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SCOM 5056 Design Theory in Science Communication week 5: user experience (part 2) Dave Goforth FA377 (Fraser) 705-675-1151 ext 2316 laurentian.ca.

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Presentation on theme: "SCOM 5056 Design Theory in Science Communication week 5: user experience (part 2) Dave Goforth FA377 (Fraser) 705-675-1151 ext 2316 laurentian.ca."— Presentation transcript:

1 SCOM 5056 Design Theory in Science Communication week 5: user experience (part 2) Dave Goforth FA377 (Fraser) 705-675-1151 ext 2316 dgoforth@cs. laurentian.ca dgoforth@cs. laurentian.ca

2 User control Kinds of user actions –Experience Management Turn page, insert DVD, load software –Content Interaction Scan diagram, reread sentence, select song, choose answer,

3 The mutable/immutable boundary Artefacts that are immutable but allow different users to have different ‘linear’ experiences –Dictionaries –Tutortext –Hypertext documents –“Over the Top” www.warmuseum.ca/CWM/overtop/index_e.html www.warmuseum.ca/CWM/overtop/index_e.html

4 Immutable artefacts with user control of one variable Video clip Exploratorium http://www.exploratorium. edu/hockey/shooting1. html Boston Museum of Science

5 Immutable artefacts with user control of one (continuous) variable Boston Museum of Science

6 Immutable artefacts with user control of multiple variables Science World Vancouver

7 Mutable artefact with user control of one variable Science North grip strength Science North Sudbury

8 Mutable artefacts with user control of multiple variables Pendulum simulation http://www.maths.tcd.ie/~plynch/Swin gingSpring/doublependulum.html http://www.maths.tcd.ie/~plynch/Swin gingSpring/doublependulum.html Boston Museum of Science

9 A design example Leverage concept – relates 4 variables m 2.d 2 = m 1.d 1 (equilibrium) How to present: Epitome? What is basic concept? m1m1 m2m2 d2d2 d1d1

10 A design example How to present: Epitome? What is basic concept? m1m1 m2m2 d2d2 d1d1 m 1 and d 1 fixed, m 2 and d 2 are controlled m2m2 m1m1 d2d2 d1d1

11 Lever to lift m 1 : m 2.d 2 ≥ m 1.d 1 m1m1 m2m2 d2d2 d1d1 d2d2 m2m2 m 2 d 2 = m 1 d 1 lift can’t lift Mutable artefacts with user control of multiple variables

12 Science World Vancouver m2m2 m1m1 d2d2 d1d1

13 Lever to lift m 1 : m 2.d 2 ≥ m 1.d 1 m1m1 d2d2 d1d1 d2d2 m2m2 m 2 d 2 = m 1 d 1

14 Mutable artefacts with user control of multiple variables Set lighting -Position -Intensity -Tone position tone intensity Boston Museum of Science

15 Mutable artefacts with user control of multiple variables Erosion table Armadillo Run Science North Sudbury

16 Narrative in mutable artefacts? NarrativeImmutableMutable Event-tokens  ? Narrator  ? Narrative appetite  ? Past time  ? Structure  ? Agency  ? Purpose  ? Reader  ?

17 Jenkins Game space –Like quests, travel literature, sci-fi Enacted narrative –Like spectacle-centred genres, plot less important –“accordion-like structure” plot points / cut pieces Embedded narrative –detective story –Explicit scenes, implied history Emergent narrative –Sims

18 Game space Physical or conceptual space to play through Creator defines space with start and end User determines path through space Different from exploration space: goal-orientation d2d2 m2m2 m 2 d 2 = m 1 d 1 lift can’t lift

19 Recall – simple murder mystery Murder story Detective story

20 Recall – simple murder mystery Murder story Player detective

21 Typical game with levels Embedded narrative Enacted narrative “Accordion-like structure” comedia dell’arte Jenkins

22 Pinball construction set 1.play sample pinball games learn actions and outcomes learn core mechanic 2.design and play pinball games drag and drop 3.change game physics, design and play parameter sliders gravity, viscosity, elasticity, density

23 Player role Participant –Enacted narrative Observer –Emergent narrative

24 Science communication applications of game-like narrative EmergentEnacted -ant colony-mineral identification -Sim-type simulations-body costume -erosion table-microbial battery (Sam) -racing car construction (both) -pinball construction set (both)

25 Sim Earth, 1990 “the player can vary a planet's atmosphere, temperature, landmasses, etc, then place various forms of life on the planet and watch them evolve. Since it is a software toy, the game does not have any required goals. The big (and difficult) challenge is to evolve sentient life and an advanced civilization. …The game models the Gaia hypothesis of James Lovelock (who assisted with the design and wrote an introduction to the manual),...” http://en.wikipedia.org/wiki/SimEarth:_The_Living_Planet

26 Sim Earth, 1990

27 “Educational/academic” simulations http://www.scienceshareware.com –Windows-based examples: C:\Documents and Settings\Administrator\My Documents\sciencesimulations –how to revise for free-choice artefacts? http://www.virtlab.com/index.aspx

28 Hypertext narrative artefacts immutables* with decision points Story line segments 1 3 9 27 40 For a four segment story with three decision points and three choices, the creator needs to prepare forty segments *some segments may be mutable internally

29 Reducing the segment count – reusing segments Independent choices (constrains design) Shared consequences

30 Reducing the segment count – reusing segments Unordered sequences

31 303 304 Tutortext example chapter Crowder, N.A. 1960. The Arithmetic of Computers, an introduction to binary and octal mathematics. Garden City NY: Doubleday 287 290 297 295 302 299 305 466 306 294 298 288 300 289 301 292 291 293 296 remedial lesson review test

32 Some sample science games Musée Armand-Frappier –http://www.musee-afrappier.qc.ca/1500_e.htmlhttp://www.musee-afrappier.qc.ca/1500_e.html The Grid –http://www.tryscience.org/grid/offline/offline.html forest fire simulationhttp://www.tryscience.org/grid/offline/offline.html


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