The Elevator as Threshold Object

Ben Zotto                 bzotto@mit.edu

After giving some thought to possibilities for threshold objects, I came upon that of the elevator, humble servant of those wishing to travel between floors in buildings.

Examples


One computer game that used it effectively was Viacom NewMedia's MTV Club Dead of several years ago. Unfortunately, the game was an abysmal failure, so I have not been able to locate any images of said elevator. However, one thing which was sucessful in it was its use of the elevator inside its virtual resort/hotel as a means of traveling within the game world; each floor represented either living quarters, a bar, entertainment facilities, etc. It was a simplistic setting structure, but this reinforced the ability of the player to relate to the elevator as a navigation device.


While looking for some small elevator photo to illustrate this assignment, I actually came across a web page which used an elevator as a navigational tool through its contents. While not showing the actual enclosure but instead the button panel, it still creates the feeling of navigation through a space, which is far more immersive than a simple list of contents of the site.


Why is the elevator a good threshold object?



The elevator, humble every day thing that it is, is able to rest on the threshold between this world and a virtual one, allowing navigation, defining space (and rules of interaction), and providing a constant reassurance of location.
3 March 1998