Itsme Interact2009


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Itsme Interact2009

  1. 1. <ul><li>Giorgio De Michelis </li></ul><ul><li>Uppsala </li></ul><ul><li>INTERACT 2009 </li></ul>Designing Interaction for Next Generation Personal Computing
  2. 2. Situated action from an individual viewpoint
  3. 3. After 1984: attention switched from personal to social computing <ul><li>Communication </li></ul><ul><li>Knowledge Sharing </li></ul><ul><li>Communities </li></ul><ul><li>Collaboration </li></ul>
  4. 4. <ul><li>At least within CSCW, social computing has been driven by the situated action paradigm </li></ul><ul><li>Frequently combined with the language-action perspective </li></ul>A new paradigm
  5. 5. Social life <ul><li>The complexity of social life has two complementary aspects: </li></ul><ul><li>The need for being fully aware of the social experience within which we are immersed </li></ul><ul><li>The need for managing several, diverse social experiences (awareness and cross-fertilization) </li></ul>
  6. 6. <ul><li>The second above problem can not be solved at the server side </li></ul><ul><li>The client side is still based on the desktop metaphor, that was invented when social computing was not yet existing </li></ul>The client side
  7. 7. Beyond a new paradigm <ul><li>A new paradigm is not sufficient </li></ul><ul><li>A new theory is not what we need </li></ul><ul><li>We need for a new metaphor allowing to figure out how the work-station will deal with the situatedness of our experiences </li></ul><ul><li>simple, transparent, flexible, </li></ul>
  8. 8. Stories and Venues <ul><li>Social life is the intertwining of several diverse stories. </li></ul><ul><li>Every story involves diverse actants (people, resources, tools, …) and its evolution generates diverse objects (documents, multimedia files, …) </li></ul><ul><li>Both actants and objects are located in a (distributed) space, transforming it in the venue of that story </li></ul>
  9. 9. From ‘Stories and Venues’ to itsme
  10. 10. Designing a new personal computing system on the basis of ‘Stories and Venues’ <ul><li>A difficult combination of radical innovation and evolution </li></ul><ul><li>Users understand immediately what they have in front and what they can do </li></ul><ul><li>Users invent new ways of behaving </li></ul>
  11. 11. Interaction design requirements <ul><li>Designing venues in such a a way that people distinguish actants and objects </li></ul><ul><li>Automatical updating of venues; simple mechanisms for correcting and/or modifying venues; the transit buffer </li></ul><ul><li>Users can create venues in accordance with different criteria (location, activity, people, time period, …) </li></ul><ul><li>Users can create big or small venues </li></ul><ul><li>Users decide when a new venues is created: the limbo space </li></ul>
  12. 12. Bringing innovation into the real world <ul><li>Creating venues - the ‘highlight and link’ function </li></ul><ul><li>A new front end for Linux, allowing users to stay with the applications they were using before </li></ul><ul><li>For long time the new metaphor will coexist with the previous one, in a sort of competitive game. </li></ul><ul><li>Mixing old and new. Users will keep some of their previous habits while inventing new ways of acting and interacting </li></ul><ul><li>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. </li></ul>
  13. 13. Some general qualities itsme should have <ul><li>Simplicity </li></ul><ul><li>Multiplicity </li></ul><ul><li>Openness </li></ul><ul><li>Continuity </li></ul>
  14. 14. [email_address] Thank you for your attention!