Question for the class:
In our discussion last week, some considered Kanarek’s work unsuccessful in its inability to take users out of their “real” experience and immerse them in a “virtual” one (apologies if not everyone agrees with my word choice; you recall the conversation). But, I interpreted her work as deliberately situating itself at the interface between real and virtual – the soft wind of World of Awe sounding like the static hum of a computer of a computer; the GUI mirroring the traveler’s laptop screen while itself sitting on the users’ laptop screen (or computer screen). In the New York Times article, Kanarek remarks that 'each element has the responsibility of extending this world.' What does this mean? Does it suggest that she’s interested in exploring the real-virtual interface, and not necessarily in suspension of disbelief/immersion? (Whether or not this is her intention doesn’t speak to whether or not her work is successful, but I did want to raise this question because it implicates how we critique her work.)
Questions for Kanarek:
--Same question as above but tempered: what is your intention for user experience in World of Awe? Specifically, is it to fully immerse users in-world, to explore the real-virtual interface, or otherwise?
--It appears that your original intention for World of Awe’s GUI was that it be transparent by being utilitarian – by being standard-looking, it would become invisible and better facilitate the unexpected. As you realized, though, the GUI became a very apparent part of the work. How did this shift change your approach to GUI design? Did you change the GUI after you realized it wasn’t (or couldn’t be?) transparent?
--How has World of Awe changed since 1995? Have you stored ‘versions’ of it such that it would be possible to travel through time through World of Awe?
--Related, in the New York Times article, you say you envision a “lifelong adventure” for World of Awe. Can you please elaborate? How do you envision World of Awe changing through time? Do you envision it merging with, acquiring, or being acquired by other virtual worlds; becoming interoperable with other virtual worlds; converging with other media?
--Speaking of change, two pillars of Web 2.0 are user-created content and user-to-user interaction. From what I understand, World of Awe lacks both – the content is pre-existing and users interact with the world but not each other. Are you planning to incorporate elements of user-creation and user-interaction into World of Awe, or is your intention for the world best fulfilled as is?
--You note that in creating an alternate world, you needed to elaborate a worldview. In this sense, world-making presents itself as a potentially enlightening activity (and is already being used for educational purposes) – at the most basic level, for building/identifying personal values. Can you discuss your process in designing World of Awe, and how world-making may be applicable to other purposes?