The headline of this post is also the name of an interesting article from Jean-Baptiste Labrune and Wendy Mackay. It’s about the development of some jewelry prototpyes that help users to keep in touch with their mates. Besides some nice insights about teenagers’ behaviour and way of thinking, Labrune and Mackay come up with two or three concepts I have to keep in mind. Regarding to upcoming mobile devices they set focus on:
Interperception
The more devices, possibilities, functions and information we have the more we have to think of different ways using these. In contrast to interaction, interperception “refers to the peripheral or even subliminal awareness.” “Direct manipulation and focussed interaction” is not and can’t be always the best choice. A good example for interperception is the subliminal watch.
Experience Networks
Complementary to interperception, with it’s subjective approach, we have the concept of experience networks. Social networks tend to evolve towards experience sharing. Different communication forms are mixed up and used together to create complex narrative structures, often in a sequenced way. I think an early example for this is the Sega Dreamcast controller, which had a small mobile device built into it. Depending on the game you played at home, you were able to continue playing certain things (e. g. improving skills of you character) on this mobile device outside. Taking this a step further user would be able to connect these devices and play against each other or swap items etc.. Back home again these changes affect the “on-screen-gameplay” again. (Maybe there are some products on the market that already do that).
The authors also believe that creativity often happens at the seam of these two concepts, which should be studied making co-creativity analyses.
I like these two concepts of interperception and experience networks and will keep these in mind for my further work.
The Telebead PDF can be found here.