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Itsme  Interact2009
 

Itsme Interact2009

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    Itsme  Interact2009 Itsme Interact2009 Presentation Transcript

      • Giorgio De Michelis
      • Uppsala
      • INTERACT 2009
      Designing Interaction for Next Generation Personal Computing
    • Situated action from an individual viewpoint
    • After 1984: attention switched from personal to social computing
      • Communication
      • Knowledge Sharing
      • Communities
      • Collaboration
      • At least within CSCW, social computing has been driven by the situated action paradigm
      • Frequently combined with the language-action perspective
      A new paradigm
    • Social life
      • The complexity of social life has two complementary aspects:
      • The need for being fully aware of the social experience within which we are immersed
      • The need for managing several, diverse social experiences (awareness and cross-fertilization)
      • The second above problem can not be solved at the server side
      • The client side is still based on the desktop metaphor, that was invented when social computing was not yet existing
      The client side
    • Beyond a new paradigm
      • A new paradigm is not sufficient
      • A new theory is not what we need
      • We need for a new metaphor allowing to figure out how the work-station will deal with the situatedness of our experiences
      • simple, transparent, flexible,
    • Stories and Venues
      • Social life is the intertwining of several diverse stories.
      • Every story involves diverse actants (people, resources, tools, …) and its evolution generates diverse objects (documents, multimedia files, …)
      • Both actants and objects are located in a (distributed) space, transforming it in the venue of that story
    • From ‘Stories and Venues’ to itsme
    • Designing a new personal computing system on the basis of ‘Stories and Venues’
      • A difficult combination of radical innovation and evolution
      • Users understand immediately what they have in front and what they can do
      • Users invent new ways of behaving
    • Interaction design requirements
      • Designing venues in such a a way that people distinguish actants and objects
      • Automatical updating of venues; simple mechanisms for correcting and/or modifying venues; the transit buffer
      • Users can create venues in accordance with different criteria (location, activity, people, time period, …)
      • Users can create big or small venues
      • Users decide when a new venues is created: the limbo space
    • Bringing innovation into the real world
      • Creating venues - the ‘highlight and link’ function
      • A new front end for Linux, allowing users to stay with the applications they were using before
      • For long time the new metaphor will coexist with the previous one, in a sort of competitive game.
      • Mixing old and new. Users will keep some of their previous habits while inventing new ways of acting and interacting
      • While used by a growing number of people, ‘Stories and Venues’ will change. We will not contrast changes, while trying to keep the internal consistency of the metaphor.
    • Some general qualities itsme should have
      • Simplicity
      • Multiplicity
      • Openness
      • Continuity
    • [email_address] Thank you for your attention! www.itsme.it