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Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
Itsme  Interact2009
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Itsme Interact2009


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  • 1.
    • Giorgio De Michelis
    • Uppsala
    • INTERACT 2009
    Designing Interaction for Next Generation Personal Computing
  • 2. Situated action from an individual viewpoint
  • 3. After 1984: attention switched from personal to social computing
    • Communication
    • Knowledge Sharing
    • Communities
    • Collaboration
  • 4.
    • At least within CSCW, social computing has been driven by the situated action paradigm
    • Frequently combined with the language-action perspective
    A new paradigm
  • 5. 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)
  • 6.
    • 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
  • 7. 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,
  • 8. 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
  • 9. From ‘Stories and Venues’ to itsme
  • 10. 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
  • 11. 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
  • 12. 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.
  • 13. Some general qualities itsme should have
    • Simplicity
    • Multiplicity
    • Openness
    • Continuity
  • 14. [email_address] Thank you for your attention!