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?