Title: People, Activities, Contexts, Technologies
1Labs for this week (I'm still trying to secure a
fourth lab).Creative, Multimedia, Games Tech
and Digital Media Students AS431 on THURSDAY
morning at 9 a.m.Computing and all other
studentsStudents with Surnames starting A-K to
room AS116 _at_ 12 on WEDNESDAYS (directly after the
lectures)Students with Surnames starting L-P to
room AS121 _at_ 12 on WEDNESDAYS (directly after the
lectures)Students with Surnames starting R-X to
room AS125 _at_ 12 on WEDNESDAYS (directly after the
lectures)
2Part of an occasional series of lecture plugins..
be innovative be creative and imaginative be
able to think independently and creatively
How?
3Think about your own creativity are you an ant?
- lots of small steps
- incremental
- evolutionary
4Or are you a flea
- great leaps
- unguided
- revolutionary
5imagination and play
- what if thinking
- imagination looking ahead
- the foundation of science and technology
6A creativity starterTry some bad ideas
- deliberately silly/bad ideas
- e.g. a glass hammer
- analyse it
- whats good, whats bad
- assume it is a good idea
- How would you sell the idea
7Bad Ideas Generator
8why try bad ideas?
- It reduce personal commitment (so you dont get
defensive about your idea) - Its a fun group exercise
- It helps to to train critical thought
- It can inspire good ideas!
9 10Designing Interactive Systems
11We are Interactive Systems Designers
- Our goal is to design interactive systems that
are enjoyable to use, that do useful things and
that enhance the lives of the people that use
them. - We want our interactive systems to be accessible,
usable and engaging. - In order to achieve this we believe that the
design of such systems should be human-centred. - That is, designers need to put people rather than
technology at the centre of their design process.
12In the past
- Unfortunately the design of computer systems and
products in the past has not always had a good
record of considering the people who use them. - Many systems have been designed by programmers
who use computers every working day. - Many designers are young males.
- Many designers have been playing computer games
for years. - This means that they forget just how difficult
and obscure some of their designs can be to
people who have not had these experiences.
13Picture Another overloaded interface
14Picture of an overloaded interface
15In the past
- Before the immediacy of the Web and e-commerce,
usability problems were only discovered after
purchase. - If you bought a nice looking CD player and
brought it home only to find it was difficult to
use, you could not take it back! - The shop would say that it delivers its
functions, all you had to do was to learn how to
operate it properly.
16.now
- On the Web, customers look at usability first.
- If the system is hard to use, or if they do not
understand it, they will go somewhere else to
make their purchase. - People are learning that systems do not have to
be hard to use and are becoming more critical
about the design of other products, such as their
CD players, too.
17Interactive systems
- are many and various!
- Windows Vista or Mac OSX are functional operating
system - huge pieces of software which have new,
modern interfaces - The iPod is an information appliance designed and
optimized for a limited set of functions - Some interactive systems are primarily artistic
by nature - http//uk.youtube.com/watch?vLhLejlWS_ug
- Some interactive systems are concerned with
helping people cooperate and create communities
18So what is interactive systems design about?
- Design - how to do it
- Technologies - what can technology do? What
content does something have? - People - who will use it, who will be affected by
it? - Activities and contexts - what will people have
to do in what circumstances?
19Design
What is design?Its where you stand with a foot
in two worlds the world of technology and the
world of people and human purposesand you try to
bring the two together (Mitch Kapor in T.
Winograd Bringing design to Software (1996), p.1)
20Design is
- The creative process of specifying something new
- And
- The representations that are produced along the
way - Such as
- Site maps, mood-boards, storyboards, blueprints,
sketches, etc.
21Picture interface design mood-board
22Picture interface design storyboard
23Design
- Design typically involves much iteration
(cyclical development) - Both the problem (how can we be able to do x)
- and the solution evolve during design
- (hey! Weve invented a cool tool the mobile
phone, but it can do so much more e.g. SMS)
24Design. A spectrum of activities
- Engineering design - using scientific principles
- Architect designs buildings, urban planner
designs roads, etc. - Artistic - creative design where imagination is
key - Design as craft design is a conversation with
materials (Donald Schön) - E.g. pottery designer works with clay, clothes
designer works with fabrics, interior designer
works with furniture, paints, lighting, etc.
25Design as craft
- Our materials are interactive systems we work
within and shape this medium - Such as cameras, phones, web sites, DVDs,
computer applications any device or system that
is interactive - interactive systems deal with the transmission,
display, storage or transformation of information
that people can perceive and that respond to
peoples actions - interactive systems include such things as
phones, web sites and washing machine controllers
- and increasingly clothes, jewellery and buildings!
26Designing interactive systems
- . is more than just designing the user interface
. is more than designing the input, output and
content - It is about designing the whole human-computer
interaction - It is about designing the human-human interaction
that is often enabled through devices - It is about designing whole environments of
interlinked devices and objects - Think of designing museum exhibits, or an
amusement park - Or an airport, a hotel lobby or a shopping mall
27Being Human-Centred
- We take a human-centred approach to designing
interactive systems. That means - thinking about what people want to do rather than
just what the technology can do - designing new ways to connect people with people
- involving people in the design process
- designing for diversity