topical media & game development

talk show tell print

research directions -- metaphors and interaction style

Given a problem statement as the one above, to present information about contemporary artists, how would you proceed? You might start by asking potential users, or stakeholders, how they would like the system to be. The answer you will get this way is likely to be disappointing. They will probably tell you that it must be like something they already know. So it might be better to rely on your own intuition and find a creative solution by choosing a fitting metaphor.

Let me give an example. In creating the digital dossier, a notion that will be explained in the next section, for the artist Marinus Boezem, as presented in the research directions of section 9.2, we choose the artist's atelier as a metaphor, and we used the spatial layout of the atelier as an organizational principle for presenting the information. In this, indeed very naturalistic, approach, we used pedestals to present the artworks, a file cabinet to present the textual information and a video projector to present the video recorded interview with the artist. The extent to which the virtual atelier does represent the artist's atelier faithfully is not important, in this context. What is important is whether the spatial metaphor did function as a valid organizational principle for presenting the information.

Instead of arguing whether this is the case or not, or whether the graphics chosen were right, etcetera, I would rather like to refer you to the literature, so that you can investigate the issues involved yourself.

In  [Preece], it is observed that interface metaphors act as conceptual models to support particular tasks. For office tasks, for example, we have the wellknown desktop metaphor.  [Preece] lists a number of such metaphors, for a variety of application domains:

application areametaphorfamiliar knowledge
operating environmentdesktopoffice tasks
spreadsheetsledger sheetcolumnar table
object-oriented environmentphysical worldreal world
hypertextnotecardsorganization of text
learning environmenttraveltours, guides, movement
file storagepilescategorizing
multimedia environmentsroomsspatial structures
cooperative workmulti-agentstravel agents, servants
In the most right column it is indicated why the metaphors should work, assuming real world situations that we are familiar with.

In some cases it is necessary to speak of a composite metaphor. For example, scrollbars are not easily to be found on your natural desktop. Form a cognitive perspective then, we may speak of multiple mental models.

When we look at what interaction styles are supported from a more technical perspective, we have following  [Preece], the following options:

interaction styles


  • command entry
  • menus and navigation
  • forms fills and spreadsheets
  • natural language dialog
  • direct manipulation
However, each of these interaction styles may somehow be incorporated in the representation that we adopt for our metaphor.

2D vs 3D

Surprisingly, each year that I start with another multimedia casus group, there is a discussion whether the application should be in 2D, using traditional web technology or flash, or 3D, using VRML or any other suitable 3D technology. My answer to the students objections, which can partly be explained by the fact that they fear the complexity of 3D, is flatly that anything that can be done in 2D can be done in 3D. But looking at the list of interaction styles above, I am tempted to add that a 3D representation allows for a more rich repertoire of interaction styles, such as spatial navigation. It would be interesting to investigate to what extent the interaction styles used in game playing can be incorporated in 'more serious' applications.

(C) Æliens 04/09/2009

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