De volta à remediação: para Mario García, o jornal que vai dentro do iPad tem de "ecoar elementos do papel e do online". E o ponto de partida é pensar a arquitetura da informação, pois o grande desafio é criar uma edição comprimida:
"What are the elements that tablets can offer, which you could not find in print or online editions? In my view, the tablet is made to be a companion with which one can relax, as we do with paper. It does not have the sense of urgency that we attach to reading online, or the tediousness of it. After all, whatever focus groups or research we do these days, we hear that reading online is equated to work, while reading on paper is more of a leisure activity. In that sense, tablets are akin to print."
sobre arquitetura da informação, García não propõe nada de novo:
"Do a good planning session on information architecture before you do anything else. Visual dynamics are important on the tablet, but the design process itself must be heavily templated. You got it: the tablet relies on good storytelling and magnificent photographic choices for its impact. Nothing new here as far as I am concerned.It will, however, required very sharp editors and photographers, something that is never in ample supply in many newsrooms."
Vale a pena reproduzir o que Lev Manovich (com os comentários) escreveu no Facebook nesta terça, 6, sobre iPad e a metáfora da interface:
In the 1980s, GUI was justified using a simplistic idea that since computers are unfamiliar to people, we shoud help them by making interface “intuitive” by making it mimic something users are already well familiar with – the physical world outside of a computer (which in reality was an office environment with folders, desks, printers, etc.)
Surprisingly, even in 2010 – when “born digital” generations start using computer devices even before they ever set their feet in any office – this idea is still used to explain GUI.
For example, Apple iPhone Human Interface guidelines (March 2010) advise developers: “When possible, model your application’s objects and actions on objects and actions in the real world. This technique especially helps novice users quickly grasp how your application works. Folders are a classic software metaphor. People file things in folders in the real world, so they immediately understand the idea of putting data into folders on a computer.”
The irony of this statement is that these Interface guidelines are also aimed at the developers of iPad - which clearly represents yet another step in migration from the world of physical print to all-digital environment.
Doutoranda na PUC/SP em Processos de Criação nas Mídias, bolsista da Capes II e pesquisadora associada do grupo NetArt. Mestre pela FACOM/UFBA, é autora do primeiro guia de estilo JOL do país (3 ed.). Fez parte do Bolsa UOL Pesquisa de 2008, sob o processo número 20080102180000. Participou da criação do iG e do Último Segundo. Coordenou a reformulação do portal baiano A Tarde On Line - design, conteúdo e sistema de publicação(2003 a 2006) -, e iniciou o processo de integraçao das mídias - jornal, papel e rádio - do grupo A TARDE. Venceu o 2º Prêmio de Mídia do Estadão (99), com Diários Paulistanos na Web.
Surprisingly, even in 2010 – when “born digital” generations start using computer devices even before they ever set their feet in any office – this idea is still used to explain GUI.
For example, Apple iPhone Human Interface guidelines (March 2010) advise developers: “When possible, model your application’s objects and actions on objects and actions in the real world. This technique especially helps novice users quickly grasp how your application works. Folders are a classic software metaphor. People file things in folders in the real world, so they immediately understand the idea of putting data into folders on a computer.”
The irony of this statement is that these Interface guidelines are also aimed at the developers of iPad - which clearly represents yet another step in migration from the world of physical print to all-digital environment.