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Design Synthesis

Solution Categories


This category, somewhat self-explanatory, is distinct from the others in that while the individual solutions may utilize an app or other computing resource, each is oriented toward the goal of creating a physical artifact or demonstrating a physical process. Impractical though some may be, each of these solutions is intended to produce a tactile relationship between the user and whatever element of the prehistoric is under investigation. On the whole, these solutions are meant to highlight continuities in the physical parameters that have shaped the world over time, inviting commentary on our own connection to these materials and processes.

Includes (L-R, T-B): Fill-in-the-blank fossil puzzle, plate tectonics simulator, sound restoration, ground-penetrating RADAR for undisturbed sites, physical excavation, fossil mold-making demonstration, 3-D printed footprint restoration, museum artifact geocaching


While all proposed solutions are based on research, this category is unique in that its constituents are intended to allow users fairly direct interaction with ongoing excavation, curatorial, preparatory, archival and other research activities. As these processes are frequently off-limits to the public (though there has been a reverse in this trend since at least the 1980s), the solutions in this category allow unique access to the processes of knowledge production. Featuring direct connections to actual sites and researchers, these solutions aim to ground and personalize what are frequently rather abstract or disembodied modes of thought.

Includes: sound restoration, virtual tour of contemporary dig site, interactive virtual chronology activity, live chat with researcher or other palaeo knowledge worker, interactive Palaeoart database, ecological analog visualization, live video link to research or exhibition facility


Once again, this category is distinct in that it focuses on a particular characteristic or feature that is shared by most others. In this case, the proposed solutions are designed to provide users with location-specific knowledge and activities. These offer users the opportunity to link palaeontological research with discrete locations, highlighting spatial relationships between sites and knowledge and allowing for these relationships to be explored as a function of both movement and time. Additionally, solutions in this category allow for increased connections between individual users.

Includes: Projection-mapped prehistoric landscape, real-time tectonic movement tracker, interactive fossil and mythology map, reconstruction of ancient migration routes, collaborative mapping activity, VR tour of prehistoric landscape, time- and location-based genetics map, interactive documentary


Addressing a range of prehistoric topics, the solutions in this category are intended to offer users the opportunity to inhabit the prehistoric world in some way. Frequently based on sensory data and drawing heavily from themed entertainment and interactive exhibition practices, these solutions rely on using current research to create immersive interactions that engage users affectively. Far from providing entertainment exclusively, however, these solutions are designed to give users a sense of how ecosystems and environments may have functioned from the perspective of individual organisms.

Includes: Prehistoric soundscape silent disco, geological record ride, "live" robotic encounter, prehistoric vision simulator, prehistoric hike with audio guide, prehistoric environment ride, exhibition design simulator


By far the largest group, solutions in this category are united by their focus on games and play. Ranging in tone from serious to frivolous, these solutions offer users interactions with a relatively narrow topic to be dealt with in the abstract. While informed by actual research, these solutions are not necessarily intended to produce or investigate this knowledge in an explicit way. Rather, they support experimentation and inquiry into how processes, materials and systems function, as well as how they might respond if altered. Additionally, these solutions offer increased opportunities for users to connect and collaborate.

Includes: Fill-in-the-blank fossil puzzle, life cycle simulator, virtual scavenger hunt for prehistoric ecosystems, action game, locomotion simulator, networked trivia or quiz, de-evolving selfie morpher, VR prehistoric photo safari, game matching genetic code to external features, geological (cross-cutting) activity game, exhibition design simulator, skeleton mounting puzzle, RPG for prehistoric environments


Grouping and Focus


The grouping of these solutions was fairly straightforward. With each responding to essentially the same data set, categories were created based factors such as the topic or feature of interest, mode of interaction and type of experience produced. While each category was intended to be distinct in its focus and function, there were nevertheless several elements linking them. Perhaps most significant is the fact that each category relies on essentially the same research and source material. While offering unity to the entire set, however, the palaeontological and geological sciences are sufficiently broad to accommodate a wide range of approaches. Additionally, as this knowledge is tied very strongly to place, location becomes a critical element in many of the individual solutions. As a function of this, movement in both spatial and temporal terms maintains a consistent presence (both implicit and explicit) across categories and individual solutions. One final (at least for the moment) common element is simulation. Since the environments and organisms involved in these fields of research are in noticeably short supply, many solutions rely in some way on re-creation of some element of the prehistoric. This is addressed in a variety of ways, from re-constructing entire ecosystems to illustrating the physical processes governing their formation, but regardless of specifics it is nonetheless critical that most solutions produce some sense of credibility. This reliance on simulation also has interesting implications for the longevity of the project. As we continue to update our knowledge of the prehistoric, and refine the technologies available to both professionals and the public, these solutions should in theory be able to adapt and remain relevant, which helps to emphasize the point that the prehistoric has always been a dynamic concept.


Moving forward, I have decided to concentrate on the third of these categories: map- and location-based solutions. While one of the least exciting by most standards, I believe that this category is the best fit for this project for several reasons. First, our knowledge of the prehistoric world has been spatialized since its beginning. Fossils are found in discrete locations, and research has historically taken place in discrete institutions. Though there has been a great deal of research aimed at establishing more systemic and continuous views of these worlds, our current knowledge still owes much to mapping and other forms of geographical organization and solutions that focus on this type of information are well-placed to build from this knowledge. Next, these solutions can be implemented with relative ease given current technology. Relying on data sets (such as the Paleobiology Database), telecommunications technology and mapping/location applications that are already in existence and widely accessible, these solutions can be made to function without the development of radically new tools or infrastructure, and can be updated as both data and technology change. Finally, and perhaps most importantly, these location-based solutions offer opportunities for user contributions that many of the other solutions lack. Much of the research on which these solutions are based could not have taken place without substantial contributions from amateurs, though these individuals are often absent from the narrative. Since many members of the public are familiar with mapping applications, and accustomed to the idea of creating and sharing one's personal online spaces, these solutions offer users opportunities to interact with research and share with each other independently from institutional or professional restrictions. Additionally, these solutions also offer the possibility of interdisciplinary knowledge production by encouraging non-scientific responses to research and data.


Personas


Based on previous incarnations, I have developed these personas to represent a range of starting positions and approaches to the PreHistory Here! app (working title). Though fictitious, each persona is based on individuals I have encountered in my social, professional and educational lives, and should offer some useful insight into how a variety of individuals might respond to both the app and the research on which it is based. The group varies in terms of demographic markers and positions relative to both palaeontology and media/technology. School-age to young adult users are represented, with female and male members present. Geographic and some demographic information act to give a sense of varied access to knowledge, equipment and travel, while a range of interests (relevant and otherwise) offers gives context for how and why each might interact with the app.


Sketches and basic information are linked below:

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