View allAll Photos Tagged interface
Southwest Airlines Boarding Lines
(Las Vegas Airport)
The problem: Limited space
The (attempted) solution: Provide 2 lines, but make each modal
Two main poles in the front of the line have 3-faced rotating signs with letters indicating the group (A,B,C), and numbers indicating which half of the line travelers are in (1-30, 31-60). The poles in the middle have the subsection numbers (1-5, 6-10, 11-15, 16-20, 21-25, 26-30).
So in theory this idea works great because you can potentially always have one line queuing up while the other is boarding, but in practice this design has it's problems. Since the 3-faced group signs have to be spun manually by the gate attendant, problems emerge when the gate attendant turns the sign to the wrong group letter, somewhere in between, or forgets to turn the sign entirely. Resulting in people shuffling back and forth in confusion.
Another problem is that each number block is supposed to provide room for 5 people, but there is only room for 4. So the 5th person always spills into the adjoining block. This spilling renders the marking of every block past the second useless. To make matters worse, people tend to stand with their luggage in front or behind them. This just adds to uselessness of the number blocks.
SWA... a few suggestions for improving your design:
- Display the subsections (number blocks) on the floor as well as above.
- Have some visual indicators on the floor to suggest travelers stand with their carry-ons to one side of them, allowing travelers to stand closer together.
- Use large low power digital displays for the group signs, and provide gate attendants an interface for controlling them from any of their stations.
Having a smoother process will not only speed up boarding times, but also reduce traveler anxiousness. Resulting in happier flight attendants. Creating a positive feedback loop.
i don't know what's worst: the fact that some front-end developer screwed up the search button, or the "0 hits" result i got by searching for "photoshop." on adobe's own website
Death Valley National Park is a national park located mostly in Inyo County, California. However, sections of the park extend into San Bernardino County and and Esmeralda and Nye counties in Nevada. It is situated east of the Sierra Nevada Mountains, occupying an interface zone between the arid Great Basin and Mojave deserts. The park protects the northwest corner of the Mojave Desert and contains a diverse desert environment of salt-flats, sand dunes, badlands, valleys, canyons, and mountains. It is the largest national park in the lower 48 states and has been declared an International Biosphere Reserve. Approximately 95% of the park is a designated wilderness area. It is the hottest and driest of the national parks in the nation. The second-lowest point in the Western Hemisphere is in Badwater Basin, which is 282 feet below sea level. The park is home to many species of plants and animals that have adapted to this harsh desert environment. Some examples include creosote bush, Bighorn Sheep, Coyote, and the Death Valley Pupfish, a survivor of much wetter times.
Completed during saturday morning. Design by n4txi. Work well with Ic-R10 and Ic-756pro2 from HamRadioDeluxe. Looking forward for ok rtty dx contest this weekend , finally I will enjoy comfort of dx cluster :))
I took this picture of a pillar from the Donora-Webster Bridge last week. Upon my return to the site today, barely any evidence of this pillar exists, save for a small piece of concrete here or there.
The Panasonic Point-O-Matic knows.
Related: www.leadholder.com/assets/catalog/alvin-1971/alvin-1971-p...
Expanded Interfaces
Mediencampus der Hochschule Darmstadt und School of Art & Design am Cork Institute of Technology
This year‘s presentation by students in the Interface Cultures program showcases newly emerging artistic skill profiles at the nexus of interactive media technology and interface technology.
credit: rubra
Trabalho de conclusão do curso de Pós Graduação em Desenvolvimento de Jogos Digitais (PUCRS). Foi desenvolvido em grupo (Henry Braun e André Trombetta na programação e eu, Silvair Frazão e Marcelo Alencar no design) um jogo para o filme As Aventuras do Avião Vermelho.
PHOTO DATE: 05/24/2018
LOCATION: Bldg. 29 HIVE
SUBJECT: NASA Spacesuit User Interface Technologies (SUITS) Testing 1
PHOTOGRAPHER: Norah Moran
more little buttons to add stuff. Ok because this is a simple interface but, as per Square Space, I reckon this will get messy fast.
Northern Ireland Housing Executive contractors move in to demolish the peace wall at the Top of the Crumlin Road opposite Holy Cross Church on 25/02/2016
The goal of this design investigation is to encourage an exploration into the possibilities with interface by "intervening in an existing interface to reconfigure the condition of contact." The "condition of contact" being the space between two entities and the way they interact.
The space that lies between ourselves and the natural world is our very own perception. Those perceptions that we are peering through, as an interface, control what we see, what we think and how we relate to the world around us. I am attempting to alter and play with the way an individual may perceive a scenic spot, interjecting in the interface between our minds and the world.
More specifically I am encouraging the individual to consider the world as art, the brushstrokes of nature and the beauty that encompasses. The large, transparent, smart tablet sign allows the viewer to capture those brushstrokes in their own unique way then deliver their masterpiece as a virtual postcard.
////////////////////
To see the process behind this project visit the postings on my graduate design blog here...
carolinemprietz.blogspot.com/2009/01/interfacing-with-int...
and here...
carolinemprietz.blogspot.com/2009/01/after-much-considera...
Close-up view of a control interface featuring various tactile buttons and a fader, likely for audio mixing.
Art and utility—not necessarily a harmonious pairing. An essential element of artistic freedom is the right to think up and make things that are at first glance totally useless. Designers and technologists are the ones who helpfully intervene in human-machine coexistence. But only artistic confrontations that break out of the confines of practical considerations produce what is truly unexpected and really new. The eminently useful useless is thus the driving force behind the development of the works featured in this exhibition by Linz Art University’s Interface Cultures program.
Instructors: Christa Sommerer (AT), Laurent Mignonneau (FR), Martin Kaltenbrunner (AT), Marlene Hochrieser (AT), Michaela Ortner (AT)
picture showing iWilson, a project by Veronika Pauser (AT).
credit: rubra
Art and utility—not necessarily a harmonious pairing. An essential element of artistic freedom is the right to think up and make things that are at first glance totally useless. Designers and technologists are the ones who helpfully intervene in human-machine coexistence. But only artistic confrontations that break out of the confines of practical considerations produce what is truly unexpected and really new. The eminently useful useless is thus the driving force behind the development of the works featured in this exhibition by Linz Art University’s Interface Cultures program.
Instructors: Christa Sommerer (AT), Laurent Mignonneau (FR), Martin Kaltenbrunner (AT), Marlene Hochrieser (AT), Michaela Ortner (AT)
picture showing iWilson, a project by Veronika Pauser (AT).
credit: rubra
Yes, I needed to look that word up...I think my router fits the definition: "the place or area at which different things meet and communicate with or affect each other"
01/04/2014 for
Monthly Scavenger Hunt
January 2014
#5 Interface
L'HUD di gioco, prima beta con quasi tutto. Il contagiri è ancora in preliminare, aspetta di essere provato e montato..
Art and utility—not necessarily a harmonious pairing. An essential element of artistic freedom is the right to think up and make things that are at first glance totally useless. Designers and technologists are the ones who helpfully intervene in human-machine coexistence. But only artistic confrontations that break out of the confines of practical considerations produce what is truly unexpected and really new. The eminently useful useless is thus the driving force behind the development of the works featured in this exhibition by Linz Art University’s Interface Cultures program.
Instructors: Christa Sommerer (AT), Laurent Mignonneau (FR), Martin Kaltenbrunner (AT), Marlene Hochrieser (AT), Michaela Ortner (AT)
picture showing FMR1, a project by Fabrizio Lamoncha (ES), Ioan Ovidiu Cernei (RO), Maša Jazbec (SI).
credit: rubra
International festival of contemporary dance, IIC, Delhi; Groups from Australia, Israel, India and Taiwan
Game On by Theatre of Rhythm and Dance, Australia
Concept & Direction: Annalouise Paul Choreography: Annalouise Paul and Miranda Wheen
Classical Indian Tabla: Bobby Singh Contemporary Dance Miranda Wheen