantage of pinches, swipes, and taps which
are learned from very early ages of human development in order to make
graphic interfaces more intuitive.
Picture taken from: http://www.nordsee-zeitung.de/region/Bremen_artikel,-Hanse-Historie-als-PC-Spiel-_arid,363551.html
Besides making our lives easier, tangible interfaces could also be
used to teach new skills/ideas/concepts in a more effective manner. This
was the case of the game Hanse 1380,
which I was involved in. This kiosk-based educational game was
developed as part of a master and research project carried out by the
University of Applied Sciences Bremerhaven for the German Maritime Museum. The game was designed to entertain and educate young visitors about the museum’s main attraction: the medieval boat called Bremerkogge.
Among other learning objectives, we wanted to teach how the cog was
sailed - mainly by utilizing the rudder for direction and capstan for
grabbing the wind power. We found out that in order to make sailing more
easily understandable, we would need to support the game with tangible
controllers and make them resemble as much as possible the cog’s real
parts. During our usability tests we realized that the kiosk controllers
made a more straight symbolic connection with the representation of the
cog in the game (and also with the cog replicas presented at the
museum). Instead of pressing buttons on the keyboard to rotate the sail
or move the rudder, the player could easily rotate and move the
controllers on the kiosk to accomplish the same tasks.
The question regarding the use of tangible interfaces in my new project,
which is also related to museums, is a bit different. The main goal of
the system I plan to build is to support interpretation at the museum by
translating some social media strategies to an on-site context,
therefore utilizing interfaces that may go beyond screens, no matter
whether they are tangible or not (UI vs. UX). Finding out possible
translations and mixing objects’ affordances with GUI properties is in
the scope of my project, although it’s not my main concern.
The core of the system is similar to the most popular social networks
out there. Collecting, discussing, voting, rating etc. How it’ll be
presented is still not clear, and I plan to apply design thinking
strategies together with the staff of the museum that I’ll collaborate
with in order to find this out.
What’s clear however is that “form follows content”! It doesn’t
concern me much the use of physical objects, but instead how to optimize
processes making them suitable to be used in public spaces taking into
consideration what needs to be communicated. Whether or not tangible
interfaces will be implemented, will depend on the necessity and
concept. Nevertheless, I’d like definitely to avoid the use of screens
as much as possible, since according my experience in previous projects,
they consume a lot from visitors. As Krishna shows, sometimes “the best interface is no interface”.
They last thing I’d like to point out is that no matter which kind of
interface you are using, you should always be honest with your public.
As I see, the main problem with the AR-JAM presented on the article Beyond Affordance: Tangibles’ Hybrid Nature, by Eva Hornecker,
was not that the technology used couldn’t keep up with the way kids
were interacting with the system, but instead the lack of honesty about
what the paddles were able to do. There was a lack of information on the
system which should’ve been advised before use. Erratic behaviors
surely create frustration.
There are many things technology cannot do, so then let’s be honest
about them. Just take into consideration that people are able to play
boardgames for centuries and they have lots of fun with them. For most
of those games, there are even no physical constraints, but instead a
set of rules that should be known and followed. Rules are a basic
principle of any game and being honest about the rules of the system is
something that can be applied for tangible interfaces as well,
especially when the technology can’t keep up. This doesn’t necessarily
makes the interaction less interesting.
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