2. Kwartaalprogramma
22 november
BuzzCapture + thema intro
29 november
Workshop rond opdrachten
6 december
Philips Design: service design
13 december
Tbd.
3 januari
Fabrique: ‘Mental Notes’ workshop
5. Theme in the scheme of things
Media, modalities and
platforms provide us
the nuts and bolts of
the user experience.
The quality of the user
experience is
determined by our
ability to utilize the
media, modalities
and platforms at our
disposal.
6. Crossmedia
‘Crossmedia (also known as Cross-Media,
Cross-Media Entertainment, Cross-Media
Communication) is a media property owned,
service, story or experience distributed across
media platforms using a variety of media
forms.’
http://en.wikipedia.org/wiki/Crossmedia
7. Multi-platform
‘In computing, cross-platform (also known as
multi-platform) is a term used to refer to
computer software or computing methods and
concepts that are implemented and inter-
operate on multiple computer platforms.’
http://en.wikipedia.org/wiki/Multiplatform
8. Multimodal
‘Multimodal interaction provides the user with
multiple modes of interfacing with a system
beyond the traditional keyboard and mouse
input/output.’
http://en.wikipedia.org/wiki/Multimodal_interaction
9. Modality
‘A modality is a path of communication
between the human and the computer.’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
10. Input and output modalities
‘In human-computer interaction, a modality is
the general class of:
– a sense through which the human can receive the
output of the computer (for example, vision
modality)
– a sensor or device through which the computer
can receive the input from the human’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
11. Output modalities (computer-to-human)
‘Any human sense can be translated to a modality:
• Major modalities
– Seeing or vision modality
– Hearing or audition modality
• Haptic modalities
– Touch, tactile or tactition modality — the sense of pressure
– Proprioception modality — the perception of body awareness
• Other modalities
– Taste or gustation modality
– Smell or olfaction modality
– Thermoception modality — the sense of heat and the cold
– Nociception modality — the perception of pain
– Equilibrioception modality — the perception of balance’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
12. An input device is any peripheral (piece of
computer hardware equipment) used to
provide data and control signals to an
information processing system (such as a
computer).
http://en.wikipedia.org/wiki/Input_devices
Input modalities (human-to-comp.)
14. Pointing devices
‘Pointing devices are input devices used to
specify a position in space.
– Direct/indirect
– Absolute/relative’
http://en.wikipedia.org/wiki/Input_devices
15. Fitts’ law
‘The time it takes to move from a starting
position to a final target is determined by the
distance to the target and the size of the
object.’ (Saffer, 2007)
23. Tap is the New Click
"One of the things our grandchildren will find
quaintest about us is that we distinguish the
digital from the real.“
William Gibson - from: Saffer (2009)
24. Ubiquitous computing
‘Ubiquitous computing (ubicomp) is a post-
desktop model of human-computer interaction
in which information processing has been
thoroughly integrated into everyday objects
and activities.’
http://en.wikipedia.org/wiki/Ubiquitous_computing
28. Ergonomics of Interactive Gestures
"Hands are underrated. Eyes are in charge,
mind gets all the study, and heads do all the
talking. Hands type letters, push mice around,
and grip steering wheels, so they are not idle,
just underemployed."
—Malcolm McCullough, Abstracting Craft
(from: Saffer, 2009)
35. Reader
Wearable computers:
Steve Mann. Eyetap.org. http://about.eyetap.org/
Ubiquitous computing:
Mark Weiser (1991). The Computer for the 21st Century.
http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html
Adam Greenfield (2006). Everyware: The Dawning Age of
Ubiquitous Computing. New Riders, Berkeley, CA.
Donald Norman (1998). The Invisible Computer: Why Good
Products Can Fail, The Personal Computer Is so Complex,
and Information Appliances Are the Solution. The MIT
Press, Cambridge, MA
Mike Kuniavsky (2010). Smart Things. Morgan Kaufmann
36. Reader
Input devices
Doug Engelbart (1968). The mother of all demos.
Google video stream
Wikipedia.
http://en.wikipedia.org/wiki/The_Mother_of_All_De
mos
37. Reader
Fitts’ Law
Dan Saffer (2007). Designing for Interaction:
Creating Smart Applications and Clever Devices.
New Riders, Berkeley, CA. (page 53)
Speech recognition
Microsoft. Microsoft Speech Technologies.
http://www.microsoft.com/speech/speech2007/def
ault.mspx
38. Reader
Handwriting recognition
Wacom. Unleash Windows Vista With A Pen.
http://www.wacom.com/vista/index.php
Gestural Interfaces
Dan Saffer (2009). Designing Gestural Interfaces.
O’Reilly Media, Sebastopol, CA
Ergonomics
Henry Dreyfuss (1955). Designing for People.
Allworth Press, New York, NY.