| Spatial Metaphors in Digital
Environments: How Literal Can You Get? Susana Pajares Tosca |
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This paper studies
the spatial metaphors that underlie recent graphical
interface design, looking at bidimensional and three-dimensional
representation of objects, as well as at the semantic
space where they place
the user, and the kinds of actions that they allow
her to perform. Since the
first well-known folders and desktop metaphors for
a graphical user
interface, and the concept of layered and resizable
windows; operating
systems and applications have experimented with more
or less abstract
representations of space to place the user in a well
known context where she
can apply her "Real Life" skills to efficiently relate
to the computer.
Spatial metaphors range from those that try to reproduce
the physical object
or experience as faithfully as possible to those
that create highly stylized
spatial representations, based less on reality than
in the need to make
relationships and hierarchies evident. The paper
analyses the advantages and
disadvantages of these approaches, examining recent
graphical interface
design to find out what metaphors are efficient for
which tasks and the
cultural backgrounds they are based on in order to
be successful rhetorical
vehicles for content. In most cases, the interface that uses a spatial metaphor (the window in a text editor, the control panel in a flight simulator, the bidimensional map of a website for city entertainment...) lets the user know what actions are possible and what are her possibilities for interaction immediately, since it maps knowledge from the everyday world. The metaphor defines our position within the conceptual space and the set of relevant relationships for perception, interpretation and action: we are inside/outside, we turn pages or advance through a landscape, we are included/excluded, etc.; the paper attempts a typology of these relationships. My approach is concerned with the kind of spatial metaphors that we experience in our desktop or laptop screens, conceptually determined from the start as "windows" which let us see a representation of what's happening "inside" the computer. Spatial metaphors shape the way we perceive digital environments and our relationships to them as users. The interesting thing about these metaphors is that their appeal is not related to how "faithful" they are, in fact it could be said that these metaphors' power is greater the less literal they are, the more they rely on imagination and fantasy rather than on exact reproduction. The question of how literal a metaphor is can be the key to the success of a particular interface. The last question that the paper tackles is the relationship between spatial metaphors in interfaces and user control. Unlike what happened with previous techniques that used spatialization as an aid for thought (the Ars Memoriae techniques), where the "user" would freely create her own mental spaces; modern interfaces present the user with the spatial metaphor already set up, so that the two experiences are not immediately interchangeable as some literature seems to suggest. |
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