This document discusses the concept of place-making in digital spaces. It begins by explaining that as physical beings, we perceive our reality through embodiment and grasping the abstract through the concrete. On the web, the concepts of moving between locations are abstracted as entering and exiting sites. The document then discusses theories of space and place from various scholars. It emphasizes that place involves personal experiences and memories in a space. Place-making in digital spaces can involve applying theories of wayfinding and creating a sense of paths, landmarks, and districts to navigate. The goal of place-making is to reduce disorientation and support navigation across different digital channels to create a continuous sense of place.
Enterprise Search: An Information Architect's PerspectivePeter Morville
This document provides an overview of enterprise search from an information architect's perspective. It discusses key concepts like incremental construction, progressive disclosure, and immediate response that are important principles in designing search experiences. It also examines challenges of searching across different platforms and devices, as well as emerging areas like question answering, decision making, and understanding user intent that are pushing the boundaries of search. The goal of information architecture, the document suggests, is to create environments that support findability, understanding, and navigability of information across channels.
How is design like a comic?
Visual design, visual collaboration, stickies and diagrams are all integral to DDD. But why? How is it so effective? Is it though? We’ll take a look at the role of the visual in communication, collaboration and reasoning, drawing on work in various related areas. Including comics.
Prototyping Physical & Immersive Environments for UX DesignersSusan Oldham
This document summarizes a presentation about using low-fidelity prototyping tools to stimulate the design process. It discusses using physical models, projections, sensors and tracking to prototype physical and immersive environments for user experience design. Specific prototyping tools that were covered include 3D models, projections, sensors like iBeacons, microcontrollers like Arduino, and avatars to evaluate designs. The presentation provided examples of how these tools could be applied to prototype concepts involving the Internet of Things, augmented reality, virtual reality and physical spaces.
Katie Donaghy
BA in Sociology and Anthropology and MA in Town and Regional Planning, Katie devotes her research to understand how humans interact in public spaces and how these spaces contribute to this.
Menno Cramer
BSc in Neuroscience and Medicine, Menno is achieving his PhD in Neuroscience and Design on how the brain responds to design, and how we can change design to influence behavioural outcomes.
This document discusses the concept of place and sense of place. It defines place as space that has acquired meaning through human use and experience. Place is unique for different locations and is dynamically co-created through the interaction of natural and human factors. A sense of place develops as people become attached to a location over time through experiences, cultural traditions, and developing an identity with the land. The document emphasizes that places are living, evolving systems that people are connected to and help shape.
The document discusses the concept of consistency in information architecture from multiple perspectives. It provides definitions and examples of internal consistency within a single system, external consistency across multiple connected systems, and pervasive internal consistency across channels. The key aspects that create consistency are repeated elements in language, organization, visual design, and voice. Consistency helps create familiarity and orientation by activating existing mental models.
This document provides an overview of information architecture and its history. It discusses key concepts like organization systems, navigation systems, and search systems. The roots of information architecture can be traced back to fields like visual design, information design, architecture, library science, and cognitive psychology. Information architecture helps users understand where they are, find related content, and navigate complex information spaces.
Enterprise Search: An Information Architect's PerspectivePeter Morville
This document provides an overview of enterprise search from an information architect's perspective. It discusses key concepts like incremental construction, progressive disclosure, and immediate response that are important principles in designing search experiences. It also examines challenges of searching across different platforms and devices, as well as emerging areas like question answering, decision making, and understanding user intent that are pushing the boundaries of search. The goal of information architecture, the document suggests, is to create environments that support findability, understanding, and navigability of information across channels.
How is design like a comic?
Visual design, visual collaboration, stickies and diagrams are all integral to DDD. But why? How is it so effective? Is it though? We’ll take a look at the role of the visual in communication, collaboration and reasoning, drawing on work in various related areas. Including comics.
Prototyping Physical & Immersive Environments for UX DesignersSusan Oldham
This document summarizes a presentation about using low-fidelity prototyping tools to stimulate the design process. It discusses using physical models, projections, sensors and tracking to prototype physical and immersive environments for user experience design. Specific prototyping tools that were covered include 3D models, projections, sensors like iBeacons, microcontrollers like Arduino, and avatars to evaluate designs. The presentation provided examples of how these tools could be applied to prototype concepts involving the Internet of Things, augmented reality, virtual reality and physical spaces.
Katie Donaghy
BA in Sociology and Anthropology and MA in Town and Regional Planning, Katie devotes her research to understand how humans interact in public spaces and how these spaces contribute to this.
Menno Cramer
BSc in Neuroscience and Medicine, Menno is achieving his PhD in Neuroscience and Design on how the brain responds to design, and how we can change design to influence behavioural outcomes.
This document discusses the concept of place and sense of place. It defines place as space that has acquired meaning through human use and experience. Place is unique for different locations and is dynamically co-created through the interaction of natural and human factors. A sense of place develops as people become attached to a location over time through experiences, cultural traditions, and developing an identity with the land. The document emphasizes that places are living, evolving systems that people are connected to and help shape.
The document discusses the concept of consistency in information architecture from multiple perspectives. It provides definitions and examples of internal consistency within a single system, external consistency across multiple connected systems, and pervasive internal consistency across channels. The key aspects that create consistency are repeated elements in language, organization, visual design, and voice. Consistency helps create familiarity and orientation by activating existing mental models.
This document provides an overview of information architecture and its history. It discusses key concepts like organization systems, navigation systems, and search systems. The roots of information architecture can be traced back to fields like visual design, information design, architecture, library science, and cognitive psychology. Information architecture helps users understand where they are, find related content, and navigate complex information spaces.
This document contains lecture notes from an Information Architecture class discussing the concept of pervasive information architecture and ubiquitous computing. It describes how information and experiences are no longer confined to single channels or devices, but are mobile, cross-channel, and ubiquitous. Examples are given of how travel planning has changed from relying on travel agents and print materials to using online resources and GPS on mobile devices. Students are assigned a group project to assess the user experience of a system using specified methodologies.
This document provides an overview of an Information Architecture course. It introduces the topics that will be covered in the class, such as user research, taxonomy, navigation systems, and careers in information architecture. It outlines the class format, readings, assignments, and goals. The instructor provides her background and contact information. She discusses definitions and models of information architecture from various thinkers. She proposes that students present on information architecture experts and software evaluation. The first assignment is outlined.
Creating Thick space - maps and informationnorthcotegal
Slide deck prepared for Activating Urban Commons. Course instructor Peter Pennefather. Faculty of Information. University of Toronto. 2013.
Michelle Gay
This document provides an overview of the last class for an Information Architecture course. It discusses the upcoming group presentations, career panel, and final assignments. The instructor emphasizes cross-channel design, evaluation heuristics, and ensuring a positive user experience across platforms. Students are reminded to submit their last group assignment and evaluate each other's participation. The career panel will provide real-world perspectives from local user experience professionals.
This document contains lecture notes on navigation from an Information Architecture course. It discusses key topics around navigation design, including structure vs navigation, global vs contextual links, orientation, common navigation patterns, and tests to evaluate navigation usability. It emphasizes that good structure and navigation design are interdependent and both are needed for effective navigation. Supplementary navigation methods like indexes, guides and personalization are also covered.
This document summarizes key topics from a class on information architecture, including discussing how users seek information through searching, browsing and asking. It outlines the importance of user research and provides examples of research methods like analytics, card sorting and surveys. The document concludes by assigning future class work, which involves evaluating information architecture strategies and software tools.
A key-note presented at Rotterdam University of Applied Sciences in february 2014 about how philosophy of "embodiment of human being" can help design the Smart City. Instead of making the city digital, how can we use digital processing to make for a better experience in the actual, concrete world in which our bodies are situated?
Augmented Reality for Learning and AccessibilityShalin Hai-Jew
Recently, the presenter conducted a systematic review of the academic literature and an environmental scan to learn how to set up an augmented reality (AR) shop at an institution of higher education. The ambition was to not only set up AR in an accessible and legal way but also be able to test for potential +/- effects of AR on teaching and learning. The research did not go past the review stage, because of a lack of funding, but some insights about accessibility in AR were acquired.
(The visuals are from Deep Dream Generator and CrAIyon.)
This design space explores supporting collaborative exploration of self-monitored information through varying degrees of proximal interaction based on the level of personal interaction between the partner and the user. The scale moves from most intimate to least intimate.
Topiary: A Tool for Prototyping Location-Enhanced Applications, at UIST 2004Jason Hong
A tool we created for rapidly prototyping location-enhanced apps. The key idea is to use a few basic abstractions at design time to support location features, and then to use a Wizard of Oz approach at run time to help with testing.
Location-enhanced applications use the location of people, places, and things to augment or streamline interaction. Location-enhanced applications are just starting to emerge in several different domains, and many people believe that this type of application will experience tremendous growth in the near future. However, it currently requires a high level of technical expertise to build location-enhanced applications, making it hard to iterate on designs. To address this problem we introduce Topiary, a tool for rapidly prototyping location-enhanced applications. Topiary lets designers create a map that models the location of people, places, and things; use this active map to demonstrate scenarios depicting location contexts; use these scenarios in creating storyboards that describe interaction sequences; and then run these storyboards on mobile devices, with a wizard updating the location of people and things on a separate device. We performed an informal evaluation with seven researchers and interface designers and found that they reacted positively to the concept.
Authors are Yang Li, Jason Hong, and James Landay
This document discusses the concept of reduction in information architecture and design. It provides examples of how an intended reduction can backfire and create cognitive overload, such as a produce weighing machine that required the user to remember multiple produce numbers. Throughout the document, principles of reduction are explored, such as minimizing choices, categorizing information, and consistency across channels to reduce effort. The takeaways emphasized reducing user effort through simplification and organization while maintaining important options.
This presentation explores our collaborative strategies and work for designing and building OVAL (Oklahoma Virtual Academic Laboratory), a multi-disciplinary, multi-user academic virtual reality (VR) system.
For more information:
https://github.com/OUETL/OVAL
bill.endres@ou.edu
The Recurated Museum: IV. Collections Management & SustainabilityChristopher Morse
Slides from the fourth session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
The document discusses principles for designing reusable learning objects and human-computer interaction. It describes learning objects as small instructional components that can be reused, describing programming languages like Scratch and Squeak that allow creating them. It also discusses universal design principles for education, ensuring representation, expression and engagement for all learners.
This document contains lecture notes from an information architecture class that discusses topics like taxonomy, organization schemes, labeling systems, and an upcoming group assignment. The lecture notes include definitions of taxonomy, descriptions of different organization schemes like alphabetical and topic-based, guidelines for creating categories, and announcements about an information architecture conference and an assignment due in a few weeks.
http://taxitaiongtho.com/chuyen-nha-lien-tinh-thue-xe-tai-lien-tinh/le bao
Dịch Vụ Chuyển Nhà Liên Tình, Chuyển Nhà Liên Tình, xe tải chuyển nhà liên tỉnh, chuyển nhà trọn gói liên tỉnh
http://taxitaiongtho.com/chuyen-nha-lien-tinh-thue-xe-tai-lien-tinh/
This document discusses using ethnographic techniques to understand user needs and behaviors in libraries, archives, and museums. It outlines 7 key ethnographic techniques including observation, interviews, cognitive mapping, and cultural probes. The goal is to gather insights that can be used to design small changes that improve the user experience. Examples are given of changes institutions have made based on ethnographic research, such as adjusting opening hours, adding signage and charging stations. The document encourages organizations to try these methods by starting with a specific space or user group and making changes quickly based on findings.
Kristiansund Kunsthalle - May 2023 - Neuroscience and Design.pdfMenno Cramer
Everything we interact with impacts us, from nature to non-nature.
Everything which is non-nature is (hu)man-made.
Constructed by a brain, to be consumed by a brain.
So, why do so little people understand how the brain works?
In order to create products, services, spaces which are “healthy” for us/our brains, we need a kind of neuro-ergonomics, understanding of how we are physical, physiological, and psychological beings. Only then will we be able to accurately predict behavioural and mental output/outcomes of the designed stimuli we expose ourselves too.
HijackLoader Evolution: Interactive Process HollowingDonato Onofri
CrowdStrike researchers have identified a HijackLoader (aka IDAT Loader) sample that employs sophisticated evasion techniques to enhance the complexity of the threat. HijackLoader, an increasingly popular tool among adversaries for deploying additional payloads and tooling, continues to evolve as its developers experiment and enhance its capabilities.
In their analysis of a recent HijackLoader sample, CrowdStrike researchers discovered new techniques designed to increase the defense evasion capabilities of the loader. The malware developer used a standard process hollowing technique coupled with an additional trigger that was activated by the parent process writing to a pipe. This new approach, called "Interactive Process Hollowing", has the potential to make defense evasion stealthier.
This document contains lecture notes from an Information Architecture class discussing the concept of pervasive information architecture and ubiquitous computing. It describes how information and experiences are no longer confined to single channels or devices, but are mobile, cross-channel, and ubiquitous. Examples are given of how travel planning has changed from relying on travel agents and print materials to using online resources and GPS on mobile devices. Students are assigned a group project to assess the user experience of a system using specified methodologies.
This document provides an overview of an Information Architecture course. It introduces the topics that will be covered in the class, such as user research, taxonomy, navigation systems, and careers in information architecture. It outlines the class format, readings, assignments, and goals. The instructor provides her background and contact information. She discusses definitions and models of information architecture from various thinkers. She proposes that students present on information architecture experts and software evaluation. The first assignment is outlined.
Creating Thick space - maps and informationnorthcotegal
Slide deck prepared for Activating Urban Commons. Course instructor Peter Pennefather. Faculty of Information. University of Toronto. 2013.
Michelle Gay
This document provides an overview of the last class for an Information Architecture course. It discusses the upcoming group presentations, career panel, and final assignments. The instructor emphasizes cross-channel design, evaluation heuristics, and ensuring a positive user experience across platforms. Students are reminded to submit their last group assignment and evaluate each other's participation. The career panel will provide real-world perspectives from local user experience professionals.
This document contains lecture notes on navigation from an Information Architecture course. It discusses key topics around navigation design, including structure vs navigation, global vs contextual links, orientation, common navigation patterns, and tests to evaluate navigation usability. It emphasizes that good structure and navigation design are interdependent and both are needed for effective navigation. Supplementary navigation methods like indexes, guides and personalization are also covered.
This document summarizes key topics from a class on information architecture, including discussing how users seek information through searching, browsing and asking. It outlines the importance of user research and provides examples of research methods like analytics, card sorting and surveys. The document concludes by assigning future class work, which involves evaluating information architecture strategies and software tools.
A key-note presented at Rotterdam University of Applied Sciences in february 2014 about how philosophy of "embodiment of human being" can help design the Smart City. Instead of making the city digital, how can we use digital processing to make for a better experience in the actual, concrete world in which our bodies are situated?
Augmented Reality for Learning and AccessibilityShalin Hai-Jew
Recently, the presenter conducted a systematic review of the academic literature and an environmental scan to learn how to set up an augmented reality (AR) shop at an institution of higher education. The ambition was to not only set up AR in an accessible and legal way but also be able to test for potential +/- effects of AR on teaching and learning. The research did not go past the review stage, because of a lack of funding, but some insights about accessibility in AR were acquired.
(The visuals are from Deep Dream Generator and CrAIyon.)
This design space explores supporting collaborative exploration of self-monitored information through varying degrees of proximal interaction based on the level of personal interaction between the partner and the user. The scale moves from most intimate to least intimate.
Topiary: A Tool for Prototyping Location-Enhanced Applications, at UIST 2004Jason Hong
A tool we created for rapidly prototyping location-enhanced apps. The key idea is to use a few basic abstractions at design time to support location features, and then to use a Wizard of Oz approach at run time to help with testing.
Location-enhanced applications use the location of people, places, and things to augment or streamline interaction. Location-enhanced applications are just starting to emerge in several different domains, and many people believe that this type of application will experience tremendous growth in the near future. However, it currently requires a high level of technical expertise to build location-enhanced applications, making it hard to iterate on designs. To address this problem we introduce Topiary, a tool for rapidly prototyping location-enhanced applications. Topiary lets designers create a map that models the location of people, places, and things; use this active map to demonstrate scenarios depicting location contexts; use these scenarios in creating storyboards that describe interaction sequences; and then run these storyboards on mobile devices, with a wizard updating the location of people and things on a separate device. We performed an informal evaluation with seven researchers and interface designers and found that they reacted positively to the concept.
Authors are Yang Li, Jason Hong, and James Landay
This document discusses the concept of reduction in information architecture and design. It provides examples of how an intended reduction can backfire and create cognitive overload, such as a produce weighing machine that required the user to remember multiple produce numbers. Throughout the document, principles of reduction are explored, such as minimizing choices, categorizing information, and consistency across channels to reduce effort. The takeaways emphasized reducing user effort through simplification and organization while maintaining important options.
This presentation explores our collaborative strategies and work for designing and building OVAL (Oklahoma Virtual Academic Laboratory), a multi-disciplinary, multi-user academic virtual reality (VR) system.
For more information:
https://github.com/OUETL/OVAL
bill.endres@ou.edu
The Recurated Museum: IV. Collections Management & SustainabilityChristopher Morse
Slides from the fourth session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
The document discusses principles for designing reusable learning objects and human-computer interaction. It describes learning objects as small instructional components that can be reused, describing programming languages like Scratch and Squeak that allow creating them. It also discusses universal design principles for education, ensuring representation, expression and engagement for all learners.
This document contains lecture notes from an information architecture class that discusses topics like taxonomy, organization schemes, labeling systems, and an upcoming group assignment. The lecture notes include definitions of taxonomy, descriptions of different organization schemes like alphabetical and topic-based, guidelines for creating categories, and announcements about an information architecture conference and an assignment due in a few weeks.
http://taxitaiongtho.com/chuyen-nha-lien-tinh-thue-xe-tai-lien-tinh/le bao
Dịch Vụ Chuyển Nhà Liên Tình, Chuyển Nhà Liên Tình, xe tải chuyển nhà liên tỉnh, chuyển nhà trọn gói liên tỉnh
http://taxitaiongtho.com/chuyen-nha-lien-tinh-thue-xe-tai-lien-tinh/
This document discusses using ethnographic techniques to understand user needs and behaviors in libraries, archives, and museums. It outlines 7 key ethnographic techniques including observation, interviews, cognitive mapping, and cultural probes. The goal is to gather insights that can be used to design small changes that improve the user experience. Examples are given of changes institutions have made based on ethnographic research, such as adjusting opening hours, adding signage and charging stations. The document encourages organizations to try these methods by starting with a specific space or user group and making changes quickly based on findings.
Kristiansund Kunsthalle - May 2023 - Neuroscience and Design.pdfMenno Cramer
Everything we interact with impacts us, from nature to non-nature.
Everything which is non-nature is (hu)man-made.
Constructed by a brain, to be consumed by a brain.
So, why do so little people understand how the brain works?
In order to create products, services, spaces which are “healthy” for us/our brains, we need a kind of neuro-ergonomics, understanding of how we are physical, physiological, and psychological beings. Only then will we be able to accurately predict behavioural and mental output/outcomes of the designed stimuli we expose ourselves too.
Similar to Information Architecture class9 03 13 (20)
HijackLoader Evolution: Interactive Process HollowingDonato Onofri
CrowdStrike researchers have identified a HijackLoader (aka IDAT Loader) sample that employs sophisticated evasion techniques to enhance the complexity of the threat. HijackLoader, an increasingly popular tool among adversaries for deploying additional payloads and tooling, continues to evolve as its developers experiment and enhance its capabilities.
In their analysis of a recent HijackLoader sample, CrowdStrike researchers discovered new techniques designed to increase the defense evasion capabilities of the loader. The malware developer used a standard process hollowing technique coupled with an additional trigger that was activated by the parent process writing to a pipe. This new approach, called "Interactive Process Hollowing", has the potential to make defense evasion stealthier.
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2. Place-making
Related Readings
Pervasive Information Architecture
Andrea Resmini & Luca Rosati
ISBN 978-0-12-382094-5
Ch 4 Placemaking
1/23/2013
2 SI658 Information Architecture
5. Place-making
We are physical beings
space, embodiment
3/13/2013
embodiment: the state of being representing in
material form.
it’s all about how we perceive our reality
we grasp the abstract by means of the concrete
5 SI658 Information Architecture
6. Place-making
on the web
you aren’t going anywhere
go to a site
exit a site
close a popup
open a link
scroll down the page
3/13/2013
6 SI658 Information Architecture
7. Place-making
the domestication of time & space
gesture
speech
inhabitable space
it’s about embodiment, not geometry
3/13/2013
7 SI658 Information Architecture
8. Place-making
Bollnow: Man and Space
1. Space is heterogeneous
2. Space is hodological
3. Space has evolved
3/13/2013
8 SI658 Information Architecture
9. Place-making
1. Space is heterogeneous
exists relative to a subjective point of view (yours
for instance)
tension between known space and chaos
3/13/2013
9 SI658 Information Architecture
10. Place-making
2. Space is hodological
3/13/2013
human space is made up of paths, experience,
what we perceive between point A and point B
10 SI658 Information Architecture
11. Place-making
3. Space is evolved
Space has not always been there (at least not the
way we understand it now)
grūma – a surveyor's pole or measuring-rod,
placed at the center of camp so as to divide the
camp into four quarters by streets meeting at that
point
architectural space is a compound of many layers:
emotion, hodological, topolgoical, which brings us
to:
existential space
3/13/2013
11 SI658 Information Architecture
12. Place-making
Existential Space
space of relationships, personal, immediate,
egocentric
made up of stable archetypes, vicinity, enclosed,
separation, continuity, and time.
Space – the base experience of our embodiment
Space is objective, impersonal, undifferentiated
Space is not the same as place
3/13/2013
12 SI658 Information Architecture
13. Place-making
Place
= the space where our life occurs
Dwelling > Shelter
Place involves presence
Place is physical space plus memories,
experiences, and behavioral patterns.
3/13/2013
Place is personal, subjective, and communitarian.
Place is rooted in common cultural understandings
and behavioral framing
13 SI658 Information Architecture
14. Place-making
What is place-making?
3/13/2013
How does place-making happen in the physical
world?
How does place-making happen in literature?
How does place-making happen for your dog?
14 SI658 Information Architecture
15. Place-making
3/13/2013
Kevin Lynch: The Image of the City
We move through cities by forming mental maps
5 basic elements:
paths (road, street)
edges (walls, fences, borders, shore)
nodes (destinations: work, home, bank, store)
landmarks (physical markers noted for orienting)
districts (blocks, areas with a defined meaning)
15 SI658 Information Architecture
16. Place-making
Way-finding
3/13/2013
how people dynamically orient themselves in
physical space and navigate from place to place
signs and other elements for navigating & orienting
make up the grammar of that space
all this relates to actual, physical, real space
16 SI658 Information Architecture
17. Place-making
3/13/2013
Way-finding in the digital world
IA’s stole this term from the concreteness of
physical space and applied it to the abstractness
of digital cyberspace
apply it to information seeking, navigation, user
orientation
17 SI658 Information Architecture
18. Place-making
Cennydd Bowles – Way Finding
advantages of nature: Salmon
3/13/2013
18 SI658 Information Architecture
19. Place-making
Cennydd Bowles – Way Finding
advantages of nature: Ants
3/13/2013
19 SI658 Information Architecture
20. Place-making
People have to compensate
3/13/2013
vision
spatial reasoning
mental models
explicit & implicit cues
20 SI658 Information Architecture
21. Place-making
survey knowledge
conceptualize a space as a
whole
generally hierarchical
large general places (cities)
smaller sub-networks
(neighborhoods)
3/13/2013
21 SI658 Information Architecture
22. Place-making
procedural knowledge
3/13/2013
a sequence of actions to follow a route from A to B
(directions)
22 SI658 Information Architecture
23. Place-making
landmark knowledge
3/13/2013
that can be seen from various angles and used to
interpolate our position
23 SI658 Information Architecture
25. Place-making
types of way-finding tools
tools that display the user’s current position
tools that display the user’s orientation (compass)
tools that log movement
tools that show the user’s surroundings (map)
guided navigation systems (GPS, signage)
3/13/2013
25 SI658 Information Architecture
26. Place-making
psychological space
can be measured like geographical space
3/13/2013
shortest distance between spaces is the route
requiring the least effort
ie. less activity, less engagement, less choice
I say: seems boredom would increase the “psychological”
space, so I’d posit it isn’t strictly a positive correlation between
psychological space & level of engagement
26 SI658 Information Architecture
27. Place-making
elements of mental mapping
in the digital space
paths (hyperlinks)
nodes (pages)
landmarks (logo links to homepage)
districts (global site sections = main districts)
3/13/2013
edges (one site versus another—design & nav changes)
27 SI658 Information Architecture
29. Place-making
PLACE-making in pervasive IA
reduce disorientation
increase legibility of spaces
support way-finding
Where?
in digital spaces
physical spaces
across channels
3/13/2013
29 SI658 Information Architecture
30. Place-making
3/13/2013
structure all elements of the UX as part
of a continuously flowing PLACE
a single, common, existential space
where users feel at home, in context in a PLACE
Particularly for processes that bridge different
channels
Recognize that your users’ experience will bridge
channels, even if your processes don’t
30 SI658 Information Architecture
31. Place-making
3/13/2013
LAYERs. delicious, delicious layers
“cyberspace is not a
destination; rather, it is
a layer tightly
integrated into the
world around us.”
- Institute for the Future (2009)
reality
31 SI658 Information Architecture
32. Place-making
3/13/2013
How much time do you spend on the
web?
Real or not, digital places are a part of where we
live our lives, experience emotive space and place
32 SI658 Information Architecture
33. Place-making
Place-making in the many channeled
world
Internal Place-making
a sense of place within a
single channel
makes use of
advantages, subject to
limitations
more specific, articulate
External Place-making
creating a sense of place
that spans channels
spatial familiarity,
comfort, continuity
vast reach, more
profound
3/13/2013
33 SI658 Information Architecture
34. Place-making
3/13/2013
Know
the difference between space and
place
space: physical, objective, impersonal, stable
place: psychological, subjective, experiential,
dynamic, hodological, existential
place is what we design in information space
34 SI658 Information Architecture
35. Place-making
Know
place is layered
relational layer archetypes of enclosure, vicinity,
continuity, time
emotional layer feelings, sensations ties to place
behavioral layer interactions, movement
3/13/2013
35 SI658 Information Architecture
36. Place-making
Know
what place-making relies on
place-making doesn’t rely on
technology or wow-factor
place-making does rely on
3/13/2013
an understanding of basic cognitive and
psychological mechanisms that guide how we
experience the world
36 SI658 Information Architecture
37. Place-making
Know
your context
context is more than a project’s settings &
constraints
3/13/2013
context in pervasive processes is spatial & dynamic
context changes with the actors, environment,
location, time
37 SI658 Information Architecture
38. Place-making
Do
build place not (just) space
3/13/2013
support way-finding via paths, edges, nodes,
landmarks, and districts
reduce effort (to reduce psychological distance)
make people feel at home, help them relate to
the context
incorporate place-making both internally (within a
channel) and externally (across channels)
38 SI658 Information Architecture
39. Place-making
Case Study:
“but now we know everything!”
3/13/2013
39 SI658 Information Architecture
40. 3/13/2013
Project Time
the part where you collaborate and teach each other
40 SI658 Information Architecture
42. Place-making
group assignment
the user experience assessment is due TODAY (at
11:59 pm)
last one (it’s a doosey): what you make of it
revised high level IA
revised homepage & (3) interior page wires
cross-channel assessment & recommendations
brief in ctools
due April 3
3/13/2013
42 SI658 Information Architecture
43. Place-making
group project breakdown
assignment 1 – 100 pts
assignment 2 – 100 pts
assignment 3 – 100 pts
assignment 4 – 100 pts you are here
presentation – 500 pts April 17th
3/13/2013
participation – 100 pts you grading each other
43 SI658 Information Architecture
44. Presentation
Time
the part where you teach
3/13/2013
44 SI658 Information Architecture
45. Wrap Up
More stuff for you to do.
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45 SI658 Information Architecture
46. Place-making
last week’s assignment:
who drank out of a coconut?
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46 SI658 Information Architecture
47. Place-making
next reading
Due TUES Mar 19th at 11 pm.
50-300 words responding to the following:
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PERVASIVE IA
Ch 5 Consistency
47 SI658 Information Architecture
North is East. Another example of breaking convention being a disruption. You better have a really great new way of doing things if you expect people to learn a new approach.