Itsme Interact2009

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    Itsme Interact2009 - Presentation Transcript

      • Giorgio De Michelis
      • Uppsala
      • INTERACT 2009
      Designing Interaction for Next Generation Personal Computing
    1. Situated action from an individual viewpoint
    2. 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
    3. 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
    4. 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,
    5. 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
    6. From ‘Stories and Venues’ to itsme
    7. 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
    8. 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
    9. 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.
    10. Some general qualities itsme should have
      • Simplicity
      • Multiplicity
      • Openness
      • Continuity
    11. [email_address] Thank you for your attention! www.itsme.it
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