This document summarizes a project analyzing data about Cholula's central square, or zocalo. It was conducted by students in Mexico over two weeks. They collected data on the zocalo's history, activities, functions, and orientation. The zocalo has been an important meeting place since 200 AD. Over time, the Spanish modified it with new buildings. Its importance gave rise to Cholula's social structure. The zocalo remains central to community life through events and as a gathering place.
Digital Wellbeing Technology through a Social Semiotic Multimodal Lens: A Cas...Omar Sosa-Tzec
Presentation at the SSA 2022: The 46th Annual Conference of the Semiotic Society of America.
Abstract:
The detrimental effects caused by uncontrolled technology usage and screen time have motivated designers in academia and industry to explore solutions that promote digital well-being. This paper draws on the social semiotic approach to multimodality to examine the semiotic resources applied in designing and presenting one case study concerning such solutions—Little Signals, six artifacts commissioned by Google. An analysis was performed on the project’s website’s content, paying careful attention to an introductory video and artifact gallery. Proximity, distance, focus, and analogy appear as distinctive video storytelling choices. These convey unobtrusiveness, invisibility, ephemerality, intimacy, control, and familiarity. The resources of size, shape, material, color, and motion applied to define the artifacts’ appearance, behavior, and data presentation also help reinforce it. Besides examining the relationship between these meaning potentials, resources, and digital well-being artifacts, this paper also discusses the apparent attempt to give smart-home devices a benign character.
Delight in the User Experience: Form and PlaceOmar Sosa-Tzec
This paper elaborates on delight in UX by drawing on existing knowledge and theory on emotion and experience. The multiple formulations and discussions of delight in UX demonstrate its significance for the UX design community. However, it appears unclear what delight specifically is and how it particularly differs from pleasure, which designers use interchangeably with delight. This paper argues that pleasure and delight are distinct, and posits delight as the combination of joy with surprise or captivation, which leads the user to experience a wow! or yay! moment, respectively. The paper also posits that a designer’s intended delight—how she envisions the product causing delight—may differ from the user’s experienced delight—the wow! and yay! moments—during the UX as such delight is assimilated by the user and affects her expectations concerning the delightfulness of using interactive products. Nevertheless, this same assimilated delight encourages continuous use of such products.
Delight by Motion: Investigating the Role of Animation in MicrointeractionsOmar Sosa-Tzec
This paper focuses on the role of animation in making microinteractions delightful. We first draw on customer experience literature to propose that a microinteraction is delightful when it surprises, captivates, and communicates need fulfillment. Following this notion and drawing on social semiotics, we analyze a collection of examples of microinteractions posted on dribbble.com. Observations derived from this analysis show that animation contributes to a microinteraction’s delightfulness by contextualizing, clarifying, metaphorizing, and creating a micro-narrative around its purpose, development, or outcome. A microinteraction’s animation has the power to produce “aha! moments,” in which the user notices something meaningful concerning her goals, actions, and expectations, and about the context of use. As microinteractions seriously influence the user experience, it becomes imperative to promote motion design literacy, including identifying strategies and tropes for user interface animation, among UI/UX designers.
Paper presented in MoDE 21 Motion Design Education Summit (online conference) on June 11, 2021
Critical Design Research and Constructive Research Outcomes as ArgumentsOmar Sosa-Tzec
Presentation for the workshop "Let’s Get Divorced: Constructing Knowledge Outcomes for Critical Design and Constructive Design Research” at DIS 2018, the ACM Conference on Designing Interactive Systems. Hong Kong. June 9, 2018
Creative Data and Information Visualization: Reflections on Two Pedagogical A...Omar Sosa-Tzec
Presentation of case study on teaching creative representations of data and information at the SIGDOC 2019 The ACM conference on Communication Design. October 5, 2019. Portland, OR.
Student work by BA/BFA in Art and Design, and MDes in Integrative Design at the University of Michigan, Ann Arbor.
Teaching Design, Information, and Interaction: Reflections, Foundations, and ...Omar Sosa-Tzec
Presentation as a discussant in the panel "Teaching Design in an Age of Interaction" organized by Brandon Waybright. CAA 2020 Annual Conference. February 14, 2020. Chicago, IL.
Visualizing Data Trails: Metaphors and a Symbolic Language for InterfacesOmar Sosa-Tzec
Position paper for the CHI 2020 Workshop "Speculative Designs for Emergent Personal Data Trails: Signs, Signals and Signifiers."
This paper starts by presenting four mobile interface design concepts to make personal data trails visible. Frosted screen, rainbow heatmap, hungry zombie, and data current are the labels given to these concepts. After reflecting on these concepts, the paper focuses on some elements of personal data trails, and explores a visual system of icons to indicate the user the possible use and abuse of the data they produce during the UX. The elements proposed by this paper are surveillance, commodification, data aggregation, data input, affect and arousal, preferences, and community.
Communicating design-related intellectual influence: towards visual referencesOmar Sosa-Tzec
Prototype-driven design research often involves collecting and analyzing designed artifacts in annotated portfolios and design workbooks. These collections constitute important sources of intellectual influence for researchers, yet communicating this influence presents unique challenges, such as the difficulty of translating the aesthetic, material, or interactive qualities of a designed artifact into written text. Building on discourses of visual thinking and visual imagery in science communication and HCI research, this paper introduces, and elaborates, a novel research communication design concept called "visual references," which combine bibliographic information with photographic images, textual annotations, and diagrammatic annotations in order to communicate design-related intellectual influence.
Design tensions: Interaction Criticism on Instagram’s Mobile InterfaceOmar Sosa-Tzec
User interfaces are continually evolving. Contemporary interfaces, particularly mobile interfaces, have developed their own design language as they have discarded skeuomorphs and metaphorical representations to support their design and introduced features not available before in desktop interfaces. Despite the pervasiveness of mobile interfaces, researchers have neglected the development of theory that accounts for how they still connect with or deviate from early interface design constructs. This paper adapts the notion of metaphorical tension to formulate and explore a new construct, design tension, which scopes an exercise of interaction criticism on Instagram's interface. As a result, this paper argues that design tension is useful to account for how interface components introduce features that are discordant to interface standards and best practices, things from the real world, and the user's belief system. It also suggests that both the method and construct can be applied to other communication design artifacts distinct from interfaces to produce intermediate-level knowledge.
Interacciones Encantadoras: Interfaces de Usuario desde una Perspectiva Semió...Omar Sosa-Tzec
Presentación de la charla para Contraste Colectivo (Congreso de Diseño Gráfico de la FADU AUT en México) acerca de mi investigación en interfaces encantadoras (delightful interfaces) desde una perspectiva teórica basada en semiótica y retórica.
My fascination with the visual: meaning, persuasion, and delightOmar Sosa-Tzec
Presentation for a "Wonderful Wednesday" at Stamps School of Art and Design, University of Michigan. It includes some of my visual work and and overview of my research on the application of rhetoric to human-computer interaction.
Visual Design for Interface and Experience DesignOmar Sosa-Tzec
Three key concepts that apply to UI/UX design: contrast, visual hierarchy, and connotation and denotation. Presentation slides of a talk as guest lecturer for the Fall 2015 course INFO-I 300 Human-Computer Interaction/Interaction Design at Indiana University Bloomington, School of Informatics and Computing. Instructor of record: Gopinaath Kannabiran.
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Lecture slides on the connection between affordances, constraints, and feedback (audible, tactile, and visual) for the design of interfaces and interactions. Fall 2016 course INFO-I 300: Human-Computer Interaction/Interaction Design. Instructor of record: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design). Indiana University Bloomington, School of Informatics and Computing.
User Experience Design, Navigation, and Interaction FlowsOmar Sosa-Tzec
Relation between interaction flows and the three basic questions of information architecture -- Where am I? What can I do here? Where can I go from here? Lecture slides for Fall 2016 course INFO-I 300: Human-Computer Interaction/Interaction Design at Indiana University Bloomington, School of Informatics and Computing. Instructor of record: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design).
Introduction to Human-Computer Interaction and Interaction DesignOmar Sosa-Tzec
Introductory lecture slides for the course INFO-I 300 Human-Computer Interaction/Interaction Design at Indiana University School of Informatics and Computing. Instructor of record: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design).
Takeaways from the course Visual Design for User ExperienceOmar Sosa-Tzec
Closing lecture slides of the summer 2016 course INFO-I 400: Special Topics in Informatics (Visual Design for UX) at Indiana University School of Informatics and Computing. Instructor of record and course developer: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design) at Indiana University.
Introduction to Visual Design for User ExperienceOmar Sosa-Tzec
Lecture slides (teaser) for the summer 2016 class INFO-I 400: Special Topics in Informatics (Visual Design for UX) at Indiana University Bloomington, School of Informatics and Computing.
Presentation for the Indiana University's Graphic Design Club 2016 Speakers Series. A quick review of my journey to become a designer, work experiences, graphic passions, and current research at IU Bloomington (Human-Computer Interaction).
Indiana University Bloomington. April 23, 2016.
Principios de Diseño Visual para Interacción Humano-ComputadoraOmar Sosa-Tzec
Borrador del capítulo para el libro “La Interacción Humano-Computadora en México”
Referencia en formato APA:
Sosa-Tzec, O., & Siegel, M.A. (2014). Principios de Diseño Visual para IHC. Muñoz Arteaga, J., González Calleros, J.M., & Sánchez Huitrón, A. (Eds.) La Interacción Humano-Computadora en México. México: Pearson.
Advances of research on Interaction Design Rhetoric - HCI Rhetoric - UX Rhetoric.
INFO I609: Advanced Seminar I in Informatics. Indiana University Bloomington. School of Informatics and Computing. Fall 2015.
Digital Wellbeing Technology through a Social Semiotic Multimodal Lens: A Cas...Omar Sosa-Tzec
Presentation at the SSA 2022: The 46th Annual Conference of the Semiotic Society of America.
Abstract:
The detrimental effects caused by uncontrolled technology usage and screen time have motivated designers in academia and industry to explore solutions that promote digital well-being. This paper draws on the social semiotic approach to multimodality to examine the semiotic resources applied in designing and presenting one case study concerning such solutions—Little Signals, six artifacts commissioned by Google. An analysis was performed on the project’s website’s content, paying careful attention to an introductory video and artifact gallery. Proximity, distance, focus, and analogy appear as distinctive video storytelling choices. These convey unobtrusiveness, invisibility, ephemerality, intimacy, control, and familiarity. The resources of size, shape, material, color, and motion applied to define the artifacts’ appearance, behavior, and data presentation also help reinforce it. Besides examining the relationship between these meaning potentials, resources, and digital well-being artifacts, this paper also discusses the apparent attempt to give smart-home devices a benign character.
Delight in the User Experience: Form and PlaceOmar Sosa-Tzec
This paper elaborates on delight in UX by drawing on existing knowledge and theory on emotion and experience. The multiple formulations and discussions of delight in UX demonstrate its significance for the UX design community. However, it appears unclear what delight specifically is and how it particularly differs from pleasure, which designers use interchangeably with delight. This paper argues that pleasure and delight are distinct, and posits delight as the combination of joy with surprise or captivation, which leads the user to experience a wow! or yay! moment, respectively. The paper also posits that a designer’s intended delight—how she envisions the product causing delight—may differ from the user’s experienced delight—the wow! and yay! moments—during the UX as such delight is assimilated by the user and affects her expectations concerning the delightfulness of using interactive products. Nevertheless, this same assimilated delight encourages continuous use of such products.
Delight by Motion: Investigating the Role of Animation in MicrointeractionsOmar Sosa-Tzec
This paper focuses on the role of animation in making microinteractions delightful. We first draw on customer experience literature to propose that a microinteraction is delightful when it surprises, captivates, and communicates need fulfillment. Following this notion and drawing on social semiotics, we analyze a collection of examples of microinteractions posted on dribbble.com. Observations derived from this analysis show that animation contributes to a microinteraction’s delightfulness by contextualizing, clarifying, metaphorizing, and creating a micro-narrative around its purpose, development, or outcome. A microinteraction’s animation has the power to produce “aha! moments,” in which the user notices something meaningful concerning her goals, actions, and expectations, and about the context of use. As microinteractions seriously influence the user experience, it becomes imperative to promote motion design literacy, including identifying strategies and tropes for user interface animation, among UI/UX designers.
Paper presented in MoDE 21 Motion Design Education Summit (online conference) on June 11, 2021
Critical Design Research and Constructive Research Outcomes as ArgumentsOmar Sosa-Tzec
Presentation for the workshop "Let’s Get Divorced: Constructing Knowledge Outcomes for Critical Design and Constructive Design Research” at DIS 2018, the ACM Conference on Designing Interactive Systems. Hong Kong. June 9, 2018
Creative Data and Information Visualization: Reflections on Two Pedagogical A...Omar Sosa-Tzec
Presentation of case study on teaching creative representations of data and information at the SIGDOC 2019 The ACM conference on Communication Design. October 5, 2019. Portland, OR.
Student work by BA/BFA in Art and Design, and MDes in Integrative Design at the University of Michigan, Ann Arbor.
Teaching Design, Information, and Interaction: Reflections, Foundations, and ...Omar Sosa-Tzec
Presentation as a discussant in the panel "Teaching Design in an Age of Interaction" organized by Brandon Waybright. CAA 2020 Annual Conference. February 14, 2020. Chicago, IL.
Visualizing Data Trails: Metaphors and a Symbolic Language for InterfacesOmar Sosa-Tzec
Position paper for the CHI 2020 Workshop "Speculative Designs for Emergent Personal Data Trails: Signs, Signals and Signifiers."
This paper starts by presenting four mobile interface design concepts to make personal data trails visible. Frosted screen, rainbow heatmap, hungry zombie, and data current are the labels given to these concepts. After reflecting on these concepts, the paper focuses on some elements of personal data trails, and explores a visual system of icons to indicate the user the possible use and abuse of the data they produce during the UX. The elements proposed by this paper are surveillance, commodification, data aggregation, data input, affect and arousal, preferences, and community.
Communicating design-related intellectual influence: towards visual referencesOmar Sosa-Tzec
Prototype-driven design research often involves collecting and analyzing designed artifacts in annotated portfolios and design workbooks. These collections constitute important sources of intellectual influence for researchers, yet communicating this influence presents unique challenges, such as the difficulty of translating the aesthetic, material, or interactive qualities of a designed artifact into written text. Building on discourses of visual thinking and visual imagery in science communication and HCI research, this paper introduces, and elaborates, a novel research communication design concept called "visual references," which combine bibliographic information with photographic images, textual annotations, and diagrammatic annotations in order to communicate design-related intellectual influence.
Design tensions: Interaction Criticism on Instagram’s Mobile InterfaceOmar Sosa-Tzec
User interfaces are continually evolving. Contemporary interfaces, particularly mobile interfaces, have developed their own design language as they have discarded skeuomorphs and metaphorical representations to support their design and introduced features not available before in desktop interfaces. Despite the pervasiveness of mobile interfaces, researchers have neglected the development of theory that accounts for how they still connect with or deviate from early interface design constructs. This paper adapts the notion of metaphorical tension to formulate and explore a new construct, design tension, which scopes an exercise of interaction criticism on Instagram's interface. As a result, this paper argues that design tension is useful to account for how interface components introduce features that are discordant to interface standards and best practices, things from the real world, and the user's belief system. It also suggests that both the method and construct can be applied to other communication design artifacts distinct from interfaces to produce intermediate-level knowledge.
Interacciones Encantadoras: Interfaces de Usuario desde una Perspectiva Semió...Omar Sosa-Tzec
Presentación de la charla para Contraste Colectivo (Congreso de Diseño Gráfico de la FADU AUT en México) acerca de mi investigación en interfaces encantadoras (delightful interfaces) desde una perspectiva teórica basada en semiótica y retórica.
My fascination with the visual: meaning, persuasion, and delightOmar Sosa-Tzec
Presentation for a "Wonderful Wednesday" at Stamps School of Art and Design, University of Michigan. It includes some of my visual work and and overview of my research on the application of rhetoric to human-computer interaction.
Visual Design for Interface and Experience DesignOmar Sosa-Tzec
Three key concepts that apply to UI/UX design: contrast, visual hierarchy, and connotation and denotation. Presentation slides of a talk as guest lecturer for the Fall 2015 course INFO-I 300 Human-Computer Interaction/Interaction Design at Indiana University Bloomington, School of Informatics and Computing. Instructor of record: Gopinaath Kannabiran.
Affordances, Constraints, and Feedback in User Experience DesignOmar Sosa-Tzec
Lecture slides on the connection between affordances, constraints, and feedback (audible, tactile, and visual) for the design of interfaces and interactions. Fall 2016 course INFO-I 300: Human-Computer Interaction/Interaction Design. Instructor of record: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design). Indiana University Bloomington, School of Informatics and Computing.
User Experience Design, Navigation, and Interaction FlowsOmar Sosa-Tzec
Relation between interaction flows and the three basic questions of information architecture -- Where am I? What can I do here? Where can I go from here? Lecture slides for Fall 2016 course INFO-I 300: Human-Computer Interaction/Interaction Design at Indiana University Bloomington, School of Informatics and Computing. Instructor of record: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design).
Introduction to Human-Computer Interaction and Interaction DesignOmar Sosa-Tzec
Introductory lecture slides for the course INFO-I 300 Human-Computer Interaction/Interaction Design at Indiana University School of Informatics and Computing. Instructor of record: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design).
Takeaways from the course Visual Design for User ExperienceOmar Sosa-Tzec
Closing lecture slides of the summer 2016 course INFO-I 400: Special Topics in Informatics (Visual Design for UX) at Indiana University School of Informatics and Computing. Instructor of record and course developer: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design) at Indiana University.
Introduction to Visual Design for User ExperienceOmar Sosa-Tzec
Lecture slides (teaser) for the summer 2016 class INFO-I 400: Special Topics in Informatics (Visual Design for UX) at Indiana University Bloomington, School of Informatics and Computing.
Presentation for the Indiana University's Graphic Design Club 2016 Speakers Series. A quick review of my journey to become a designer, work experiences, graphic passions, and current research at IU Bloomington (Human-Computer Interaction).
Indiana University Bloomington. April 23, 2016.
Principios de Diseño Visual para Interacción Humano-ComputadoraOmar Sosa-Tzec
Borrador del capítulo para el libro “La Interacción Humano-Computadora en México”
Referencia en formato APA:
Sosa-Tzec, O., & Siegel, M.A. (2014). Principios de Diseño Visual para IHC. Muñoz Arteaga, J., González Calleros, J.M., & Sánchez Huitrón, A. (Eds.) La Interacción Humano-Computadora en México. México: Pearson.
Advances of research on Interaction Design Rhetoric - HCI Rhetoric - UX Rhetoric.
INFO I609: Advanced Seminar I in Informatics. Indiana University Bloomington. School of Informatics and Computing. Fall 2015.
1. Universidad de las Americas, Puebla
Master in Information Design
Cholula’s Zocalo
Walk Through
A visuailzation for some particular issues of Cholula’s zocalo
Janet Alvarez
Jaime Lasso
Nora Morales
Omar Sosa
Omar Valdiviezo
Methods of Visualization
Professor David Skopec
Autum 04
2. Contents
Introduction 3
Collection and analysis of data 4
History and background 4
Space and orientation 6
Function and purpose 7
Activities and uses 8
Transformation of data 9
into information
Visualizations 12
Conclusions 15
References 16
3. 3
Introduction
This project was done for the “Methods of
visualisation” class at the Master of information
Design in the Universidad de las Americas, Puebla.
It was developed in a period of two weeks and it
is an exercise about Cholula’s Zocalo. Cholula is
one of the most antiques cities in México and the
Zocalo is a central square where people visit and
interact. The begining of the project started with
4 groups: North, South, East and West, that were
given the task of collecting observations regarding
four general aspects:
- History and Backgrounds
- Activities and Users
- Function and Purpose
- Environment and orientation
The collection of information included a lot of
materials, photographs, videos, sketches, and
involved a lot of different sources, interviews with
specialized people, visitors, journals and
books.We found a lot of topics and information to
share. then, we divided again in 2 groups and
synthesize the information selected a relevant
topic and transformed it, so it would be
understandable and clear in order to put it back at
the zocalo utilizing very simple materials taken
from there. We feel this was a new way to
visualize information and in a way we are sharing
this walk with you come with us in a walk trough
Cholula’s Zocalo.
4. 4
Collection and Analysis
of Data
The data was collected and categorized by four groups,
each of one focusing on some special issue about Cholula’s
Zocalo. The four categories which data were classified are:
! History and Background
! Space and Orientation
! Function and Purpose
! Activities and Uses
History and Background
This category is concerned with data related to the origin
of Cholula’s Zocalo and its changes through history.
The Cholula’s Zocalo has been existed since year 200 A.
C. It was employee by the natives as meeting point and to
commerce with other near ethnic groups. Nevertheless, it
was until 1519 that Spain conquered Cholula that they
decided to modify this area, building a Convent and the
Government Palace, and modifying the arcades known as
“Chialinco” (area of rest of the warriors). See figure 1.
Figure 1
Old map of Cholula
5. 5
The importance of the Zocalo through history of Cholula
gave origin to a social structure of its inhabitants. The
governors and priests lived near Zocalo; followed of
nobles and bourgeois. The most moved away Zocalo was
the natives. See figure 2.
Governors and Priests
Novels and Merchants
Indian population
Zocalo
Figure 2
Radial chart of Cholula’s
Population density in relation poblation density
of the approximation to the zocalo around the Zocalo
As the natives were forced to attend the church all
Sundays (day of rest for the Catholics) and the Church is
located in Zocalo, It presented an opportunity to the
natives to continue with their custom of use the Zocalo
like meeting point.
Through history several events have happened that have
defined the functionality of Zocalo in relation with the
inhabitants of Cholula. See figure 3.
1513 1519 1535
Spanish Cortez arrives San Pedro Cholula
take Control to Chollolan. gets the City title
of Chollolan The Killing
XII
Arrival of Toltecas 1549 1646 XVII? 1921 1924 1947 1960 1978 1989
scaping fron Tula San Gabriel ¥s Casas Reales San Rafael 1855 Reconstruction Electric Pavimentation Park & Remodel Remodel
church. La "Portales" fountain Monument to of the Portal streetcar Boulevard 1969 Plaza de Armas Park
Plaza Mayor Santa Anna. First Remove Market
appears as a big evidence of a 15 and Boulevard
market day fair
1910 1950 2004
Celebration of First fair Annual Fair
the Independence as we know it
centennial
Figure 3
Historical events
Extructural evolution
Timeline of
Social events
Cholula’s Zocalo
6. 6
Space and Orientation
The purpose of this category is to collect spatial data
about real measures of Cholula’s Zocalo and its relations
with some other buildings around.
First, the main areas of Zocalo were identified and we
identify them with a name. Later, the measures were taken
from each one of these areas and did a map. Finally, the
main buildings around Zocalo were located and annexed
to the map.
Figure 4
Map of Cholula’s
Zocalo nowadays
7. 7
Function and Purpose
In this category the data collected was about the principal
functions of Cholula´s Zocalo nowadays.
Here some aspects were researched about the function
and purpose of the Cholula’s Zocalo. The main purpose of
the Zocalo is to serve like a meeting point, that’s why we
can find the cathedral, the headquarters, monuments,
commerce and entertainment. Also, it is found that
functions are located in some Zocalo’s specific areas and
they change depending the day of the year.
Next it’s presented a table that shows the relation
between identified areas and detected functions at Zocalo.
Table 1
Relationship
between areas
and functions
8. 8
Activities and Uses
Data related to this category is about the activities of
Cholula’s inhabitants at Zocalo.
People visit Cholula’s Zocalo in three different ways: they
pass through it, they use it as a meeting point, and they go
there to wonder around and have fun. People do multiple
activities, the diagram below trace interactions of people,
activities objects and places.
Also, we can detect that certain kind of places (see figure
5) are related to activities. :
Relaxation use: To rest, to relax, to watch squirrels, to
breath some fresh air, to eat …
Commercial use: To sell, to buy, to hang products, to make
business…
Visitor use: To lock bikes, to wonder, leave pets, to watch
people …
Maintenance use: to lock garbage cans, to serve,
to protect …
Figure 5
Scheme of uses
of space at zocalo
9. 9
Transformation of Data
into Information
The model that we use to make the final
visualization represents the relation between
functions, areas and activities throw Cholula’s
History.
We decided to represent the information of 50’s,
80’s and the actual decade, because there is a lot
of information about Cholula’s events (photos,
books, pictures, etc.). We have to identified
where were located the main areas in relation
with the actual space and orientation of Zocalo,
and to establish the relation between areas and
functions of these times. .
10. 10
After that, we have to research about the
activities more important to people of each
decade and classified them according the functions
that we founded. See figure 6.
Figure 6
Evolution of Zocalo’s
activities areas
11. 11
So, in the visualization that is proposed it can be
found four variables:
Function. This variable corresponds to the
particular function had. There are four shapes
(values), one per function:
!Heart shape - Entertainment.
!Shrek head - Political.
!Dolphin - Ecological.
!Round Balloon - Economical.
Year. The specific year that is visualized to
correspond with the high of ropes for each groups
of balloons.
! The shorter high is assigned to the 50’s decade.
! The medium high is to the 80’s.
! The higher ropes are to nowadays.
Spot. Each spot at zocalo represents the
centroid of the particular area where some
activities (related to a function) took place.
Importance. The amount of balloons is directly
proportional to the importance of activities for
people that lived in some particular age.
Figure 7
Abstract representation
of the variables
12. 12
Visualizations
To express this idea it was decided to make a
visualization model using the real zocalo, but it is
noticed that the zocalo is perceive in different
ways depending of the point of view. So three
view points are presented.
Pyramid’s view
15. 15
Conclusions
The joined data that was collected from the
original teams implied that presented visualization
was rich in its own explanation. It was detected
the great amount of data obtained from
observational methods needed a categorization
and discrimination for the design of final
visualization. Four very abstract variables appeared
at the same time in it, all of them represented in
physical form, so a experience design was created
to cholula’s zocalo visitors. It is shown that is
possible to design such experience using elements
that can be found at zocalo.
16. 16
References
GONZALEZ, L. “Cholula, un estudio socio-
economico regional”
Cholula UNAM, 1972.
MARQUEZ, I. “El Toltecayotl de Tollan –
Cholollan”
Santa Catarina Mártir UDLA, 1983.
WALLES, L.M. “Cholula”
Puebla CAJICA, 1971.
Cholula. http://www.ipsonet.org/cholula/
Last visit September 6th, 2004.