Ten Commandments of Interactivity
1. Interfaces and Content Should Encourage and Reward Movement
2. Participant's Actions Elicit an Immediate and Identifiable Response
No participant should ever wonder. " Am I controlling this, or not?"
3. No Instructions Allowed
Learning to "work" the interactive zones must be intuitive and simple.
There should be adequate feedback for the participants to intuit if
they are interacting "correctly" or "incorrectly".
4. People Do Not Need To Be Experts to Participate
5. No Thinking Allowed
Euphoria occurs when participants get lost in the moment, focusing on their intuitive natures.
6. Actions Receive Aesthetically Coherent Responses
Participants should navigate through and affect several "good" choices
- choices that are visually pleasing and sound musical to the average
ear.
7. Keep it Simple, Immediate, and Fun
8. Responsiveness is More Important then Resolution
In computer graphics, this translates to "greater speed is better than
polygons." A simple visual object that reacts quickly to participants'
input is better than a complex visual object that reacts too slowly.
9. Think Modularly
Everything is a component.
10. Observe and Learn
Let people try it and watch what they do. They will almost always interact in ways one never expected.
Quoted from the paper " The Interactive Dance Club: Avoiding Chaos
in a Multi-Participant Environment" by Ryan Ulyate and David Bianciardi
which appeared in the Computer Music Journal Vol. 26, No. 3.