O Danny Blog Entries  

Interactivity and Intensity

What's the relationship between interactivity and the intensity of the experience? I found myself asking that question the other day as I watched my daughter ride a carousel around and around. There's very little interactivity on your average carousel, and very little intensity either. You just go around in circles and possibly up and down. It's great for kids, but you don't see many teenagers and childless adults on most of them.

But then there's this one: the Looff carousel on the Santa Cruz boardwalk, ridden by teens and adults alike. Its difference: interactivity. It's one of the few remaining carousels where, sitting on the outside horses, you can grab a ring (hence the term "grabbing for the brass ring"), then try to throw it into a hole farther around the circle to make a buzzer go off and lights clang. Granted, it's not very sophisticated interactivity, but it is more satisfying than just going around and around (although you certainly can just do that too).

For more intense experiences, we seem to be willing to give up some interactivity. There's very little interactivity on your average rollercoaster: you strap yourself in and it moves on tracks over hills and loops for a few minutes. The experience is so intense, we don't care that we can't do much of anything.

Very complex interactivity doesn't seem to lend itself well to intensity. Imagine if your email client was as fast-paced as a first-person shooter. Or your online banking application. Or if your car worked like Space Mountain. The intensity has to be low so that you can concentrate on your activity and thus accomplish your goals.

One interesting exception to this is, of course, gaming. There are often complex procedures that need to be executed, often while being virtually shot at or being digitally punched in the head. Successful games find that balance between interactivity and intensity, providing oodles of both. One reason this works, of course, is that it's a game. Losing and replaying is part of the experience. No one wants to lose with an online stock trade, for example. Restart doesn't quite work when you've lost real money.

If we want our interactive products to be more intense and immersive (and I suppose that's a debate in and of itself), we're going to have to build more play into them. And that's going to be a big challenge: How do you play when things of importance, like money and health and well-being, are on the line? How can you create a heightened sense of reality like a game or a rollercoaster if there is no Do Over when real consequences happen?

Originally posted at Wednesday, September 29, 2004 | Comments (0) | Trackback (1)

 
Previous Entry
Spam Visualization
Check out this chart that plots every single piece of spam and virus email that arrived at this guy's work email address since April 1997. You can really get a sense of how spam has grown starting in about 2002. Remember when it used to be fairly rare? Neither do I. ...

Recent Entries
New Book: Designing Gestural Interfaces

An Interaction Designer's Thanksgiving

Missing Britpop

Presentation: Gaming the Web: Using the Structure of Games to Design Better Web Apps

Connecting07: Rethinking Product Design: Why We Can't Wait

Connecting07: Medical Device Design: 10 Things You Need to Know

Connecting07: Brand, Design, and the Brain

An Open Letter to the Producers of the new Bionic Woman

Review: The Reflective Practitioner (Part IV)

Presentations on Slideshare

Archives
November 2007
October 2007
September 2007
August 2007
July 2007
June 2007
May 2007
April 2007
March 2007
February 2007
January 2007
December 2006
November 2006
October 2006
September 2006
August 2006
July 2006
June 2006
May 2006
April 2006
March 2006
February 2006
January 2006
December 2005
November 2005
October 2005
September 2005
August 2005
July 2005
June 2005
May 2005
April 2005
March 2005
February 2005
January 2005
December 2004
November 2004
October 2004
September 2004
August 2004
July 2004
June 2004
May 2004
April 2004
March 2004
February 2004
January 2004
December 2003
November 2003
October 2003
September 2003
August 2003
July 2003
June 2003
May 2003
April 2003
March 2003
February 2003
January 2003
December 2002
November 2002
October 2002
September 2002
August 2002
 
 
  O Danny Boy is About Me, Dan Saffer, and has my Portfolio, Resumé, Blog, and some Extras. It also has the blog I kept of my graduate studies and ways to Contact Me.  
 
 
 
  Blog RSS Feeds
Blog Excerpts
Full Entries
Design Entries Only
Atom Feed
 
 
 
 
  Search