Tuesday, January 31, 2012

Maps as Audiovisual Representations of Data (Part 1)...

I've been asked by Professor Frank Dufour to start pondering the nature of maps as a means of representing data. This data need not represent actual physical space, and, indeed, the very exercise of 'mapping' something has long since evolved from the abstract representation of spacial placement and distances to include everything from work flows to social networks to vin diagrams. The one thing all maps have in common, however, is our need to take data, no matter how abstract or unrelated to spatial location, and place it in a logical, consistent physical order that we can navigate as easily as a person navigates a city using a traditional geographical map.

This is a potentially huge topic and one that will not be answered simply or completely on a blog. The goal is to gather material for a series of lectures for my class and basically see where it takes us.

The first thing I'd like to do is explore map types and try to establish a common frame of reference for discussing them. After that, I'm just going to let the Train of Thought roll along at a leisurely pace, occasionally changing tracks as new ideas present themselves (either from my own rumination or your comments) until the whole thing is derailed by the Cow of Disruptive Thought.

From a top down perspective, there are three general data types, which leads to the following map types...

SPATIAL MAPS
The oldest and most basic type of map, a spatial map translates physical location data into a visual reference to allow you to physically go from point A to point B. The most interesting point about spatial maps is the fact that they do not have to be pin-point accurate to get you where you want to go. The first maps were rough approximations, at best, and even some modern maps (like a map of a carnival or fairground) are less interested in spatial distances than they are spatial relationships. A map of the Six Flags Amusement Park, for instance is not drawn to actual scale, but it clearly lays out that the Superman ride is after the Shockwave ride and before the Titan. And all of these rides are laid out on the map as huge drawings on a tiny area that, if they actually existed in that ratio, could be seen over the curve of the horizon.
 
TEMPORAL MAPS
A temporal map defines not physical space, but temporal progression, in that if event A happens, you can expect event B to happen. A sheet of music, for example, shows the progression over time as does a storyboard or workflow. Events A and B can take place anywhere, and need not have any spatial relationship to each other. Shot 1 on a storyboard might be followed by Shot 2 in a film, but they might have been recorded half a world apart, for instance.

RELATIONAL MAPS
In a relational map, we are looking for abstract ties between data points, how they relate to each other. Data Point A and Data Point B may not exist in the same physical relationship, in other words, you can't find B just by knowing the location of A. They may not even exist in the same temporal location. Data Point A might only apply in the 1800's while Data Point B applies to today. They simply have a variety of non-causal similarities that allow them to be mapped relative to each other. For example, Human Male 1 in Texas has never met Human Male 2 in China, but they can be mapped together because they are both Human Males. Vin diagrams are excellent examples of relational maps.

MIXED MAPS
The combination of the three types above can lead to a wide variety of mapped data representation. In gaming, for instance, we adventure maps that not only represent a spatial layout of a dungeon, castle, spaceship, etc., but also have a meta-function as temporal maps, arranging hallways and rooms in a manner that ensures the players will complete the dungeon in a way that builds up the excitement slowly and keeps the challenge level steady even as it allows them room to explore. You never fight the big boss monster in the first room, for example, but only after traversing the whole dungeon and facing a succession of increasingly more challenging monsters.

Another example would be the board game 'Black Death' which represents an abstract spatial map of the lines of disease communicability in medieval Europe, but also a relational map, where certain squares (marked with a + or - and a number) are more or less likely to spread the disease based upon the virtue of their being slums or hard to traverse terrain. It is also a temporal map, as the movement of disease using its virility rating doesn't represent the disease literally walking across Europe, but slowly being passed, over time, from person to person in one area and then breaking out in another, nearby area. The loss of a disease chit from the board through its Lethality also reflects the temporal nature of the disease running its course and killing off the population.

Yet a third example would be a farmer in a rural area giving directions by using not only spatial references ('turn left at the farmhouse') but also relational ('that was completely flattened by a meteor') and temporal ('in 2001').

THAT'S A START...
Now that we have a set of definitions, I think there are a few questions that raise their heads, the first and most important being, why do humans feel a need to spatially map abstract data? I'll look into those and anything else that comes down the tracks as the series continues...

Monday, January 30, 2012

BoL Gameslate Design Dairy 1...

This will be the first in a series of design diaries highlighting the march of progress of a Gameslate from concept to finished app (for those who have no idea what this is, you can check out the first stirrings of the prototype project here). I'm doing this partially to record my thought process for future reference but also to show the usefulness of standards based design in the creation of system agnostic apps and, finally, to show how the table top RPG can take advantage of the digital age beyond very basic dice rollers and PDFs.

Barbarians of Lemuria will be my first system agnostic Gameslate project and I am currently in the process of working out the visual design and UI elements. To get an idea of the look and feel I'm going for, here is a pic of the visual design in progress...




Now some of you might be looking at this pic and thinking 'what screen is that thing formatted for?' and the answer is 'none of them and all of them.' What you're looking at is a theoretical layout on which I will place the UI elements and try to get a coherent look and feel.

To make a truly system agnostic layout, I am using a number of elements. The first is a background image that is built to fit a screen up to 10.5" long at 300dpi (Retina Level, i.e. as detailed as a human can pick out). That bit of bloody parchment is it. There will be no need for tiling, it is one size fits all for pretty much any screen coming out in the near future.

The next bit are the midground design elements. They will be layed out in the typical HTML5/CSS manner, but with relative, rather than absolute positioning. So the title will always float about 3% from the left and the top while the snake knots will float at around -1% or 101% (depending on their corner) from the left and 100% and 0% from the top (these numbers are all just estimates right now, but you get the idea). This allows the page to work in both landscape and format depending on tablet orientation.

Finally, the yet to be added foreground UI elements will be layed out in a manner similar to the midground design elements. Again, this allows the character sheet to flow naturally if you tilt the tablet. It will take some tweaking to make sure the priority of flow is maintained, but it shouldn't be too difficult and will hopefully negate the need for a mess of alternate layouts and the code to implement them.

I'll probably tweak the title a bit to make it stand out more, but I'm fairly happy with it. On to the UI elements...

Thursday, January 26, 2012

Back in the Saddle...

I haven't felt a need to blog since the class I started it for ended a year ago, but now seems like a good time to start again. This time, however, I'll be more liberal with my subject material, covering my school work, politics and gaming much more freely than I would on Facebook.


For my next post: a discussion of 'Listening' a book on audio perceptual theory. And maybe a bit on the problems of designing RPGs for mobile devices...