A downloadable pedestals for Windows

controls :

p1 - wasd / e

p2 - tfgh / y

p3 - ijkl / o

p4 - direction pad / space

See more

User experience design has simplified computer interaction by referencing

objects we already understand. We know what a folder does because it's close

enough to what a physical folder does. The slight differences, how a digital object

functions unlike its representative counterpart, are lost to us. We can't possibly

understand how everything works and we don't have to. As this process of

abstraction continues it becomes more difficult to imagine existences or uses for

various digital media outside of what they were sold to us as.

Physical objects have connected attributes. If something looks or feels a

certain way we can accurately predict what it can do. How digital objects appear

don't have to correspond to what they do, each attribute is coded independently.

3D engines are designed based on assumptions of how we perceive. The virtual

becomes convincingly life-like by layering concepts like light, gravity, collision

detection, texture, and Doppler effects.

The modern gallery has also been developed with a specific user experience

goal, to be a place of quiet contemplation devoid of distractions from the outside

world or of you as a person with a body among other people with bodies. Like the

computer, it wants to dissolve away from your consciousness and provide a

seamless experience. Like the folder, we have a particular idea of how art works

based on how the gallery presents it to us. By understanding the gallery and the

computer as constructions we can play with their rules. Through play we can

imagine new potential realities, both virtual and real.

Find more at patrickjstefaniak.com and sutopat.itch.io


interpedestal.zip (45 MB)