BIID10 Lektion 3 Teoretisk grund

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http://www.moma.org/interactives/exhibitions/2008/elasticmind/#/244/ BIID10 Lektion 3 Teoretisk grund Lone Malmborg / malmborg@itu.dk

Læringsmål 2 Redegøre for forholdet mellem interaktionsdesign og experience design vs interface design Forklare hvorfor vi bruger skitser i design Buxton s. 95-137 & 207-19 Forstå den historiske baggrund for aktuelle digitale interaktionsparadigmer Dourish (kap 1) Kunne begrunde hvordan vi kontekstualiserer teknologi i et interaktionsdesignparadigme (embodiment) Dourish (forord+kap 1)

Indhold 3 Experience design / interaktionsdesign vs interface design? Om sketching Where the Action is - intro 9:50 Pause Exemplarium 1-4 10:55 Pause Historisk udvikling bag interaktionsdesign Embodiment-begrebet Introduktion til Øvelse 3 Startevaluering

Hvilken rolle spiller design for produktudvikling? 4 One of the most significant reasons for the failure of organizations to develop new software products in-house is the absence of anything that a design professional would recognize as an explicit design process. (72-73) Omkostningen ved at indføre en designproces tidligt i produktudviklingsprocessen er langt mindre end de omkostninger der er for det endelige produkt og dets salg ved ikke at have gjort det.

Design og sketching - Buxton 5 Norman: We are all designers nonsense! Design can be distinguished by a particular cognitive style (Gedenryd). Sketching is fundamental to the design process. Design is for the real world the world we live in, which is messy and constantly changing, and where once a product is released, the designer [ ] have no control or influence over how or where it is used. (s. 97) What is the archetypal activity of design: Sketching (Fällman, 2003) Sketch (5 minutter): det ideelle møbel for forberedelser

Sketches are 6 Quick Timely Inexpensive Disposable (kan smides væk) Plentiful (eksisterer i serier del af en proces) Clear vocabulary Distinct gesture (åbne / flydende) Minimal detail (overflødige detaljer kan ignoreres) Appropriate degree of refinement (svarende til det niveau ideen er på) Suggest and explore rather than confirm Ambiguity (bevidst dobbelttydige)

Interface design vs experience design 7?

Interface design (HCI) 8

Experience design 9

Experience / Interaction vs Interface Design 10 Interaction design = experience design vs interface design juicepresser-eksempel CitrusMate ( noisy ) Mighty OJ ( silent simplicity ) OrangeX ( the feel of the action almost musical ) Oplevelsen er et samspil af MANGE faktorer subjektivt oplevet Quality of experience - resultat af bevidst design Sketching interaction?

Designprocessen 11 Undersøge verden Ideer (Re-)Design Skitser Evaluere/ Forstå i kontekst Interaktiv skitse Endeligt koncept

Titlen: Where the action is?? 12 Hvordan skal den forstås?

Where the action is 13 First, it is about a perspective that places the action of embodied agents center stage (ix) Rather than take action to be generated from or subservient to abstract reasoning, the perspective I will explore here sees embodied practical action in the world as the foundation for our conscious experience (ix) Second, this approach is "where the action is" in the sense that it provides a way to understand the contributions and opportunities emerging from dynamic new forms of technological practice (ix)

Hvad handler Dourish s bog om? 14

Hvad handler Dourish s bog om? 15 Embodied Interaction A Theoretical Foundation for Embodied Interaction Going from the starting point Beyond the desktop and HCI to the new developments Tangible and Social Computing to Embodied Interaction in four steps Tangible and social computing have a common basis Embodiment is the core element Embodiment is not new, can be informed by phenomenology Phenomenology can help provide a foundation for embodied interaction Human-Computer Interaction Tangible Computing Social Computing Embodied Interaction

Hvad handler Dourish s bog om? (omslag) 16 In this book Paul Dourish addresses the philosophical bases of human-computer interaction. He looks for what he calls "embodied interaction" - an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality - reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Human-Computer Interaction Tangible Computing Social Computing Embodied Interaction

Forord 17 Filosofi og computer science? Datalogi er baseret på før-1930-filosofi Datalogisk praksis reducerer høj-niveau adfærd til lav-niveau, mekaniske forklaringer, formaliserer dem gennem ren videnskabelig rationalitet Datalogi afslører herved sin historie som en positivistisk, reduktionistisk tradition Kognitionsvidenskab er baseret på en rigid Cartesiansk adskillelse mellem ånd og materie, mellem tænkning og handling Under angreb siden 1930'erne: Heidegger og Wittgenstein ny position inden for tænkning, sprog og mening erstattes af en model af situerede agenter, der handler og interagerer frit i verden

Dourish kap. 1 overordnet disponering 18 1. A historical model of interaction Electrical Symbolic Textual Graphical 2. New models for interactive system design: Tangible and social approaches to computing 3. From tangible and social computing to embodied interaction

A History of Interaction 19 Hvad er hovedpointen i kapitel 1?

Baggrund 20 Computeres udvikling: Moore s lov antallet af transistorer pr. arealenhed fordobles hvert 2. år computerens kapacitet fordobles hver 18. måned We talk about how fast it is changing, but we talk less about the ways in which it is not Many things about computers are not changing at all Our basic idea about what a computer is, what it does, and how it does it, for instance, have hardly changed for decades Nor have the difficulties we encounter actually using computers

Baggrund 21 Computeren var en sparsom ressource: effektivitet & økonomi "It gave rise to a model that favors performance over convenience, and places a premium on the computer's time rather than people's time. This model is largely still with us today". (s. 2) På tide at genoverveje denne afvejning - to udviklingstendenser informations-overload og computerne står stille i 95% af tiden computeren indlejret i dagligdags brugsgenstande Leder til nye måde at interagere med computeren orienteret mod menneskets behov og evner nye måder at begribe interaktion: "beyond HCI & desktop

Baggrund 22 "Over the last few years, research into HCI has begun to explore ways to control and interact with a new breed of computer systems" (s. 2) Hvilke, for eksempel? "This book is a contribution to the emerging literature on this new approach to interacting with computers, one I call Embodied Interaction ". "Embodied Interaction is interaction with computer systems that occupy our world, a world of physical and social reality, and that exploit this fact in how they interact with us." (s. 3)

Hvad er embodiment? 23

Hvad er embodiment? 24 Embodiment: legemliggørelse; inkarnation Embodied Interaction - Interaction with computer systems that occupy the world, a world of physical and social reality, and that exploit this fact in how they interact with us. Embodiment: Not a property of systems, technologies, or artifacts, it is a property of interaction. It is rooted in the ways in which people (and technologies) participate in the world. (189) Wikipedia In essence embodiment as an idea binds two worlds of substance and spirit, contrary to a duality (Descartes). Thus body and mind are fused into a single being.

Afviger fra (andre) HCI fremstillinger 25 Mere om interaktion end interfaces computation end computers representational power end om Gigabytes and Megahertz foundational end technical Ikke en bog om design-løsninger eller en "how-to-do-it" "The goal of this foundational exploration is to provide resources to designers, by giving them tools they can use to understand and analyze their designs." Interaktion i centrum: ikke hvad der gøres, men hvordan det gøres

Pause 26

Exemplarium 27

Pause 28

Den historiske udvikling 29 Kontekst: de historiske evolution af ideerne om interaktionens og HCI teknologien Hvorfor vælger Dourish et historisk perspektiv? Var computeren en evolution eller en revolution? Fokus på færdigheder (skills) gennem fire interaktionsformer electrical textual symbolic graphical

Electrical 30 Computeren var ikke en revolution, men en evolution Hvad ser I på billedet? Analog beregningstradition vejrudsigter skydetabeller planlægning af vandledninger styring af jernbanegods Folketælling Administrativ databehandling baseret på hulkort

Kender I Vannevar Bush: As We May Think? (1945) 31 http://www.theatlantic.com/doc/194507/bush Differential Analyzer

Electrical: ENIAC 1945 32

Electrical 33 Plugboard programming maskinnært Skills: at bruge maskinen krævede indgående kendskab til dens elektroniske design

Symbolic 34 Electrical for besværligt brugeren blev selv programmøren brugeren kende detaljer i maskinens arkitektur Symbolske interaktionsformer Programmering væk fra maskine højere abstraktionsniveau maskinkode a9 62 82 2c assemblersprog mov (r1+), r2 højniveausprog

Symbolic 35 Skills: Vi er gode til forskellige former for symbolsk interaktion: sprog og ikke-sproglig kommunikation Ikoner, trafiksignaler, flag, kort,... Færdigheder sprog og kommunikation visuelle, kognitive mere naturlig og intuitiv Fejlfinding i maskinkode, assembler og højniveausprog maskinkode a9 62 82 2c assemblersprog mov (r1+), r2 højniveau MOVE SPACES TO D-STORE-CODE.

Textual 36 Sproglige færdigheder - skrevet tekst og interaktion Batch-systemer hulkort/strimmel, afleverede sit job ved skranke, operatør kørte det, print 1/2-1 dag efter Time-sharing systemer med terminaler conversational, dialogue, interactive man-computer communication /systems man-machine communication DOS xcopy h:\*.* /a /e Copying everything on the H drive to the current drive (implicit), with the archive attribute set (/a) and directories and subdirectories, including empty ones (/e) Skills: interaktion og dialog

Graphical 37 Velkendt Flere færdigheder anvendes perifer opmærksomhed mønstergenkeldelse og rumlig tænkning informationstæthed visuelle metaforer Rum og billeder

New models for interaction 38 Xerox Star først med vinduer, menuer og mus Apple Lisa 1983 Apple Macintosh 1984 får fodfæste på markedet Stort set uændret i dag men nye former

Tangible and social computing 39 Tangible: tre tendenser Computere i dagligdags genstande Dagligdags ting "forøges/forstærkes" med computeren Direkte fysisk interface istf. det grafiske - få computeren væk Social computing increasing attempts to incorporate understandings of the social world into interactive systems sociologiske, antropologiske og etnografiske tilgange "single-user" paradigmet kan "forøges/forstærkes" med information om andre og omgivelserne

To Embodied Interaction 40 My reason for viewing the history of interaction as a gradual expansion of human skills and abilities that can be incorporated into interacting with computers is that I beleive that it provides a valuable perspective on activities such as tangible and social computing. In particular, it shows that these two areas draw on the same set of skills and abilities. Tangible and social computing are arguably aspects of one and the same research program. This is the hypothesis that this book sets out to explore. The argument comes in four parts Tangible and social computing have a common basis Embodiment is the core element Embodiment is not new, can be informed by phenomenology Phenomenology can help provide a foundation for embodied interaction

1. Tangible and social computing have a 41 common basis Draws on the way the everyday world works or - perhaps more accurately - the ways we experience the everyday world... through directly interacting with the world They share an understanding that you cannot separate the individual from the world in which that individual lives and acts.

2. Embodiment is the core element 42 Three arguments interaction is intimately connected to the setting turn to consider work activities and artifacts in concrete terms rather than abstract the artifacts of daily interaction can play many different roles

3. Embodiment not new, informed by phenomenology 43 Embodiment is not a new phenomenon - it plays a special role in a particular school of thought: phenomenology Phenomenology is concerned with how we perceive, experience, and act in the world around us Argue that the separation between mind and matter has no basis in reality Thinking does not occur separately from being and acting "See and understand " rather than "understand and see"

4. Phenomenology: a foundation for embodied interaction 44 Build on the phenomenological understandings to create a foundational approach to embodied interaction. Such a foundation should do two things Account for the ways tangible and social computing are related to each other and provide a unified model Inform and support design

Styrker og svagheder ved bogen? 45 Styrker ved Dourish s bog Meget stærkt indhold: et teoretisk grundlag for embodied interaction Velskrevet og veldisponeret Klar og forståelig trods højt abstraktionsniveau Svagheder?

Summary 46 What is being advocated here is an approach that, while acknowledging the contribution that different disciplines can make to the design process, ultimately depends upon the users themselves to articulate their requirements, with the system design team, composed of a variety of specialists, acting in the capacity of consultants to the project. Design teams and users must be prepared to acknowledge each others competencies.. (s. 13) It is in the mutual interaction of these different perspectives, including that of the end users, focused on a particular design project, that good design may emanate." (s. 13).

ØVELSE 2: FOTOOBSERVATION Hvem er de ældre? Hvordan ser ældres hverdag ud? Hvad er ældre sammen om? Er ældre enlige og/eller ensomme? 1. Udvælg et eller flere steder, hvor I, igennem jeres observationer, ser mulighed for at kunne svare på spørgsmålene. 2. I skal indsamle information om ældre, deres hverdag, sociale liv, vaner mm ved at observere og fotografere ældre I forskellige situationer. I har også mulighed for at vælge et andet tidspunkt for jeres observationer eller flere tidspunkter, hvis det passer bedre til den/de locations, som I har valgt. Denne uges øvelse hænger sammen med næste uges øvelse. Det er derfor en god idé at have den med I jeres overvejelser, inden I går I felten. BIID10 ØVELSE 2 47

LIDT OM NÆSTE UGES ØVELSE I næste uge skal I udpege to vigtige observationer eller aha-oplevelser; 1. En situation, der styrker, støtter eller muliggør sociale møder mellem ældre 2. En situation, der forhindrer sociale møder mellem ældre De to situationer skal dokumenteres og vises gennem denne uges foto-observation. BIID10 ØVELSE 2 48

Øvelse 3: Lav en poster 49

Øvelse 3 50

Startevaluering 51 Udfyld skema og aflever Jeres kommentarer behandles og diskuteres næste uge

Slut. 52