N4.09.5route knowledgedesignresearch

Teleport skips path information and weakens route-memory formation

Aliases: route memory · teleport spatial knowledge · skipped path integration

What it is

Teleport from the entrance straight to a third-floor meeting room and the stairs, corners, and trees outside the windows were never walked; that route is later hard to draw. Route knowledge is encoded from landmarks and turns encountered in order — “what to do next.” Teleport locomotion deletes that middle encounter, so the raw material for route memory is thin and formation is weakened. Whether heading is lost in the landing second is a different ledger. This leaf asks whether the route is still rememberable after the trip.

The farther the jump, and the more unique turns in between, the steeper the loss. A two-step teleport on the same floor barely hurts the route.

Why it happens

A route is an ordered string: landmark A, left, landmark B, up the stairs. Encoding that string wants experience unfolded in time — optic flow, step count, surfaces entering the view in sequence. Teleport clips the string to “entrance → meeting room,” with no recallable edges in between. Asked later to “go back the way you came” or “tell the next person how,” people can name the ends and not the steps. People who walked continuously, even if they were not paying attention at the time, can often recover turns by sequence recognition.

This is not the same layer as a survey map. Survey can still be patched afterwards with a floor plan; a route is procedural “what is the next move,” and a plan does not give that hand–foot sequence back. Teleporting the same “door to meeting room” many times only strengthens two points. It will not grow the stairs from nothing.

Studying it

On one route with several turns, compare continuous walking with segmented teleport (landing only at nodes). Afterwards take route retracing, spoken step-by-step directions, and putting along-the-way photos in the right order. Do not use point-to-origin as the main dependent measure — that is closer to landing heading or survey. If the teleport condition lets a landing preview show the along-route, the path has been visually fed back in and the stimulus is impure.

Record how many turns the teleport skipped. Near teleports that skip zero turns should approach continuous walking. Skipping three or more unique turns should shorten and wrong the step-by-step directions.

Where it stops holding

If the route has no unique turns (a straight avenue, a single lift door), there is little sequence to skip. A building the person already knows has its route built in real life; virtual teleport will not hurt it. Watching someone else walk, or watching along-route video before teleporting, can supply the route from vicarious experience. Survey tasks (point at which wing) may be unharmed, even better if teleport is more comfortable and people stay longer — do not let survey scores excuse the route. If a preview is designed to show the critical along-route turns, the “skip” can be offset; that is no longer pure teleport.

Applying it

  • For beats where people must later walk back, or teach someone else the way, use continuous locomotion or at least insert a required short walk between nodes. Do not door-to-door teleport.
  • If long-range teleport must stay, feed the sequence to the eyes before the jump with a preview of critical turns or a visible path line.
  • Accept “can they walk it back” and “are they lost at landing” separately: the first with step-by-step retrace, the second with landing pointing.
  • How to check: door to meeting room, teleport versus walking, then written step-by-step directions. If the teleport group can only write the two ends and not the stairs and corners, path information was skipped. Extra comfort will not put that string of steps back.

Related

  • Same group: N4.09.1 Without stable landmarks, virtual space is easier to get lost in than real space · N4.09.2 Unique, identifiable landmarks help more than stylistically uniform scenery · N4.09.3 A minimap or compass gives global position but cannot replace environmental direction cues · N4.09.4 A reliable cognitive map forms only after repeated travel through the same scene
  • Nearby: N4.01 Teleport Locomotion · N4.05 Redirected Walking
  • Search terms: route knowledge · teleport spatial memory · path integration

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https://hci.top/en/handbook/N4.09.5