Thesis Spring 2007

Wednesday, February 21, 2007

Week 5: Organization of Ideas

Main points of observation over the past few weeks:
1) Ineractivity leads to community building.
2) Community is governed by felxible rules (of etiquette).
3) Etiquette shows us about the values of that community.
4) It doesn't matter if people are already accustomed to a form of etiquette in one space (wether or virtual or physical) - any type of change evolves etiquette. When technology is intoduced into a setting new rules of etiquette must be enforced.
5) In temporal communities rules must be taught quicker in order for people to easily adapt to these rules.
6) Design can help to a) teach new forms of etiquette faster b) thus make these experiences more friendly and help build community.

This is what I came up with this week based on the talks I had with people. I feel like I want to take a step back from going immediately into sketching and organize myself better. The following is what I want to concentrate more on and have answered by the following weeks:

Point of Consideration
1) What are the differences between virtual and public communities?
2) How do temporary communities succeed if at all? What are the policies that strengthen them? --> look at games, interactive plays, conferences, public protests, communities that develop after natural disaster etc.
3) What is the difference between physical vs. virtual experience?
4) What can we expect to happen to social rules when the two are combined?
5) What are existing products of interactivity that are currently being placed into a restauarnt setting? Why do they fail? Why do they succeed? What rules govern them?
6) What suggestions can be made to make them better -> how do you redesign these with etiquette in mind?






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