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The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
The Human Interface
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The Human Interface

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Watch video here: http://vimeo.com/9661208 …

Watch video here: http://vimeo.com/9661208

In "The Human Interface", I explain how we can make better products when we think of them as human beings.

This is the version I presented at the Interaction 10 conference in Savannah (significantly updated from the one presented at the 2009 O'Reilly Web 2.0 Expo in New York).

Apologies to all the cited people and rights-holders I have not yet had time to credit.

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  • 1. The Human Interface Christopher Fahey graphpaper.com @chrisfahey #ixd10 #human
  • 2. ROBOTS?
  • 3. I HATE ROBOTS!
  • 4. PYGMALION
  • 5. THE REPLACEMENTS
  • 6. THE REPLACEMENTS
  • 7. CYBORGS?
  • 8. ”As our worlds become smarter, and get to know us better and better, it becomes harder and harder to say where the world stops and the person begins.” - Andy Clarke, “Natural Born Cyborgs”
  • 9. THE UNCANNY VALLEY (Masahiro Mori)
  • 10. The Uncanny Valley
  • 11. The Uncanny Valley (How comfortable ACCEPTANCE we feel around the machine.) FIDELITY (How well the machine mimics human characteristics.)
  • 12. The Uncanny Valley
  • 13. The Uncanny Valley
  • 14. Lessons so far: 1. Don’t replace humans. 2. Don’t replicate humans.
  • 15. Origins
  • 16. What childhood experiences most powerfully influence your approach to interaction design today?
  • 17. Childhood IxD Experiences 1. Taking things apart to see how they work 2. Fixing broken things 3. Creating little worlds
  • 18. Why? 1. Interaction design is a creative form. UX designers want to use technology and design to create emotional, imaginative, and deeply human experiences.
  • 19. Why? 1. Interaction design is a creative form. UX designers want to use technology and design to create emotional, imaginative, and deeply human experiences. 2. Change is in the air. New technologies are converging to permit new and more compelling interactions.
  • 20. New Technologies Image recognition Touch Voice recognition Gesture
  • 21. New Technologies
  • 22. Not so new
  • 23. Not so new
  • 24. Not so new
  • 25. About the “Human Interface”
  • 26. “An interface is humane if it is responsive to human needs and is considerate of human frailties.” - Jef Raskin, “The Humane Interface”
  • 27. “Design can be easier when we acknowledge that products share our homes and malls, and have wants and lives of their own.” - Matt Webb, BERG
  • 28. “If we want users to like our software, we should design it to behave like a likeable person.” - Alan Cooper
  • 29. We make better products when we think of them as human beings.
  • 30. “The role of technology is to mirror our humanness. We were born with everything we need: good technology reminds us of that.” - Jack Dorsey (@jack), CEO Twitter
  • 31. The Human Interface... ... is about persuasion and seduction ... is smart and has awareness ... is physical, embodied ... is linguistic, poetic, and narrative ... is emotional and feeling ... has a name and an identity ... has a personality
  • 32. “Want to know what I think the next UI break- throughs will be? Here are two, both of which can be considered a return to fundamentals: 1. Command line languages; 2. Physicality: the return to physical devices, where we control things by physical body movement, by turning, moving, and manipulating appropriate mechanical devices.” - Don Norman, 2007
  • 33. The Human Interface
  • 34. The Human Interface Literally, it’s about the ergonomics of the body and the mind.
  • 35. The Human Interface Literally, it’s about the ergonomics of the body and the mind. Metaphorically, it’s about removing abstraction from interactions
  • 36. Lessons so far: 1. Don’t replace humans. 2. Don’t replicate humans.
  • 37. Lessons so far: 1. Don’t replace humans. 2. Don’t replicate humans. How?
  • 38. Lessons so far: 1. Don’t replace humans. 2. Don’t replicate humans. How? Behavior!
  • 39. Lessons so far: Not about mimicking human behavior, but about reflecting it. Software that mirrors behavior: • Chat and IM reflect the immediacy of communication • Social networks mirror the structure of the special primacy we give our own friends (vs. everyone else) • Twitter reflects the semi-social “cocktail party” model of social interaction.
  • 40. Paul Dourish: “Where the Action Is”
  • 41. Reeves & Nass: “The Media Equation”
  • 42. Ergonomics for the Mind (cups designed by the “other” Masahiro Mori)
  • 43. Anthopomorphism
  • 44. Human-ness
  • 45. Human-ness (Christopher Alexander) The Quality Without a Name (QWAN) aka The Phenomenon of Life
  • 46. Human-ness (Christopher Alexander) 1. Levels of Scale Fifteen 2. Strong Centers 3. Thick Boundaries Properties 4. Alternating Repetition 5. Positive Space of Living 6. Good Shape Structures 7. Local Symmetries 8. Deep Interlock and Ambiguity 9. Contrast 10. Gradients 11. Roughness 12. Echoes 13. The Void 14. Simplicity and Inner Calm 15. Non-Separateness
  • 47. Human-ness (Christopher Alexander) 1. Levels of Scale Fifteen 2. Strong Centers 3. Thick Boundaries Properties 4. Alternating Repetition 5. Positive Space of Living 6. Good Shape Structures 7. Local Symmetries 8. Deep Interlock and Ambiguity 9. Contrast 10. Gradients 11. Roughness 12. Echoes 13. The Void 14. Simplicity and Inner Calm 15. Non-Separateness
  • 48. Human-ness (Christopher Alexander) 1. Levels of Scale Fifteen 2. Strong Centers 3. Thick Boundaries Properties 4. Alternating Repetition 5. Positive Space of Living 6. Good Shape Structures 7. Local Symmetries 8. Deep Interlock and Ambiguity 9. Contrast 10. Gradients 11. Roughness 12. Echoes 13. The Void 14. Simplicity and Inner Calm 15. Non-Separateness
  • 49. Human-ness (Christopher Alexander) 1. Levels of Scale Fifteen 2. Strong Centers 3. Thick Boundaries Properties 4. Alternating Repetition 5. Positive Space of Living 6. Good Shape Structures 7. Local Symmetries 8. Deep Interlock and Ambiguity 9. Contrast 10. Gradients 11. Roughness 12. Echoes 13. The Void 14. Simplicity and Inner Calm 15. Non-Separateness
  • 50. Human-ness (Christopher Alexander) 1. Levels of Scale Fifteen 2. Strong Centers 3. Thick Boundaries Properties 4. Alternating Repetition 5. Positive Space of Living 6. Good Shape Structures 7. Local Symmetries 8. Deep Interlock and Ambiguity 9. Contrast 10. Gradients 11. Roughness 12. Echoes 13. The Void 14. Simplicity and Inner Calm 15. Non-Separateness
  • 51. Katherine Isbister: Better Game Characters by Design
  • 52. Human-ness (Katherine Isbister) External Internal Characteristics of Characteristics of Personhood Personhood • Bodies • Agreeableness • Faces • Dominance • Voices • Openness • Conscientiousness • Neuroticism
  • 53. The Three Qualia of the Human Interface
  • 54. Three Qualia of the Human Interface: Sentience Intimacy Personality
  • 55. Sentience
  • 56. Sentience: The ability to feel or perceive subjectively. The system is able to collect robust sensory data from the world, and make sense of that data.
  • 57. The Human Sensorium
  • 58. Voice Recognition
  • 59. Image and Face Recognition
  • 60. Nintendo Wii
  • 61. Not always robust Not all sensory data need be robust to a system to make extremely intelligent deductions from the data.
  • 62. Not always robust Not all sensory data need be robust to a system to make extremely intelligent deductions from the data.
  • 63. Not always robust Not all sensory data need be robust to a system to make extremely intelligent deductions from the data.
  • 64. Not always robust Not all sensory data need be robust to a system to make extremely intelligent deductions from the data.
  • 65. Project Natal (Microsoft)
  • 66. Project Natal (Microsoft)
  • 67. Project Natal (Microsoft)
  • 68. Artificial Intelligences
  • 69. The Uncanny Valley: Sentience
  • 70. The Uncanny Valley: Sentience Creepy stalker
  • 71. The Uncanny Valley: Sentience Observant and conscientious Creepy stalker
  • 72. Intimacy
  • 73. 2. Intimacy: The quality of being close, comfortable, and familiar. The system can interface with humans extremely closely, up close and personal, and with our glad consent.
  • 74. Intimacy Intimacy can be facilitated with and through machines: • Emotional Intelligence • Proximity • Presence • Social Web • Personal Informatics • Multiplayer Games • Real Time Web • Conversations
  • 75. Intimacy Intimacy can be facilitated with and through machines: • Emotional Intelligence • Proximity • Presence • Social Web • Personal Informatics • Multiplayer Games • Real Time Web • Conversations
  • 76. Intimacy Intimacy can be facilitated with and through machines: • Emotional Intelligence • Proximity • Presence • Social Web • Personal Informatics • Multiplayer Games • Real Time Web • Conversations
  • 77. Intimacy Intimacy can be facilitated with and through machines: • Emotional Intelligence • Proximity • Presence • Social Web • Personal Informatics • Multiplayer Games • Real Time Web • Conversations
  • 78. Intimacy Intimacy can be facilitated with and through machines: • Emotional Intelligence • Proximity • Presence • Social Web • Personal Informatics • Multiplayer Games • Real Time Web • Conversations
  • 79. Intimacy Intimacy can be facilitated with and through machines: • Emotional Intelligence • Proximity • Presence • Social Web • Personal Informatics • Multiplayer Games • Real Time Web • Conversations
  • 80. Intimacy Intimacy can be facilitated with and through machines: • Emotional Intelligence • Proximity • Presence • Social Web • Personal Informatics • Multiplayer Games • Real Time Web • Conversations
  • 81. Intimacy Intimacy can be facilitated with and through machines: • Emotional Intelligence • Proximity • Presence • Social Web • Personal Informatics • Multiplayer Games • Real Time Web • Conversations
  • 82. Intimacy Intimacy can be facilitated with and through machines: • Emotional Intelligence • Proximity • Presence • Social Web • Personal Informatics • Multiplayer Games • Real Time Web • Conversations
  • 83. Machines that talk back
  • 84. Machines that talk back
  • 85. Conversations
  • 86. Dialogue! Dialog? Conversations
  • 87. Politeness Clifford Nass: “Design solutions are often social solutions.” Tom Armitage: “The applications and tools we are building are, whether we like it or not, defining the manners of the web today. We should be careful to consider the behaviors we wish to reinforce, and those we don't.”
  • 88. Politeness • Don't reject • Don't interrupt • Say hello and goodbye • Use someone's name • Look people in the eye • Respond in kind • Respect differences
  • 89. Politeness Praise Conversations
  • 90. Identity
  • 91. “You are not your job, you're not how much money you have in the bank, you're not the car you drive, you're not the contents of your wallet, you're not your fucking khakis.” - Tyler Durden, “Fight Club”
  • 92. “You are not your job, you're not how much money you have in the bank, you're not the car you drive, you're not the contents of your wallet, you're not your fucking khakis.” No! You are your fucking khakis! - Tyler Durden, “Fight Club”
  • 93. Personality
  • 94. Personality: The sum of an individual person’s mental, emotional, behavioral, and social characteristics. The system has a distinctive character, with recognizable human cultural and psychological behaviors.
  • 95. We see faces
  • 96. Facial Fidelity
  • 97. The Uncanny Valley: Faces
  • 98. Personality Characteristics
  • 99. The Four Humours
  • 100. Myers-Briggs
  • 101. Interpersonal Circumplex
  • 102. Interpersonal Circumplex Agreeableness (Communion) Dominance (Agency)
  • 103. Interpersonal Circumplex
  • 104. Interpersonal Circumplex
  • 105. Voice
  • 106. Voice = Content Strategy
  • 107. Personality Characters: • More than personality: Culture, Style • Casting • Names • Personas • Storytelling and Themes
  • 108. Personality Characters: • More than personality: Culture, Style • Casting • Names • Personas • Storytelling and Themes
  • 109. Personality Characters: • More than personality: Culture, Style • Casting • Names • Personas • Storytelling and Themes
  • 110. Personality Characters: • More than personality: Culture, Style • Casting • Names • Personas • Storytelling and Themes
  • 111. What’s in a Name Maximillian Linus
  • 112. The Uncanny Valley: Names Bob, Jeeves
  • 113. The Uncanny Valley: Names Bob, Jeeves TiVo, iPhone
  • 114. Personality Characters: • More than personality: Culture, Style • Casting • Names • Personas • Storytelling and Themes
  • 115. Personality Characters: • More than personality: Culture, Style • Casting • Names • Personas • Storytelling and Themes
  • 116. Brands
  • 117. Broken Personalities
  • 118. Conclusions
  • 119. The Human Interface
  • 120. The Uncanny Valley Unthreatening Appearance Annoying Personality
  • 121. Things to try • Use pronouns for your product: he, she. • Give your application a name • Do more visceral prototypes, things that have weight and that you can touch. • Collaborate with new disciplines • Go to a different field’s conference. Go to the Game Developer’s Conference, or to SIGGRAPH. • Tell more stories! Bring character-driven screenwriting and dramaturgy to your experience design.
  • 122. If we don’t humanize our products, our products will mechanize us.
  • 123. Thanks! Christopher Fahey @chrisfahey #ixd10 #human graphpaper.com

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