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Digital Wayshowing Ideas (LISTENER)

I mainly thought about how different people could use a central digital map in E14's first floor lobby (typical place) in conjunction with the auxiliary waypoint maps located on each floor (elevators, lab entrances, intersections) -- my Andromeda Strain display.

I considered four different groups of people and how they would use the same wayfinding system.

  1. Scheduled Groups
    already have itineraries, but may not know building or people
  2. Delivery Guys
    already have name or room#, doesn't want to explore
  3. Unscheduled Visitors
    want common destinations (admin, bathroom, lab)
    may know name or room #
  4. Building Occupants
    1. faculty/students
      where is staff, equip., talk, avail. room? Who has special skills?
    2. staff
      who is in controlled space (fablab), where are faculty/students?
    3. facilities/security
      who is in the building? special room requests?

The digital wayfinding system knows where these people are (from building tracker), but how does it know their individual purpose or destination?

How can the system handle these different people and get them where they want to go? (My interface is ugly, but the components I think are there).

Also, I tried to think of how to help people feel comfortable in an unknown space.

  1. Previsualization (video tour highlighting landmarks and people)
  2. Audio guide (realtime turn by turn guidance via ordinary cellphone)
    think "Eagle Eye" or "Matrix". Good for visually impaired too.
  3. Text guide (text messaging version of 2). Good for hearing impaired too.

visually complicated

Quinn - You have some good ideas in here and it is clear that you've done a lot of thinking. What I'm seeing, however, is something that is doing everything and is visually quite cluttered. Think about what design choices you can make to clarify what is going on. How can the information be visually sorted to clean it up? How do you expose the right amount of functionality without making it impossible to work with? These are the fundamental problems of designing interactive software.