Chapter+2+Navigation+and+Cyberspace

Tyler Unwin & Kasey Dube

In order to be able to navigate through a virtual world such as Second Life, someone using the computer would use the arrow keys, the keyboard, or the mouse to direct their virtual character in the direction that they want to go.In order to find the same place twice, remembering landmarks will be useful, just like in the physical world. Wayfinding in the cyber-world, refers to "breadcrumbs" or "landmarks" to help us navigate the web. Using the "History" feature or "Bookmark" feature are types of wayfinding. They help us find where we are going and where we have been.
 * How are the principles of wayfinding applicable to virtual worlds such as second life?
 * How do the principles of wayfinding apply to the everyday Web?

Map.net- a map that was generated to try and help website location through visualization. Genetically Modified Food- presents web results in an interesting way. However it is not effective. Kartoo- Web results as a map.
 * William Gibson’s vision of cyberspace is compelling. Creating a way to spatially visualize navigating the web has been done by a number of web sites. Name and describe the three pictured in the text on pp. 39-40.

These techniques and ways of spatially visualizing the web have failed because you can not measure these distances. From one website to the next it is only a click away. There is no real movement. There will always be a shortcut or another route. It is almost impossible to measure the web because it is always changing and there is no there there.
 * Why have they failed?

We rarely use landmarks to retrace our steps or to get to a place we've been before. We mostly just use our browser's history feature or do the search over again.
 * In what ways does Gibson’s vision of cyberspace differ from the way we currently use the internet?