HumComInt
Friday, December 10, 2004
 
To conclude.....
Real world architecture has definitely had a major impact on the interactive designs of 21st century technology. From the way we play use our computers and play the games to new forms of household pet, there have obviously been some major influences.

The most innovative inventions using the real world architecture have proven to be a useful addition to the entertainment genre whilst providing little in the way to essential needs. Gadgets such as the AIBO or the PINO sure are an interesting adaption of a real world object (in this case a house hold pet), but prove nothing more than just a gimmick.

However, there are some serious beneficiaries to this real world based interactive design, VR and MUDs add another dimension to conversations to people all around the world. Not only can you converse with them, but now there is the ability to actually see them (or in the Habbo Hotel example, see a caricature of them). As mentioned previously, as new technology facilitates itself with the modern generation it may be possible to create scenarios whereby you can actually physically see, smell, touch someone, or do shared activities remotely.

Moreover, the potential improvements in the education and health sectors can be comprehended. Educational items such as , what Lauryn's mentioned, the CAVE can be fully explored and taken advantage of, to give users a full on impression of many things that would normally be inaccessible. Whilst the Diversity University eduMOO concept allows users who are more computer-literate, and lets face it more and more of todays youth are, to access educational material in a more laid back, entertaining method.
Health benefits cannot be underestimated, for instance Emma's post on how doctors are now using Virtual Reality based programs to cure people of their phobias, shows how designers are abstracting the real world ideas for interactive based systems. Such systems could prove invaluable as people will afford with what is being shown on the screen with what they recognize from the real world, thus curing them of their phobia.

In conclusion, interactive system designers have utilised the anthropomorphism experienced by users of computerised systems, with the affordances developed from real world architecture to create successful inventions. In the future, it is more than likely that the real world and the information world will blend together until they are indistinguishable. Interactive based systems will allow users to perform tasks exactly how they would in the real world whilst also increasing the efficiency of existing systems.

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