7. Introducing
science to a
general audience
Collaboration between design, art and
science to engage the public with these
complex and novel scientific research,
thus exploring new ways to see and
acquire knowledge.
9. Related work
Our work mainly relates to
interdisciplinary projects between
art and science and the pursuit for new
digital means to tell real stories.
18. The selection of the alternative videos
defines a personal story for each user
Sequence 1
1-2-1
Q1 Q2 Q3
19. Sequence 1
1-2-1
Sequence 2
2-2-1
Q1 Q2 Q3
Will it be possible to identify different types of
behavior when navigating this project?
Sequence 2
1-1-1
20. + Demographic data: sex, age, location.
+ Select from the following list, which elements describe better
your personal experience of the DMN?
Data collection
of user
perceptions
* Emotions
* People
* Concepts
* Voices
* Images
* Sound
21. Total: 98 users
+ 49 women | 49 man
+ 59 between 21 y 27 years old
+ 10 between 14 y 20 | 10 between 28 y 34 | 10 between 35 y 42
| 9 +de 43
Participants’
demographics
22. Two different
analyses
To understand user interaction with the platform we analize :
+ Click-log analysis to understand sequences of actions
+ Frequent itemsets to find a relation between sequences of
actions and how people perceive the default mode network.
23. User interaction
analysis
1-2-1 |||||||||||||||||||||
1-1-1 ||||||||||||||||||
2-2-1 ||||||||||||||
2-1-1 ||||||||||
2-3-1 |||||||
1-3-1 ||||||
2-1-2 ||||||
1-1-2 |||||
2-2-2 |||||
1-2-2 ||||
1-3-2
2-3-2
no
of users
Q
1 2 3
Q1. When DMN is activated
in which situations do you find
yourself more often?
Doing nothing, comtemplating 56%
Doing something mechanic 44%
24. User interaction
analysis
1-2-1 |||||||||||||||||||||
1-1-1 ||||||||||||||||||
2-2-1 ||||||||||||||
2-1-1 ||||||||||
2-3-1 |||||||
1-3-1 ||||||
2-1-2 ||||||
1-1-2 |||||
2-2-2 |||||
1-2-2 ||||
1-3-2
2-3-2
no
of users
Future 40.8%
Past 45.6%
None in particular 13.6%
Q2. Where do you travel de most
when the DMN is activated?
Q
1 2 3
25. 1-2-1 |||||||||||||||||||||
1-1-1 ||||||||||||||||||
2-2-1 ||||||||||||||
2-1-1 ||||||||||
2-3-1 |||||||
1-3-1 ||||||
2-1-2 ||||||
1-1-2 |||||
2-2-2 |||||
1-2-2 ||||
1-3-2
2-3-2
User interaction
analysis
Q3. How do you feel about the
consequences when entering this
state?
Positively 79.6%
Negatively 20.4%
no
of users
Q
1 2 3
27. How do people
experience the
DMN?
Which elements describe better your
personal experience of the DMN?
Voices|Images|Sound|
Emotions|People|Concepts
Doing nothing, comtemplating
Doing something mechanic
28. +For future work, we will make use of the interaction patterns to
design a more personalized experience.
+ This project was an early stage towards a more inmersive
installation of the DMN
Conclusions