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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)
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.
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 . . .
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.
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 .
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
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/
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 .
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)…