After having read âThe Art of Interactive Designâ, and analyzing it based on my own experience with creating an interactive device, I have been able to define interactivity as a dialogue between two agents in which there is a action-response relationship. (Crawford 4) This interchange usually occurs between a human being and a computer program, nevertheless, any situation in which there is a reaction to an initial action could be considered as interactive to my perspective.
One of the projects that I encountered in my research which aligned with my definition of interaction, was in fact the work of an entire company called vertigo systems, which specializes in creating digital illusions using 3D virtual reality technology. Their product is called âCharlieâs Playgroundâ, and it includes a combination of interactive games that can be projected or installed on the floor or on ceilings as entertaining activities in waiting areas or indoor playgrounds. This idea clearly aligned with my definition in the sense of a project that involved human interaction with technology. Nevertheless, while appreciating how humans associated with it for entertainment reasons, the first thought that came to my mind was to give this idea a new purpose that tended more towards home child safety, rather than just leisure.
On the other hand, a project I encountered which did not completely align with my definition, was a case study of âCustom Building Projectionsâ. This project developed by a company called Lumo Interactive, created 3D objects or specific architectural features through their projections on buildings. These digital displays are typically used for art exhibitions, holiday events, and performances. Nevertheless, regardless of being considered interactive, this project does not align with my perception of interactivity, as in order for the projection to occur, there is no necessary interchange between two agents, as it is mostly a display. Therefore the action-reaction relationship mentioned in my definition is not taken into account for this particular idea.
It is along these two ideals of interactivity/non interactivity, that while gathering ideas to make the project itself, we wanted to create an object that didnât only show interaction between two subjects, but also enhanced security and wellbeing in a futuristic scenario that would be 2119. That is how after unifying our research and projects, we came to the final plan of creating âSmart Floorsâ, an interactive platform that upon contact from a human being, detects the participant and processes the inputs of height, weight and other variables. Then, with virtual reality technology, it produces an output that affects the subject physically and psychologically, by introducing it into an environment that will make them remain within the area where the âsmart floorâ is located; depending on the situation. For example, if it is a baby that approaches the floor, Smart Floors detects who it is and creates a distracting, caring and tranquil environment to prevent the infant from going into unsafe areas of the house while its parents are occupied.
This project encompassed completely my definition of interaction, as there is an action-response relationship, since it includes one specific object which gives a virtual reality response to another subject upon its contact with it. Also, it relates with both example projects researched as it embraces the idea of virtual reality from âCharlieâs Playgroundâ, while also not leaving behind the digital display of the second project. While simultaneously, serving a greater purpose than entertaining, which is: ensuring home security through interactivity.
Works Cited:
Crawford, âWhat Exactly is Interactivity,â The Art of Interactive Design, pp. 1-5.
Project Research Websites:
https://lumointeractive.com/architectural-3d-videomapping-building-projection-outdoor
https://www.vertigo-systems.de/en/products/interactive-floor/charlies-playground-games-and-equipment-in-one-package/