Title: Designing and Evaluating Supple Interfaces
1Designing and Evaluating Supple (?) Interfaces
- Alistair Sutcliffe
- Manchester Business School
- University of Manchester
- Manchester M60 1QD
- UK
- CHI07 Supple UIs Workshop
2Supple Engaging ?
Some users hated it Some adapted and loved
it once they figured out how to use it
3 Assessing UI quality
Users background
Knowledge/ training Culture
Strategies
Preference Intentions Behaviour
Judgement - Decision making Process
Criteria usability content aesthetics
reputation customisation adaptation
engagement
Context task
Criticality of decision
Quick plug for Monday session 4 Empirical
studies Hartmann, Sutcliffe DeAngeli
4Supple by customisation/adaptation
- Pliant UIs allow us to customise and configure
interaction - - upsides- sense of ownership, better fit for
interaction, meets user requirements - - downsides- effort of customisation, more
complexity - Pliant UIs adapt to us (adaptive intelligent UIs)
- - upsides- the UI is pliant by anticipation,
save us effort, meets our expectations - - downsides- very difficult to get adaptive UIs
right, cost of error, become the opposite of
supple, obstructive Uis
5Supple by immersion and engagement
- The UI seduces us to become pliant by
- - immersion ego centric, character based
interaction i.e. avatar presences, virtual worlds - - by computer as social actor for engagement,
e.g. chatterbots, limited dialogue capabilities
but people really relate to avatars - Engagement by surprise and curiosity
- - unexpected interaction seduces us, e.g.
technological and culture probes (Gaver, Sengers
and others) - - upsides stimulates curiosity, excitement, ve
affect - - downsides does the effect last, is it just
design ephemeroptera ?
6So whats the debate ?
- Understanding suppleness and experience at a deep
level - Where design genres are likely to succeed or not
(cost- benefit analysis) - The psychology of suppleness
- - ego character based interaction- affective but
also mimicking human discourse - - oddity, surprise and curiosity- affective and
arousing contexts for interaction - - changing relationship between users and
software, end user development.. you configure
interactive services to your own needs