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Understanding and Conceptualizing Interaction

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Title: Understanding and Conceptualizing Interaction


1
Interaktionsdesign Efterår 2007 Lektion 2
  • Understanding and Conceptualizing Interaction
  • At forstå og begribe interaktion

Sharp Kapitel 2 Anker Helms Jørgensen
2
Plan for kursuset
Prototype-præsentation
Grupper dannes
Problemformulering
Poster website
Delrapport
Aflevering
Start
1 2 4
9 11 13
16
Workshop - Arduino - Etnografiske metoder
3
Resume
  • HCI (Human-Computer Interaction) har bevæget sig
    væk fra computerskærmen og arbejdsdomænet ud i
    det sociale og det kropslige - hvor Dourish
    kommer ind
  • HCI er smeltet sammen med en række
    design-discipliner og er blevet til
    Interaktionsdesign
  • Designing interactive products to support the way
    people communicate and interact in their everyday
    and working lives
  • Interaction design is about creating user
    experiences that enhance and augment the way
    people work, communicate, and interact
  • Usability er blevet udvidet til user experience
  • usability nytte, effektivt, tilfredsstillende
    (ISO)
  • user experience the overall experience and
    satisfaction a user has when using a product or
    system.
  • Interaktionsdesign er multidisciplinært - vores
    fokus etnografisk
  • Tanja fra bruger til menneske

4
Kapiteloversigt Sharp kap. 2
  • 2.1 Indledning (1s)
  • 2.2 Understanding the problem space (5 s)
  • 2.3 Conceptualizing the design space (33 s)
  • 2.3.1 Konceptuelle modeller
  • 2.3.2 Eksempler Visicalc og Xerox Star
  • 2.3.3 Metaforer
  • 2.3.4 Interaktionstyper Instruktion,
    konversation, manupulation, udforskning
  • 2.4 Theories, models and frameworks (5 s)

5
At forstå problemrummet
  • Hvad ønsker du at skabe?
  • Hvilke antagelser gør du dig?
  • Hvilke påstande er der?
  • Vil du opnå hvad du håber på? Hvis ja, hvordan?

6
Antagelser og påstande
  • "Explicating people's assumptions and claims
    about why they think something might be a good
    idea (or not) enables the design team as a whole
    to view multiple perspectives on the problem
    space and in doing so reveal conflicting ones"
    (50)

7
At forstå problemrummet Flickr
  • Hvilke antagelser gjorde udviklerne af Flickr
    sig?
  • ride på blog-bølgen
  • når folk deler deres liv på blogs vil de osse
    dele deres fotos
  • folk vil give feedback
  • Påstande
  • From Flickrs website (2005)Is almost certainly
    the best online photo management and sharing
    application in the world

8
Problemrummet and designrummet
  • Having a good understanding of the problem space
    can help inform the design space
  • e.g., what kind of interface, behavior,
    functionality to provide
  • Problemrum - designrum kobling til
    klassisk akademiske aktiviteter .... ?

9
Problemrummet and designrummet
  • Problemrum - designrum
  • analyse - syntese
  • But before deciding upon these it is important to
    develop a conceptual model

10
Konceptuelle modeller
  • Nødvendigt først at tænker over hvordan systemet
    (!) vil fremtræde overfor brugerne - hvordan de
    vil forstå det
  • En konceptuel model "A High-level description of
    how a system is organized and operates"
    (Johnson Henderson, 2002, 26)
  • Ikke en beskrivelse af interfacet, men "a
    structure outlining the concepts and the
    relationships between them".

11
Konceptuelle modeller
  • Hovedkomponenter
  • metaforer og analogier der anvendes til at
    formidle hvordan et produkt skal forstås og
    hvordan det anvendes til en aktivitet
  • koncepter som exponeres til brugeren
  • relationen mellem koncepterne
  • afbildningerne mellem koncepterne og den user
    experience som produktet er designet til at
    støtte

12
Konceptuelle modeller - nytte
  • Orient themselves towards asking questions about
    how the conceptual model will be understood by
    users
  • Not to become narrowly focused early on
  • Establish a set of common terms they all
    understand and agree upon
  • Reduce the chance of misunderstandings and
    confusion arising later on

13
Eksempel VisiCalc
  • Første regneark - 1979 - bygget over regnskabsbog
    (ledger)
  • Forandrede microcomputeren til et business
    værktøj
  • Navnet VisiCalc
  • Dan Bricklin og Bob Frankston

14
Eksempel Visicalc - Excel
  • Analogi til regnskabsbogen
  • Interaktivt
  • Foretage beregninger
  • Let at forstå
  • Massiv udvidelse af hvad regnskabsfolk kunne

15
VisiCalc - Excel
  • Grundstruktur uændret i dagens regneark

16
Hvorfor var det godt?
  • It was simple, clear, and obvious to the users
    how to use the application and what it could do
  • It is just a tool to allow others to work out
    their ideas and reduce the tedium of repeating
    the same calculations.
  • Capitalized on users familiarity with ledger
    sheets
  • Got the computer to perform a range of different
    calculations and recalculations in response to
    user input

17
Eksempel Xerox Star
  • Xerox Corp. 1970 reinvent document processing
  • 1981 Star office system targeted at workers not
    interested in computing per se
  • Spent several person-years at working out the
    conceptual model
  • Simplified the electronic world, making it seem
    more familiar, less alien, and easier to learn

18
Eksempel Xerox Star
19
Eksempel Xerox Star
  • WYSIWIG What You See is What You
    Get

20
Metaforer (Wikipedia)
  • In literary analysis, a metaphor is ... defined
    as a direct comparison between two or more
    seemingly unrelated subjects.
  • In the simplest case, this takes the form The
    first subject is a second subject.
  • More generally, a metaphor describes a first
    subject as being or equal to a second subject in
    some way.
  • Thus, the first subject can be economically
    described because implicit and explicit
    attributes from the second subject are used to
    enhance the description of the first.

21
Interface metaforer
  • Designed to be similar to a physical entity but
    also has own properties, e.g. desktop metaphor,
    search engine
  • Exploit users familiar knowledge, helping them
    to understand the unfamiliar
  • People find it easier to learn and talk about
    what they are doing at the computer interface in
    terms familiar to them
  • Makes learning new systems easier and helps users
    understand the underlying conceptual model
  • Can be innovative and enable the realm of
    computers and their applications to be made more
    accessible to a greater diversity of users

22
Interface metaforer
  • Nævn en metafor
  • Nævn en interaktionsdesign-metafor
  • Eksempler fra designprojekterne F2007

23
Interaktionstyper
  • Instruktion
  • issuing commands using keyboard and function keys
    and selecting options via menus
  • Konversation
  • interacting with the system as if having a
    conversation
  • Manipulation
  • interacting with objects in a virtual or physical
    space by manipulating them
  • Udforskning (exploration)
  • moving through a virtual environment or a
    physical space

24
Instruktion
  • Issuing commands using keyboard, function
    keys or selecting options via menus

25
Konversation
  • Interacting with the system as if having a
    conversation
  • Ask Jeeves
  • IKEAs Anna

26
Manipulation
  • Interacting with objects in a virtual or physical
    space by manipulating them
  • Allow a user to directly manipulate objects,
    using actions that correspond at least loosely to
    the physical world (Wikipedia)
  • Ben Shneiderman (1983) Direct Manipulation
  • Continuous representation of objects and actions
    of interest
  • Physical actions and button pressing instead of
    issuing commands with complex syntax
  • Rapid reversible actions with immediate feedback

27
Udforskning
  • Moving through a virtual environment or a
    physical space
  • CAVE Computer Automatic Virtual Environment

VR Media Lab Aalborg
28
Resume
29
Oversigt
x x x x x
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