The Experience of a Lifetime: Interactive Digital Experience Beyond the Screen
Bibliographic record
Abstract
Screen-based digital experience design is blooming among the local businesses in Metro Vancouver along with the increased pervasiveness of information technologies, new digital products in contemporary society. However, there are significantly fewer cases and related businesses around tangible interactive digital experience in which tangible objects and physical spaces replace the screen as the site of interaction. This thesis project aims to explore the specialties of the tangible interactive experience compared to the digital experience on the screen or in the virtual space. Additionally, the author investigates how to leverage user experience design methodologies in the process of designing an experimental interactive experience. In this practice-based exploration, the author prototyped four interactive digital experiences using different interactive technologies and tools tailored to different use case scenarios: 1. an interactive offline retail experience, 2. a “magical” and playful painting, 3. a room-scale interactive installation, and 4. an immersive meditation activity. These projects illustrate and explore the implementation of tangible interactions into digital experience design. During the development process, the author applied several user experience design methodologies in the projects – including field research, interviews, questionnaires, and design probes – to develop a workable framework designing tangible interactive experiences throughout the research project. The author aims to outline key implications of applying principles of user experience design to the field of tangible interactive environments. In the process, the author argues that tangible interactive design is indispensable in a successful and engaging digital experience, and thus worth investing in and exploring further in Vancouver’s marketplace.
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How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.001 | 0.002 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.000 | 0.000 |
| Bibliometrics | 0.001 | 0.001 |
| Science and technology studies | 0.006 | 0.010 |
| Scholarly communication | 0.011 | 0.004 |
| Open science | 0.001 | 0.007 |
| Research integrity | 0.001 | 0.001 |
| Insufficient payload (model declined to judge) | 0.009 | 0.001 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".