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"With augmented reality like this…"

Levelhead is a game in which, by moving and rotating coded blocks, the “player” attempts to move a tiny trapped man through an elaborate, interlocking labyrinth. You know, to escape from daily life.

New Zealand artist Julian Oliver's latest work, levelHead, allows viewers of the piece to interact with a 3D world by simply moving wooden blocks around in front of a web cam...Through moving and rotating coded blocks, the "player" attempts to move a tiny trapped man through an elaborate, interlocking labyrinth stretching one's spatial memory and logical reasoning skills.

As much as I like taxing the limits of my reason in order to understand the complex requirements of a seemingly hostile world, I'm not sure I need an augmented reality in order to do it.

Could this possibly be any fun, or is it just training us for something unsavory?

Via.

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PaulJul 29, 2008
 

Designing Money

When you're designing something as omnipresent as money, you're operating in an area of ambient design — an area with a set of affordances quite unlike any that we might consider "normative". But that doesn't exactly mean that the standard rules don't apply.

If you're keeping up with the design-blogosphere, you've probably already seen that the British Royal Mint recently revealed their new coinage.

The new British coinage, from the Royal Mint
If not, then you have now.

The young gentleman responsible for these designs (which were chosen from a public contest) is Matthew Dent, who says this:

I found the idea that members of the public could interact with the coins the most exciting aspect of this concept. It's easy to imagine the coins pushed around a school classroom table or fumbled around with on a bar - being pieced together as a jigsaw and just having fun with them.

I've always thought that being charged to design currency would be an interesting design project. It certainly seems as if it would be incredibly high-stakes: as if literally everyone would have an opinion, as if this moment of design would really count. But would it?

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PaulJul 7, 2008
 

Capitalizing on Perceptual Fluency

Users of designed interfaces are operating with a degree of pre-established perceptual fluency. Here, the question is asked—and not answered—as to whether we can utilize this fluency simultaneously positively and negatively to good effect.

In the late 1870s, scientist and eugenicist Sir Francis Galton developed an image of the prototypical "face of crime" by creating composite photos of men convicted of serious offenses.

Though Galton failed to discover anything abnormal in his composite criminal faces, he did find that the resulting visages were shockingly handsome. (The middle face here is the product of 14 criminals.) Studies have since established that people find prototypical faces—those with average features—to be attractive.

Maggie Wittlin, Seed Magazine

An attractive 'average' face generated by the Face Research Lab
An attractive 'average' face generated by the Face Research Lab

Back in September, 2006, a paper published in the journal Psychological Science proposed a new explanation for this phenomenon: Prototypical faces are pleasing because they're easy for the brain to process.

"The principle finding is that you like a pattern to the extent that you classify the pattern fast," the study's author and psychologist at the University of California, San Diego Piotr Winkielman said.

On the one hand, this is pretty old-hat to anybody in the design business, and particularly anyone in the interface design business (web or otherwise).

We all learned in UI 101 that (a) a good operative definition of "usability" is that a user doesn't have to think about how to do what she's going to do, (b) that one of the best ways we can accomplish this is give them interface elements that they've already learned how to use.

On the other hand, the Gestalt Laws of Prägnanz provide us with some formal figurations that explain why our brains like puzzles.

Just as doing a bit of physical exercise, mental exercise is not only helpful to us in the long run, but can provide an "adrenaline-rush".

The Mac Logo: A simple Gestalt Figure-Ground puzzle
A simple Gestalt 'Figure-Ground' puzzle

So, obviously our designs should be created to take advantage of our user's perceptual fluency both positively (providing familiar UI components) and negatively (using Gestalt and other techniques to provide users with the endorphin-rush of solving a simple visual puzzle).

The really interesting question is whether you can do both of these things at once in a way that preserves the value of each. Now that's a design problem.

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PaulJun 30, 2008
 
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