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INTERACTION DESIGN PRINCIPLES FOR INTERACTIVE ...

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working on a computer is not a solitary activity, but one that is capable of convening an<br />

active community around an iTV program.<br />

Screen resolution<br />

(amount of information<br />

displayed)<br />

Table 4.1 Televisions versus Computers<br />

Television Computers<br />

Relatively poor Varies from medium-sized<br />

screens to potentially very<br />

large screens<br />

Input devices Remote control and optional<br />

wireless keyboard that are<br />

best for small amounts of<br />

input and user actions<br />

100<br />

Mouse and keyboard sitting<br />

on desk in fixed positions<br />

leading to fast homing time<br />

for hands<br />

Viewing distance Many feet A few inches<br />

User posture Relaxed, reclined Upright, straight<br />

Room Living room, bedroom Home office (paperwork,<br />

(ambiance and tradition tax returns, etc., close by;<br />

implies relaxation)<br />

ambiance implies work)<br />

Integration opportunities Various broadcast shows Productivity applications,<br />

with other things on the<br />

user’s personal data, user’s<br />

same device<br />

work data<br />

Number of users Social: Many people can see Solitary: Few people can<br />

screen (often, several people see the screen (user is<br />

will be in the room when the usually alone while<br />

TV is on)<br />

computing)<br />

User engagement Passive: The viewer receives Active: User issues<br />

whatever the network commands and the<br />

executives decide to put on computer obeys<br />

More importantly, with increasing exposure to interactive programming, and with<br />

increasingly access to PVRs and VOD systems, television viewers are slowly moving<br />

away from the passive model of watching whatever the network executives decide to air<br />

into a more active model where they are able to exert a great deal of control over what<br />

they watch and when they watch it.

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