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Interview with Darren Barnes - Exhibitions Director

Physical vs computer interactives Overview | Previous | Next

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BD You were talking about physicality and you were also talking about the digital mindset. One kind of tensions does it introduce in terms of deciding whether to build a physical exhibit or something electronic?

DB maybe make a decision between a computer-based interactive and maybe a physical one. Computers never break down ((laughs)). So if you want an interactive to go somewhere, sit on, the shop floor. Very practical kind of consideration but if you want it to work forever you put a computer in it. Sadly. Physical interactives generally, certainly from a customer point of view wanting to buy them, a small collection of plastic objects you fit together in order to do something probably costs as much as a computer - if not more. Will cost you more to maintain more to look after. Much better experience. Much more difficult to develop in general. Because you've got the on-off approach with the computer there's only sort of a limited range of things you can actually physically do on a computer. Cause you've got your, your interactive points, how you interact with it what it's going to do you can sit down you can write a brief of you know what the computer interface is going do and this is how it's going to work. And people only have a certain innate ability to be able to remember where they've been, so you need to be able to create a structure that they recognise when they walk up to the computer and they're familiar with. So, and awful lot of that's been done already. If you create a web-browser with a completely different style of buttons and how to browse the web people won't be able to use it. If you can use computers. If they walk up to it and they recognise the back buttons back arrow cause you think "Oh it's a back arrow. I know, I recognise that."

With the physical item, basically you haven't got any of the rules. You can create items that resemble physical items that people - like a door-handle. You know how to use it you don't have to put a big label on it, people will know how to use a door handle. But because you're creating real life 3d objects, the limitations are boundless, you're always limited by the time and the money that you have but, what you can actually do.

We have a very, very strong TQ style, and we follow that style. And that's good for lots and lots of other reasons. It's also very good cause it actually limits us down. So, creating a, an exhibit in a certain mould that we know will work, which is very heavily linked in with the ergonomics, the actual physical design of the, the plinth, on an interactive. So you can actually get close to the interactive. You know, your kitchen's got one. Exactly the same, cause we're all generally two arms two legs. We've got the broad range of heights. We have disability access, how you make something. Things like the generator on the Scalectrix is mounted at the right height for someone in a wheel-chair and it's mounted so it's proud from the surface so they can park the wheel chair up to the side of it and actually reach over and turn the handle. So (( pause)) So did I?