Once there was a code on a movie ad. It was lonely. Not accompanied by any sort of identifiable information. No instructions. No call-to-action. No expectation-setting. Not to mention, eye-level with a bug. Just the code. A hidden, lonely code. (Can you find it?)
Then, there was another code on a movie ad. This one not hidden at all. Right in front of your face (waist, really), saying, “hey look at me, guess what you can do here!” This code was not lonely. It was surrounded by all sorts of friendly information. Instructions. Call-to-action. Expectations of special offers. All, with its different colors and fancy style.
These two codes teach us an important and elementary lesson in context.
Codes like this are intended for interaction. If interaction is your game, you must be clear and prominent to have any chance of meeting the intention. It’s this intention that must be present in the context of whatever you’re trying to drive interaction around. In this case, a code. But what about touch screens? Or check-ins? Or short codes?
There are interactive whoosits and whatsits popping up all around us – on the places and things that we encounter every day. Soon, even all those physical screens outside of our homes and offices will be interactive, too. To have any chance at driving interaction, proper context must have a presence. Without it, assumptions are made. And assumptions, as far as emerging technology goes, will lead the way of the lonely code.