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The Experience Cube
Shedroff has created a visual model on which we can observe how
the six spectra of interactivity work in relation to each other.
He has placed Feedback and Control
in one dimension, Creativity, Productivity
and Co-Creativity in a second and Adaptivity
in a third dimension.
About the Experience Cube
All experiences, whether mediated by technology or not, fit into
this cube. This broader field the cube represents is the context
in which all of our interactive experiences are created and received.
Why is this important? Members of your audience may be technophobic,
meaning they may not be as in love as you are with the specific
technology being offered. Shedroff reminds us that:
"... the competition for interactive media
products is as big as all of human experience. In other words, competitors
for a CD-ROM on tropical fish are not other tropical fish CD-ROMs
or even laser discs, but television documentaries, narrative and
reference books, aquariums, scuba diving, travel, etc. If the experience
you create is not a compelling one (whether it is justified by the
bounds of the technology or not), you will never find a large audience.
"
How does one create meaningful experiences and interactions?
By remembering to stay in touch with the original goals
and messages we want our audience to receive, we
can create meaningful experiences. We must also form a clear idea
of their goals and objectives in regards to these experiences. That's
where market research comes in. Out of that we brainstorm alternatives
to meet goals, messages and audience interests and abilities until
our path to a successful conclusion becomes clear.
Our next step is then to develop our ideas using the tools of Sensorial
Design.
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