Musstanser   Avanzament 4 (Final   No Animation)
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Musstanser Avanzament 4 (Final No Animation)

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    Musstanser   Avanzament 4 (Final   No Animation) Musstanser Avanzament 4 (Final No Animation) Presentation Transcript

    • Musstanser Tinauli A presentation for Avanzamento Supervisor: Prof. Margherita Pillan DCom and Centro Metid
    • Affiliations and Research Collaborations People: Prof. Alberto Colorni (President) Susanna Sancassani (Director) Lia Navarotto (Responsible: University Explorer) Nicola Padovani (Responsible: MxMxM) Marzio Ghezzi (Responsible: Penssa Project)
      • People:
      • Marco Cecchet (Person Incharge for Penna Project)
      • Massimo Russo (Technical Support)
    • Ultimate Goals
      • To Understand how interactive environments, their efficiency and experiences in a given interactive scenario can be measured.
      • To understand how the use of certain tools and interactive environments influences the behaviour of people
      • Development of a toolkit which can facilitate the evaluation of an interactive system (existing systems and during production)
    • Contents….
      • Moving on from the third avanzamento in-terms of activities and experiments for the theme of the research.
      • Intro/Background
      • Where was I?
      • What has been done
      • Whats next
    • System and Interactive System in our Context?
      • Commons:
        • User
        • Interaction
        • Device
        • Technological Artifact
        • Software
        • Context
        • With Emphasis on user
    • System and Interactive System in our Context?
      • Commons:
        • User
        • Interaction
        • Device
        • Technological Artifact
        • Software
        • Context
        • With Emphasis on user
      Juke box(2000)
      • Ipod (2001)
      Fossil O-Ring
    • System and Interactive System in our Context?
      • Commons:
        • User
        • Interaction
        • Device
        • Technological Artifact
        • Software
        • Context
        • With Emphasis on user
      Juke box(2000)
      • Ipod (2001)
      Yesterday Once More (concept - CHITA) System schematic diagram 系统示意图
    • System and Interactive System in our Context?
      • Commons:
        • User
        • Interaction
        • Device
        • Technological Artifact
        • Software
        • Context
        • With Emphasis on user
      Why Evaluation? Quality?Efficiency? Well-thought out, well-designed products are successful. Best to market trumps first to market., Alan Cooper
    • Categorial Case Studies
      • The ongoing case studies include games, e-learning platforms and digital pen and papers
    • Where was I Contents….
    • Categorial Case Studies
      • The ongoing case studies include games, e-learning platforms and digital pen and papers
      • Method
      • The IxD Observational Model
      • and the Experiential Factors
      Affect Guidence & Support Accesability Collaboration
    • Understand Create Experiment Evolve Improve Analyze Observe Game: University Explorer Interactive Devices: Digital and Paper Virtual Platforms: MxMxM Interview Creators (understand concept) Brainstorm observations Play/Use Form Groups Fix Observations Form Survey Questions Form Focus Groups Assign and Evaluate tasks Survey Results Each Impact Factor Fix Observations Cycles Associate Observations and Experiential factors Interaction Schema Interactive Product
    • What has been done (activities and experiments)
      • But in my opinion, it's something we've been doing since before recorded history. Aboriginal peoples made cairns to mark trails — that is, to communicate through time via a product. *saffer.
      Contents….
    • Categorical Case Studies: Interactive Devices
      • Digital Pen and Paper
      • It worked in the lab
      • Didn’t hit the market
      • Wasn’t able to achieve success from users point of view
      • We conducted the study and evaluated the overall system
    •  
    • Digital Pen and Paper System accesses All Written Text Website Especial Paper Creates new Page Writes on Closes Page Uses Continuously Stores connects IMC Database Uploads vector Fetches vector Logs in IMC Database Views / Downloads pages
    • Digital Pen and Paper – Set of Activities Postmortem of TUI with all stakeholder Introduction Volunteers Pen Concepts Pen Kit Distribution TASKS OPEN WRITE SAVE Share Video Surveillance Usage Survey TUI PCS Project Completion Survey KHS Know How Survey . . .Continue Usage . . .
    • Results
      • Analysis:
      • Lessons Learned:
      Project Completion Survey Usage Survey
    • Conducted field research along with students for development of interactive services using MCT Technologies along with CHITA team. Lectures: Designing Learning spaces with Web 2.0 tools A schema for evaluating an interactive system: a case study of digital pen and paper. The projects were exhibited in a design expo in China.
    • Visual object analysis installation METID DAY
      • A few Images
      • The visual installation
    • Published papers
      • Particularly related to research topic (in-order of relevance):
      • Tinauli, M. and Pillan, M. 2008. Interaction Design and Experiential Factors: A Novel Case Study on Digital Pen and Paper. In Proceedings of the 5th Mobility Conference, (Taiwan, September 10 - 12, 2008). Mobility '08. ACM, New York, NY.
      • Tinauli, M., Suteu, I. and Pillan, M. 2008. Designing evaluation methodologies for interactive systems. Submitted in Design Connexity, Eight International Conference of the European Acadamey of Design, Aberdeen, Scotland.
      • Tinauli, M. and Pillan, M. 2007. Constructive memory and situated design computing. In Proceedings of the 4th international Conference on Mobile Technology, Applications, and Systems and the 1st international Symposium on Computer Human interaction in Mobile Technology (Singapore, September 10 - 12, 2007). Mobility '07. ACM, New York, NY, 640-644. DOI= http://doi.acm.org/10.1145/1378063.1378172 .
      • Others
      • Gong, M., Valesecchi, F., Baek J., S., Tinauli, M., and Assawaboonyalert, C. 2008. Extreme and Opposite Direction – An observation of Grassroots social Innovation towards Sustainable and Harmonious Society in China. In Culmus Working Papers Symposium, Culmulus Seminar Jinan (China, July  3 - 5, 2008). Pp. 142-150. 
      • Rafi, A., Tinauli, M., and Izani, M. 2007. High Dynamic Range Images: Evolution, Applications and Suggested Processes. In Proceedings of the 11th international Conference information Visualization (July 04 - 06, 2007). IEEE Computer Society, Washington, DC, 877-882. DOI= http://dx.doi.org/10.1109/IV.2007.6
      • MIT, SENSEable CITY LAB- Prof. Carlo Ratti
        • Trash Track Project – Progetto Rocca
      • University of Technology, Sydney, Australia
      • Chiara Bisagni, Professore Associato, Dipartimento di Ingegneria Aerospaziale, Politecnico di Milano
      • Continuation with Centro METID, Politecnico di Milano
      • Questions?
      Questions?
    • Conferences and Associations IXDA (Interaction Design Association) www.ixda.org WebVisions Portland, OR, USA May 22-23 http://www.webvisionsevent.com/ UX Intensive Minneapolis, MN, USA June 16-19 http://adaptivepath.com/events/2008/jun/ Discount Code: FODS Reboot10 Copenhagen, DK June 26-27 UX Week San Francisco, CA August 11-15 Discount Code: FODS IDSA Conference Phoenix, AZ, USA September 10-13 Web 2.0 Expo New York, NY September 16-19 Designing for Mobile Lawrence, KS, USA September 22-24 http://www.webvisionsevent.com/ http://ideaconference.org/ Design Research Conference - September 19/20 in Chicago: http://trex.id.iit.edu/events/drc/2008/index.html UsabilityProfessionals08 Lübeck, Germany September 7-10
    • References Interaction Design Is Still an Art Form. Ergonomics Is Real Engineering Donald A. Norman Affective Multimodal Human-Computer Interaction Maja Pantic1, Nicu Sebe2, Jeffrey F. Cohn3 and Thomas Huang4 Can Usercentered Interface Design Be Applied to Education?, V. Javier Traver interaction design history in a teeny little nutshell marc rettig Gesture Recognition with a Wii Controller Thomas Schl¨omer, Benjamin Poppinga, Niels Henze, Susanne Boll Simplicity in Interaction Design Angela Chang, James Gouldstone, Jamie Zigelbaum, Hiroshi Ishii Penna con audio e TAG – integrazione e programmazione http://www.flypentop.com/view/page.home/home http://www.livescribe.com/sneakpeek/index.html Designing for Interaction, Dan Saffer Affective Computing, A Picard Virtual Reality Technology Emotional Design, Why we love or hate everyday things. Donald A. Norman http://www.weblogswork.com http://www.idxa.org http://www.adaptivepath.com/blog/ http://www.odannyboy.com/blog/
      • But in my opinion, it's something we've been doing since before recorded history. Aboriginal peoples made cairns to mark trails — that is, to communicate through time via a product. *saffer.
      • Right before the internet bubble burst, interaction design started to come into its own, and it began to get known. In 2003, Alan Cooper changed the subtitle of his seminal book from The Essentials of User Interface Design to The Essentials of Interaction Design .
    • DAN SAFFER’s IxD Relationship
      • Interaction design is about behavior, how things work.
      • I push a button on my mobile phone and something happens. Or I enter a fast food restaurant, walk up to the counter, and something happens.
      • Defining what happens when a person uses a product or service is what interaction designers do.
    • WHY IxD?
      • Juke box(2000)
      • Ipod (2001)
      Well-thought out, well-designed products are successful. Best to market trumps first to market., Alan Cooper
    • Comments by users on the Visual Installation
      • 1)       it shows how reality can be conceived in many different ways. This is very important for communication, sharing different perspectives to understand each others is a necessary basis; this is also very important when building IT systems that try to formalize reality, if we don't agree on what reality to represent, then we risk developing something useless… This is even truer concerning ontology-based approaches and languages
      • 2)       it also shows that reality can be distorted …. Not only different perspectives of the same object but even different objects (virtual objects in this case) according to the devices used to read / to look at /to observe them (e.g. the images of some objects showed "altered" colours)
      • 3)       it also shows the crucial role of contexts, in fact, if you don't contextualize objects, they can look different …. (some images "cut" the represented objects)
      • 4)       and then the question is: does an objective reality  "really" exist ? Or rather, do many realities exist, i.e. so many realities as the subjects and devices perceiving and representing them? Countless, infinite realities? …. Of course, one thing is virtual and another thing is live, but sometimes boundaries are weak …. J
      • 5)       furthermore, this simulation can help us make concepts "concrete", in fact by these examples we can grasp and understand these issues easier
      • 6)       consequently, such simulations can foster creativity. Creativity dimension has changed just as knowledge dimension …. Now knowledge is no more an individual question only. It has become a social, a collective process. The same for creativity that is now becoming a social capacity. These IT devices can be an input, they can help socialization process; in fact, such a simulation can stimulate teams' creativity by making individual/ subjective concepts explicit and concrete, sharable…. But even multipliable infinitely and subjectively (see point 4)) …. Preconditions for creativity (both individual and collective)…