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7. Critical reflections

well

  • We came up with the Multiversity Hypothetical Venice concept pretty early. This gave us the opportunity to define it in depth.
  • We used Flash to have super fast prototypes that helped us a lot to define the flow chart.
  • We managed to film the video scenario pretty early, even if the flow chart was unclear yet, in a way that allowed us to fit into it almost any possible change in the interaction model. This gave us the chance to refine it with proper voice-overs, subtitles, music score and high quality prototype videocaptures.
  • We managed to realize 2 pretty complex prototypes, one in Flash CS3/AS2 (captain) and one in Processing (crew).

not so well

  • The complexity of the project left us uncertain about a lot of aspects until the very end of the design period.
  • It took a lot of time to define the final graphics for the interface, the animations and also for the final slides.
  • The Processing prototype was very slow to develop.
  • Perfectionism in the early stages of the work has definitely some drawbacks: as the early sketches were very detailed in the attempt to get a tangible interface as soon as possible we leater on had an hard time adapting them to the more mature layouts as the design process went on.

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Magellan | Concept | Design | Process | Flash | Processing | Teamwork | Reflections | Downloads