- An individual who is in a specific situation regarding their Wellbeing . . or
- A human made (manufactured or social, etc) experience that addresses a persons Wellbeing
I found this really interesting article on Shallow Interaction Design (something I'd never heard of before) but found really interesting so decided to present this when we return.
https://www.smashingmagazine.com/2016/03/getting-disconnected-shallow-interaction-design-deeper-human-experiences/
I prepared 3 slides as per the instructions and wrote myself some notes as to what I was talking about on each slide:
I looked at improving wellbeing in terms of
connection after being inspired by the article Getting (dis)Connected: Shallow
Interaction Design for Deeper Human Experiences by Jes Koepfler & Kieran
Evans. It contained a great introduction to the idea of Immersive vs. Shallow
Interaction Design.
Immersive Interaction Design promotes
deeper engagement between the human and the technological interface and
immerses you in the technology rather than encourage you to connect with others
in real life. Immersive design encourages users to stay in the application by
creating nested content (image).
Shallow Interaction Design on the other
hand promotes surface level interactions with technology to minimize
distraction. It focuses on getting technology out of the way to support social
interaction by keeping the experience and content shallow, meaning the content
always originates from a single source point.
The design task that they demonstrated this
concept with was their task to create a digital tool that supports a
face-to-face roleplaying game for audiences 14 and over around disaster
resilience and emergency response. The important thing for this brief was that
in order to combine digital and human interactions they recognised that they
needed to harness shallow interaction design. As ideas developed and the
technological aspects became greater, it was important to reflect on their
decisions, and they realised that in a real disaster situation technology and
communications are often first to break down so they needed to keep iterating
to a point where the technology component was only involved when absolutely
necessary, and the iterations for this are still happening.
What I acknowledged could be useful for me
to take forward was to keep in mind whether technology benefits the message.
This is especially critical in my brief where I am dealing with elderly people.
I also took on board the importance of continuing to reflect on and iterate
ideas and methods. I compiled a neat list for when to consider Immersive
Interaction Design and when to consider Shallow Interaction Design. Immersive
Interaction Design is most useful when the primary goal is to connect people
with technology, for social experiences that are designed to happen online, and
for content heavy experiences. Shallow Interaction Design is more useful when
the primary goal is human interaction, for social experiences designed to
happen in person, and for content-light experiences.



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