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A Unified Field Theory of Design

Overview
Information Interaction Design

Information Design
Continuum of Understanding
Experience of  Knowledge
Organizing Things
Multiple Organizations
Goals & Messages
Clarity

Interaction Design
Having an Experience
Continuum of Interactivity
Control & Feedback
Productive and Creative Experiences
Communicative Experiences
Adaptive Experiences
The Experience Cube

Sensorial Design
Media Differences
Style & Meaning
Conclusion

Additional Resources

 

 

 The Experience Cube

 

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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