Exploring inference of visual cues in ESP to inform textual and sonification (sandbox)
Visual clues (before engaging skater on track):
What is perceived and important in supporting subconscious inference?

• top of track is starting point
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• outside scenery, skater with helmet and hands out for balance suggests this can happen for “real” (2D, line drawings with flat colour and outlines suggests “realness” has parameters within a simulation)
Is spatial relationship important?
Audio, tactile, haptic clues
When user is engaging skater, options for:
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https://www.nps.gov/subjects/sound/enhance.htm
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Exploring /deconstructing the data manipulation dialogue boxes
Moving away from track build to the data collection and manipulation aspect of the sim (pedagogical goal).
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This is the initial sketch to deconstruct and understand each part of the dialogue box
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This is a graphical rendering of the discovery from the deconstruction exercise
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This is the dialogue box elements/tools placed onto the active area of the simulation
Initial observations and questions:
order of elements on screen does not parallel visual order/logic in dialogue box.
Does this pose a problem for semantics if using structure such as table, list, etc.
Is there any potential problems when a group is engaging the sim and the users simultaneously require different modalities: mouse, screen, keyboard nav, screen reader
What is box A’s role? Is it an important scaffold? Is it an adjustment tool to effect results?
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Mapping a walkthrough to understand static and dynamic points
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(unfinished)