Reading 2: What Screens Want
1. Frank Chimero believes that the thesis of this article, what screens want, is that what screens want is determined by the user of the screen. As technology has evolved, people have made the driving part of electronics stronger and smaller, and the display part larger and clearer, from the original huge mainframe with a heavy computer and a small screen, to today's large, thin screen that is all the computer has. The screen has become extremely important in today's electronic devices because it can show in detail what is trying to be expressed. And screens are designed to allow human interaction with them through change and movement. More than just a surface, a screen is a platform for experiential interaction, and a screen can lead to an enjoyable digital experience. In conclusion, what the screen wants is to be more diversified on the basis of the characteristics of the screen, and to be able to produce another user-satisfying interaction effect.
2. First of all, for both positions: flat and skeuo, I don't think one is superior to the other. Only when they both evolve together can they better present the screen content that people want. They represent different design styles and presentation angles. For example, flax's style is 2D, intuitive, and related to graphic design, and it can be applied to modern content or places that require the user to use his/her imagination; Skeuo is a bit more tricky to design than flax because it needs to take into account the variations of the objects, the textures, and the reproductions. However, Skeuo is more immersive when applied to the screen, such as showing a three-dimensional sculpture. This design allows the screen to be more than just a modern electronic device, but to be connected to real life, making the screen more versatile, and thus fitting the preferences of different users. If I had to choose a position, I would choose skeuo because it demonstrates the potential of technology, the gradual development of computers from initially flat to three-dimensional design, which represents technological progress and allows people to see the possibilities of the screen.
3. The Zoopraxiscope is created by printing a frame-by-frame photo of a continuous loop of action on a glass disk, which is subsequently rotated at high speed and illuminated from the back. In this way it will project a loop of animated images from the front. In the context of web and interaction design, the zoopraxiscope can represent the evolution of the screen. From being able to display only static images to being able to change and move, it represents how screens can now also utilize animation and interactivity to enhance user engagement and communication.
Another example of digital design inspired by filmmaking is the cyclical narrative structure in movie narratives, where the story ends where it began. By looping themes and interactions, designers create interfaces that can be explored repeatedly, fostering continuity and immersion. At the same time, navigation paths can follow a cyclical pattern that intuitively guides the user through the interface.In conclusion, the cyclical narrative model provides designers with a versatile framework for crafting engaging and memorable digital experiences.