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G52HCI Human Computer Interaction

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Focuses on individual capabilities, task performance and dialogue ... Leonardo Da Vinci's. Mona Lisa 'sfumato' Ambiguity of context. Marcel DuChamps 'Fountain' ... – PowerPoint PPT presentation

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Title: G52HCI Human Computer Interaction


1
G52HCI Human Computer Interaction
  • Understanding the User
  • Art and Design Perspective

2
Different perspectives on design
Social and organisational perspective Draws on
sociology and management Focuses on
organisational fit, environment, collaboration
and legal and ethical issues
Design perspective Draws on art and design
Considers aesthetic, cultural and marketing
aspects of interaction design
Individual and cognitive perspective Draws on
psychology Focuses on individual capabilities,
task performance and dialogue
User requirements
3
Art and Design Perspective
  • Draw on the disciplines of design and art to
    inspire new interfaces
  • The design of everyday things
  • The role of art in creating extraordinary things

4
The Design of Everyday Things
  • Don Normans book explores the design of many
    different every day objects (not only computers)
  • Key concepts
  • Affordances
  • Constraints
  • Mappings
  • Conceptual models

5
Affordances
  • The perceived and actual properties of a thing
    that determine and communicate how it can be used
  • Affordances provide clues as to how a thing is to
    be used

6
Doors
7
Constraints
  • Physical constraints
  • Semantic constraints
  • Cultural constraints
  • Logical constraints

8
Mappings
  • Between controls and their movement and effects
    in the real world

9
(No Transcript)
10
Conceptual Models
  • Humans have a tendency to build mental or
    conceptual models of how things work
  • They use them to predict how they will behave
  • But they are often based on incomplete evidence

If you are in cold room and in a hurry to get
warm will the room heat more quickly if you turn
the thermostat all the way up?
11
Extraordinary Things
  • Cultural probes
  • The role of ambiguity in interface design

12
Cultural Probes
  • The artistdesigner approach is openly
    subjective, only partly guided by any objective
    problem statement. Thus we were after
    inspirational data with the probes, to
    stimulate our imaginations rather than define a
    set of problems.
  • We werent trying to reach an objective view of
    the elders needs through the probes, but instead
    a more impressionistic account of their beliefs
    and desires, their aesthetic preferences and
    cultural concerns.
  • Using official-looking questionnaires or formal
    meetings seemed likely to cast us in the role of
    doctors, diagnosing user problems and prescribing
    technological cures.

13
Probe pack
14
Inspires new street furniture
15
Ambiguous interfaces
  • Ambiguity is traditionally seen as a problem in
    interface design
  • And yet for hundreds of years artists have
    deliberately been using ambiguity to provoke and
    engage audiences and lead them to reflect
  • As a broad guideline, three kinds of ambiguity
  • Ambiguity of information
  • Ambiguity of context
  • Ambiguity of relationship

16
Ambiguity of Information
Leonardo Da Vincis Mona Lisa sfumato
17
Ambiguity of context
Marcel DuChamps Fountain
18
Ambiguity of relationship
Van Lieshouts Bais-ô-Drôme
19
Ambiguity in systems design?
  • Mobile phones - connection status and face saving
  • Mobile games Uncle Roy All Around You
  • Ambiguous information (clues)
  • Ambiguous relationships
  • To the game
  • To remote players
  • To bystanders

20
Uncle Roy All Around You
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