top of page

Digital Spatiality

Analysis / 2020.06.22

Integrating Physical and Virtual Realms.

 

In the 90s, the digital revolution has created a realm of virtual space. Many digital applications including productivity and office tools, web browsers and streaming services and, especially, games and messaging services created a separate virtual world that have practically no direct interaction with the physical space. These tools, which started its development before the popularisation of widespread wireless internet connectivity and GPS, created a closed digital world where its user(s) can interact virtually between themselves and the machine. 

 

However, the spread of smartphones enabled with wireless internet and the subsequent boom in digital social media services have created a whole new hybrid space characterised by constant interaction between the digital and the physical spaces. Social medial applications and GPS mapping services have come up with various ways to represent the physical world in the virtual realm to suit the nature of services they provide to their users. Location and navigation apps like Google Maps, Apple Maps, Here, Waze, etc. have conventionally relied on representing the physical world as a two-dimensional (bi-axial) space in their app interfaces. Their recent attempt to include the representation of the third dimension into their apps is still in its early phases of development. Users and businesses have still not found a strong use case for 3D navigation and mapping services, except in very specialised sectors like geo-spatial planning and design. 

 

Ride hailing applications like Uber and Lyft and food delivery applications like Zomato and Uber Eats have potentially made use of the two-dimensional spatial representation matrix to interact with the physical world. Many other social media apps like Facebook and Instagram often relies on a limited non (zero)-dimensional approach in representing physical space within their user environments. They usually allow to tag a location to a post (physical space as point functions) but rarely allows linear or uni (one)-dimensional and planar or two-dimensional representation of physical space. Facebook had briefly used a location based mapping system to find social media ‘friends’ in nearby areas which applied a map based two-dimensional representation system to integrate the physical space to the app but haven't been able to find a strong use case since its introduction. 

 

The three applications analysed here are dating apps that use physical spatiality in three different ways in their virtual environments. The basic function of the apps remains to enable connecting people, often strangers, virtually to form a social network. While Tinder acts as a general dating app Happn tends to make use of chance encounters / surprise factor in trying to make social connections. Tripto is a specialised app for finding travel partners with similar interests to share a trip with.

*The names, logos and other informations about companies / entities mentioned above are properties of their respective owners and they are used in the article for editorial purposes only. In case of any discrepancies or clarifications kindly contact us by e-mail from the website’s contact info.

bottom of page