atom02:Interfaces walter aprile

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First meeting conclusions:
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'''A.''' '''The overall interface will be a three-part system :'''
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1. User interface - via a website similar to [[http://www.facebook.com| Facebook]] or other social network websites (eg. Myspace, Last.fm, etc). The possibility of adapting a game-interface was discussed.
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2. Management interface - which the manager entity of the site uses to control & evaluate various areas (e.g. managers can block parts of the site from long-term booking, can see the popular permutations of the site activity, can receive feedback for maintenance, etc).
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3. A physical interface - on site, possibly a "physical stick" part analog, part digital.
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'''B.''' '''Whatever interface we decide on , the most successful interface is one you already know. And if we force the user to learn a new interface : make it count''' as in make the user suffer but suffer for more ultimate control (e.g. the Adobe software suite interface is somewhat difficult to learn but provides for greater functionality).
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See also:
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[[http://studiolab.ide.tudelft.nl/studiolab/aprile| Walter Aprile]]
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[[http://www.adobe.com/products/creativesuite.html?promoid=ITXQM| Adobe Creative Suite]]
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[[http://en.wikipedia.org/wiki/StarCraft| StarCraft]]

Revision as of 12:31, 12 October 2011

First meeting conclusions:

A. The overall interface will be a three-part system :

1. User interface - via a website similar to [Facebook] or other social network websites (eg. Myspace, Last.fm, etc). The possibility of adapting a game-interface was discussed.

2. Management interface - which the manager entity of the site uses to control & evaluate various areas (e.g. managers can block parts of the site from long-term booking, can see the popular permutations of the site activity, can receive feedback for maintenance, etc).

3. A physical interface - on site, possibly a "physical stick" part analog, part digital.


B. Whatever interface we decide on , the most successful interface is one you already know. And if we force the user to learn a new interface : make it count as in make the user suffer but suffer for more ultimate control (e.g. the Adobe software suite interface is somewhat difficult to learn but provides for greater functionality).


See also:

[Walter Aprile]

[Adobe Creative Suite]

[StarCraft]

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