navigational interface

Description (in English)

A Web Odyssey deals with the navigation on the Web. It is based on "The Odyssey" by Homer and the figure of Ulysses trying to navigate back to Ithaca.

This interactive narrative features the different episodes of The Odyssey (the Cyclops, Circe, the Sirens, Calypso...). The goal of the user is to reconnect to the e-thaca network. Parallels are then drawn between the oblivion caused by the lotos flowers and the infinite scrolling of social networks, the eye of the Cyclops and the webcam which monitors the Internet user (and which must be blinded or disabled), the Underworld and the Dark Web... The ecological question is also addressed through the Sirens, who feed on human flesh, and the streaming platforms which consume a lot of energy and data and feed on the resources of our environment.

The Greeks associated a mythological divinity with each phenomenon. They accepted not to be able to understand everything, and the gods often served as an explanation. Centuries later, don't we have the same relationship with digital technologies? Are human beings free to make their own choices or do they have to obey their Fate, the Greeks wondered. Are human beings simple pawns, constrained in their choices, or sovereign creatures with free will? When we navigate on the Web, especially on platforms, we can often feel the same tension as the one felt by Ulysses during his perilous journey…

This narrative, which articulates literary, educational and recreational dimensions, is available in French and English. It invites us to reflect on our digital milieu, social media, platforms… and more broadly on digital technologies.

Source: exhibition documentationPresentation: http://www.utc.fr/~bouchard/works/presentation-odyssey.pdf

Screen shots
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Title of the work "A Web Odyssey" on a plane white background
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A Web Odyssey Book 1: introduction
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A website created to look like a social media website with different user posts
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A website designed to look like a news website uses the users webcam to display it live into the new
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A social media chat where user interacts by sending messages to what seems like other users
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A black and white website which is designed to look like a FM station
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Looks like a clicking game, with a big red heart in the middle and pointers around it
Multimedia
Remote video URL
Technical notes

Requires the users webcamera for best interaction with the work.

By Jorge Sáez Jim…, 17 November, 2019
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Year
Record Status
Abstract (in English)

This paper represents a reflection on the process of designing an inclusive and accessible user interface for people with visual impairments. As a multimedia designer, I am involved in an on- going site-specific digital literature project, known as Byderhand (At hand). In 2017, a school for learners with visual barriers in the Western Cape Province of South Africa approached me and my project co-managers about the possibility of incorporating digital literature as part of a multi- sensory garden project at the school. This specific context implied that we had to reconsider the interface design of existing phases of our project. Interfaces for mobile screens are generally based on visual communication. Information is simplified and represented in the form of graphical icons, to improve navigation. However, such an approach fails when a user is unable to see what is displayed on screen. It is therefore imperative for designers to gain an understanding of blind and visually impaired users’ needs and requirements regarding their interaction with mobile technology.

The development of this project required collaboration with various people who are visually impaired and/or provide a service to people with visual impairment. Such a participatory approach proved to be especially relevant during the user research and evaluation phases of the interface designing process. The latter included experimentation with both braille signification and digital interface usage. We had to overcome two main obstacles to ensure the practicality of the Byderhand platform in this regard. The first was to enable users with visual impairments to gain access to the digital interface via QR codes. This required a unique solution, as the scanning of QR codes mainly relies on the user’s visual capabilities. The second goal was to design an inclusive navigational interface, in order to enable users with different visual capabilities to experience the texts published multi-modally on the platform.

The development period, which lasted twelve months, entailed extensive user research, prototyping, evaluation and improvement of the physical and digital interfaces. The multi- sensory garden was unveiled on 30 August 2018. Learners can now interact and experience themulti-modally mediated, site-specific digital literature on their school grounds. Extended facets of the project were made available to the general public, namely in the local coffee shop at the Innovation for the Blind Centre and in the Karoo Desert National Botanical Garden as part of a Braille Trail development. The most recent Byderhand project phase was well received and is also used as an educative tool to stimulate learners at the said school, exposing them to new experiences of literary presentation. With more exploration, the design solutions developed in this project phase could offer new possibilities of literature publication for people with visual impairments in accessible spaces.