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The pax experience
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« We are not permitted to choose the frame of our destiny, but what we put into it is ours »
Dag Hammarskjöld UN Secretary General (1953–61)
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rationale:
Pax Warrior was built with the notion that the best and most useful learning experiences are those that motivate and engage us.
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some design parameters:
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The initial market for Pax Warrior will be the 14-24 years
old demographic comprised of students in high school and early university.
Based on our testing with this group a number of design decisions around issues
of functionality and aesthetic have been made.
The design is also affected by this modules' intended deployment over low broadband networks [56k+]. File size -- network use -- is at a premium, and every message must be put forward with a radical economy of means. Finally the subject matter
of Pax Warrior -- the UN mission in Rwanda -- has its own responsibilities.
Making an "Interactive Documentary" that has experiential
simulation as one of its bases and collaborative learning as another,
while powerful, needs some careful handling with regards to the
delineation between these modes. Interactors need to know if they
are in the fictive environment - a first person experience or in
a third person environment such as the research area where the information
has the documentary authority of history. While questioning information
clearly adds to one's media literacy, issues of authentication and
veracity present special challenges to the user experience design.
Pax has taken a number of creative strategies in the design and telling of the story that allow a conscientious construction of this ground breaking educational new media form -- "Interactive Documentary". |
Design Overview: a
walk through |
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Log In:
• Log in takes place after disclaimer has
been read.
• users have an individual id and password
• users also belong to a group
• user history is loaded at this point by
querying database |
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Story introduction:
setting the stage
• Strident audio and stuttering images set
upbeat jingoistic expectations
• Mission is set
• Foreshadowing in full effect
• “Sit back” experience |
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Hotel Scene:
• Explore this room via the panorama with
panning audio
• Discover the characters and factions of
the conflict
• “Sit forward” experience
• Every word said in here comes into play
later in Story - pay close attention
• UI option will exist to revisit this room
updated with timely conversations. What happened
to the Colonel? Is he still onside? |
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Reconnaissance:
the Jeep
• The hate radio blares and the country
is unravelling. A kinetic sit back experience
• We travel forward in time. We’ll need
to make some tough decisions soon. |
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Choice: counterfactual
screen Design + interface elements
(1) - “toggle zoom” sends user from
1st person experiential / counterfactual mode
to
3rd person collaborative, group mode. (2) - Date
in current simulation timeline [variable data
stream]
(3) - Teletype updates -- increases the tension
[variable data stream]. (4) - “state of
the nation” interface, gives your current
status with world, UN, troops, as well as the
Rules of
Engagement [ROE]. (5) - global navigation - not
available till you have gone through once. (6)
- conflict
resolution tension model - updates visual based
on your actions |
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Choice: Decision point set
up
• Sets the operational parameters for your current dilemma.
• Gives you a clear question to respond to.
• Loaded dynamically -- as are the options.
• What is available to you depends on your
last decisions. |
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Choice: Default choice clip
positions
• Default position shows all questions for
quick viewing
• Invitation to choose - move mouse into position
to click- will invoke the drill down |
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Choice: mouse
over active
• Having mouse over choice maximizes[opens]
that choice, minimizes[closes] others
• Revealing what is known and what might be
anticipated as an outcome for this option.
• Each option has audio “click in”
and a hum begins, growing harsher over time.
• Data is live and is served to user based
on user history, level, group parameters. |
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Outcome Screen: The
Result of your last action
• Your last choice [and the combination of
all others before] netted you this outcome
• Can you live with this outcome?
• Each image is a thumbnail for a short video
• That ticker at bottom never stops. How do
you deal with the information fog of war?
• Note the State of Nation section at left
is available here as well as in decision screens. |
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State of The Nation:
Activating
• Rolling over activates top level “state
of the nation” [SOTN]
• And then clicking opens SOTN drill down |
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State of the Nation:
First option active
SOTN information hierarchy is as follows:
• Thumbnail [UN, World] - always visible has
active and inactive state
• Title and precis of info nugget - on mouse
over
• Title, subtitle and full info - when clicked
to activate |
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State of the Nation:
text field specs
An apercu into production.
• Setting these sizes as absolutes allows us to model the
information on the database to fit required layout
• Ability to either scroll or have multiple
pages of info allows for wide variance of size in
the full info drill down. |
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Research story: default
• Remember the “toggle zoom”
[at right on top and bottom] zips user from decision screens to
research and collaboration screens.
• This is default state as one enters.
• Note the minimized toolbars on right and
on bottom left.
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Research story: mouse over
• Placing mouse over image zooms image from
25 -> 100%
• Tool tip type text gives you meta info on
article / posting
• Structure includes contextual information
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Source = what magazine site book
Author = words were written by
Posted = who placed it within Pax. |
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Research story: selected
• View a story
• Add to the research data by adding or annotating
a story
• Use stored searches to find a story
[Hey now that you’ve found a useful story you can share it
with the rest of us by using the add a story interface!!] |
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Research story: links
• And of course you could share your sources
too!
• Opportunity here for sorting, filtering
and rating articles.
• Can we build our knowledge of history together?
• Mouse over of links object reacts, zipping
open links, minimizing story.
• Of course the opposite is also true - the
story viewing object also reacts to mouse.
!! This technique is consistently used in this entire
UI. An expectation has been set. |
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Research story: links
active
• Add and rate links
in here
• Note the orange drop tab at bottom left - physically dropping
a story thumb on to this pop open tab is the first step in saving
and organizing your [or your group’s] favourites
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The epilogue: [not shown]
a dynamic recounting of your path through historical
events. |
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The Living Monument:
• Audio based dynamic narrative
• Reactive screen
• As you mouse over a cross a voiced narrative,
the eulogy of one of the victims begins •
each cross contains a spoken narrative you can access.
• Each cross adds a tone building into a rich
sustained minor chord drone
• Pause for contemplation here, what was the
real impact of this genocide? |
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