Humane Machine Interaction Design


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Humane Machine Interaction Design
at the CHI conference, Vancouver, Canada, 2011

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  • Prof Jenny Preece
  • Direction is in the form of orchestration and management of individual capability, sociability, and usability towards a specific target; different targets of the system lead to different behaviors.
  • The first provides the initial motivation and intention, the second ideas generation, development and testing, and the third the transition and realisation from the project stage into people’s lives. DT: Avoid assumptions and conventional problem-solving practices that block effective and high impact solutions
  • 1. Presence & Co-presence: profiles based on local time, space and situation (demographics, individual prior associated knowledge, technical information, associated competences, time use during the week and associated activities).2. Time continuum: timeline overview and group calendar depending on the different ways users view and utilize time (linear, cyclic and branching time [17]).3. Context continuum: information, interactivity, activities’ overview, organization, coordination, support and control the pace and cyclical time rhythms of the group or community, impact and sustainability. 4. Situation experience: local information on group activity via techniques such as visualization to enhance users’ local experience. 5. Intention and experience continuum and convergence: gradual transitions without focusing on abrupt changes or discontinuities, denoting relations from a bird’s eye view, supporting branching time, identification of intentions that cause transitions and anticipations in relation to in situ experience, and organization & knowledge convergence. 6. Dynamic plasticity, migration, adaptation, and interface continuity to support input and output for diverse information and across monitors, devices, computing platforms, users, physical environments, contexts of use, domains and tasks.7. Adaptation to users’ natural gestures, learnability, habits and multitasking (soft modeling): changes to positions and sizes when context is changing (e.g. bar sizes for drop-down menus can be hidden, vertically or horizontally presented), adaptation to individual use on the interface (e.g. adaptation of buttons, menus and tools to Parkinson disease patients’ movements on the interface). 8. Real-time evaluation: utility, usability and acceptability of the proposed system, self, and group evaluation and shadowing availabilities, mirroring actions for individuals, small-groups and overall communities. 9. Motivation and enjoyment: enjoyable interface design to promote enthusiasm and inspiration on individual, small-group and community level. The above Design Thinking DUI Guidelines can function on a multiplatform and sustain actions taken by individuals, small-groups and communities within an unknown spectrum of space-time continuum.
  • Humane Machine Interaction Design

    1. 1. HUMANE MACHINE INTERACTION DESIGN<br />DUIs Design Thinking for Social Innovation<br />NikiLambropoulos & SophiDanis<br />Intelligenesis.EU<br />
    2. 2. AGENDA<br />Sterile User Centred Design<br />Being Human – Stay Human<br />Humane Characteristics<br />Humane Machine Interaction Design<br />Positive User eXperience (UX+)<br />Design Thinking<br />Social Innovation<br />DUIs for Social Innovation<br />Conclusions - Propositions<br />
    3. 3. Technology has evolved<br />
    4. 4.
    5. 5. But only in regard to the Human Intellect<br />
    6. 6. Sterile UCD<br />Computing targeted <br />Augmenting human intellect<br />Enabling reception of information in artificial ways with consequences:<br />Artificial perception of the world<br />Limited children’s perception is anchored only in the development of visual-spatial-intellectual skills<br />Sterile UCD expanded in the industries based on social imitation<br />
    7. 7. Relation with the Crisis<br />Artificial perception of real needs<br />Limited timeline view (fast food society)<br />Lack of consideration about future impact, benefits and sustainability<br />
    8. 8. Being Human<br />Microsoft 2010: Being Human Report<br />
    9. 9. Stay Human<br />
    10. 10. Humane Characteristics<br />Higher-order cognitive processes<br />Emotional processes<br />Mindfulness, reflection, inductive problem solving, abstract vocabulary, critical thinking<br />Social sensitivity, empathy, emotion, engagement, tenderness<br />Creativity & imagination<br />
    11. 11. Humane Machine Interaction Design (HMID)<br />Understanding human values<br />In-situ design (socio-technical)<br />Real problems <br />
    12. 12. UX+: Positive Use Experience<br />Design<br />Socio-technical: Users’ real stories, problems, inspiration, improvisation and experience within their individual contexts<br />Enhance human intellect and characteristics<br />After Design: Experience of enthusiasm, augmented imagination and ethical creativity<br />
    13. 13. HMID Milestone 1<br />Individual Capability may measure the quality of human self-management, in terms of advancing him/her self alone or within a group or the society in general<br />
    14. 14. HMID Milestone 2<br />Sociabilitymay measure the quality of human skill and experience when interacting with other humans in terms of effectiveness, efficiency, and satisfaction within a group or the society in general<br />
    15. 15. HMID Milestone 3<br />Usabilitymay measure the quality of human experience when interacting with a machine, in terms of utility, effectiveness, efficiency, acceptability and satisfaction<br />
    16. 16. HMID Milestone 4<br />Direction may measure the quality of the previous three principles towards a specific target defined by a human, a group, the society or a director (e.g. a project manager<br /> or a teacher)<br />
    17. 17. HMID Milestone 5<br />Sustainability may measure the quality of effectiveness and impact of the previous principles on a time continuum and beyond<br />
    18. 18. What About Design?<br />
    19. 19. Design Thinking (DT)<br />DT: Design model derived from IDEO (creative design company)<br />Inspiration<br />Ideation<br />Implementation<br />Impact<br />DT suggests<br />Constituent or consumer insights <br />Rapid prototyping <br />Avoidance of assumptions & conventional problem-solving practices<br />
    20. 20. Real Problems = Real Solutions<br />
    21. 21. Social Innovation<br />Hochgerner (2010)<br />A social idea becomes a social innovation in the process of implementation and dissemination<br />Socio-cultural foundations for innovations are society’s value systems, and in particular aspects as problems or needs<br />
    22. 22. Social Innovation<br />Hochgerner (2010)<br />Local objectives are observed patterns that can become both social and economic objectives <br />Social innovations (like any innovation) meet resistance and must compete with other traditional or newly proposed solutions to social issues<br />
    23. 23. DUIs for Social Innovation<br />
    24. 24. Design Thinking DUI Guidelines<br />Presence & Co-presence<br />Time continuum<br />Context continuum<br />Situation experience<br />Intention for UX+ continuum for group convergence<br />Dynamic plasticity<br />Soft modeling<br />Real-time evaluation for the 5 principles<br />Motivation and enjoyment<br />
    25. 25. Conclusions - Propositions<br />Human need for imagination, co-creativity, learning, work and fun, and the need for a viable solution to the current economic crisis<br />Social Innovation can address these individual and social needs<br />Design Thinking can accommodate Social Innovation based on the 4Is, Inspiration, Ideation, Implementation and Impact<br /> DUIs nature: adaptation – plasticity – universal access<br />DUIs can provide a successful technical implementation<br />
    26. 26. Thank you!<br />