I came into this design investigation questioning the current role of Oldenburg's third place. Researchers Nicolos Ducheneut, Robert J. Moore & Eric Nickell from the Palo Alto Research Center agree that, "Online games are promising environments that could be designed to replace or, at the very least, supplement the third VIRTUAL ‘‘THIRD PLACES’’ places of the physical world." Surprisingly - and against Oldenburg's intentions - physical and virtual third places are being used similarly by the public. The biggest difference between the two spaces is the computer mediation that virtual communities require to communicate. Does this hinder a participant's ability to establish authentic human connections online? How human centered was the original design of the digital vernacular that is now standard?
For the investigations shown below, I wanted to take online conversations out of the confines of the scroll box and see how it would look and feel integrated into the environment, while taking on characteristics of spoken language.
I. Visualizing a litteral exchange of words :
message input

receiving message

view of other person receiving your messageII. Scale indicating order of dialogue:

III. Layers giving a sense of time:
message received

message input

new layer added After getting feedback from critique, I want to keep looking at enhancing interactions in virtual communities, but where achieving a level of physical replication is not the focus.
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