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
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