UX: space (I) active sensing
Last updated
Last updated
Our physical and virtual realities are becoming increasingly intertwined. Technologies such as VR, augmented reality, wearables, and the internet of things are pointing to a world where technology will envelop every aspect of our lives. It will be the glue between every interaction and experience, offering amazing possibilities, while also controlling the way we understand the world.
article 1: Hyper-Reality (6 min.) explored this exciting but dangerous trajectory. article 2: Marina Abramovic about the difference between performance art & theater.
One of them is in social spaces, as you pointed out; you enter this environment of ambiguous intimacy. I feel drawn to experiment with ways that technology can interact with notions of intimacy, because so much of technology is done in a way that's very cold and has such an opposite affect. - Jaron Lanier
It is important for designers of VR/AR to unlearn sensory inhibitions that have been learned in actual reality. In order to create VR/AR-experience with a rich amount of sensory information, designers need to learn to sense information in space and explore impressions that emerge from sensory information. In order to understand the relevance of active sensing in environmental cognition, some tools will help designers to document sensory impressions across an environment.
Discover-Walk through the site to immerse yourself into its sensory environment(space and people) and to familiarise yourself with it. Don’t just look, use all your senses: smell, taste, touch, listen and notice how you move.
The realisation of texturing in VR depends mostly on technical abilities of modelling software and processing power of the computers. Envisioning an VR-environment from a sensing perspective can become a search within limitations on technical abilities. Still, a good way to get an estimate of what you would like to realise and to get an insight in the texturing of the environment (walls, doors, tables) or textiles (such as garments, curtains) is by creating a collage of materials. Use little scraps of material and create little collages for each scenario or environment. Tip for exploration: build small scale environments by using cardboard boxes, put the materials in and make small movies that show good lighting and texturing.
What does the virtual space do to the person who experiences the virtual world? What kind of visual input, audit, haptic and orientation input does the user get. Capture the essence of how the space resonates with your senses and fill it in this template: https://spatialexperience.myblog.arts.ac.uk/files/2018/06/Sensory-Flow-Templates.jpg
Orientation: immediate - gradual
Distances: wide - narrow
Volumes: generous - intimate
Layout: complex - simple
Pace: slow - fast
Paths: fluid - constrained
Colours: vivid - neutral
Materials: unified - varied
Forms: soft - hard
Sight lines: open - closed
Stimuli: high - low
Light: bright - dark
Modulation: rich - light
Distribution: opened - contained
Vibrancy: energising - soothing
Clarity: figure - ground
Quality: enveloping - reverberating
Levels: loud - quiet
Materials: tactile - disconnecting
Temperature: warm - cold
Surfaces: soft - hard
Ground: unified - varied
Air: light - heavy
Comfort: high - low
Context: complex - simple
Coherence: immediate - ambient
Duration: episodic - continuous
Interest: distinctive - neutral
Strength: high - low
Likeability: pleasant - unpleasant