This document discusses five beliefs about aesthetics in interaction design according to Jonas Löwgren.
1. Aesthetics should consider look and feel, not just look, as interactions involve behaviors over time between users and systems.
2. The genre of an interaction determines what aesthetic qualities are appropriate, as genres imply different expectations.
3. Aesthetic statements can be negative or positive appraisals of sensory impressions, not just statements of fact. An interaction can be described as "boring" aesthetically.
This document introduces concepts to characterize the aesthetic qualities of interaction. It discusses four concepts:
1. Pliability refers to the sense of malleability when interacting tightly with a system, making the use captivating.
2. Rhythm is an important characteristic of interactions, from sub-second pacing to hour-long emotional communication.
3. Dramaturgical structure is seen not just in online games but also more mundane and sophisticated designs.
4. Fluency is the gracefulness in handling multiple demands on our attention and action in augmented spaces.
Presentation for the course "Design Theory" about a personal design philosophy. Prof. Erik Stolterman. By Omar Sosa Tzec. PhD in Informatics. School of Informatics and Computing. Indiana University Bloomington. Fall 2012.
Sketching user experiences: Getting the design right and the right designMerve Aydın
Stories and sketches are effective ways to explore interaction design concepts quickly and inexpensively. Sketches do not require advanced drawing skills and can take many forms, including storyboards, comic strips, photographs with annotations, and simple videos. They allow designers to rapidly iterate and test multiple alternatives early in the design process. While not as polished as finished designs, sketches are valuable for capturing dynamics, movement, and the overall user experience in a visual format that can be quickly understood and shared.
This summary analyzes a document describing a senior portrait studio website based on rhetorical standards of evaluation. The website aims to attract senior clients and differentiate itself from competitors. It succeeds artistically by altering perceptions through book samples, process descriptions, and large portrait galleries. It induces participation through interactive elements and identification through personalizing language. While some elements could be enhanced, overall the website effectively addresses its purposes and responds creatively to obstacles through unique presentation of personalized biographies.
This document discusses validating design ideas through prototyping. It covers why prototyping is important to fail early and cheaply before investing significant time and money. It discusses different types of prototypes including interactive prototypes to test usability and narrative prototypes to convey stories. The document provides guidance on what to prototype including risky functionality, core interactions, content organization, and application patterns. It also discusses evaluating prototypes against design principles and criteria. The key messages are that prototyping allows testing concepts and ideas early, making multiple prototypes to test different concepts, and using prototypes to gather user feedback before refining designs.
The raising amount data exhaust of the past years has created the need for more and better tools to analyze what lies within this massive amount of raw material. Visualization leveraging the human cognition proves to be an invaluable tool to explore, digest, analyze and communicate the information. We reveal patterns, trends, relations or dependencies that were buried before.
But, what happens after we have created such an elaborate and powerful visualization and released it to the world? How does the it affect the beholder? How does it help shaping his opinions or even changing his behavior? Because, at the end of the day, visualization is simply a means to an end — a tool to achieve a bigger goal.
Graphic design is the craft of using visual communication, like typography, photography and illustration, to convey messages. It is important for businesses and everyday life, appearing in logos, websites, packaging and more. There are many types of graphic design, including visual identity, marketing, user interfaces, publications, packaging, motion graphics, and environmental design. Good graphic design is important as it allows for clear communication, uses images and text effectively, follows conventions, and influences perception. The basic elements of design are point, line, shape, color, typography, space, balance, rhythm and contrast. Case studies show how graphic design contributes to effective communication in areas like public health campaigns.
Visual Communications Design - a methadologyPaul Vickers
This document provides an overview of visual communication design methodology. It discusses key aspects of the design process like research, concept development, refinement, and presentation. It also explores different forms of visual communication like pictograms, branding, typography, and dynamic/interactive identities. Designers must balance logic and creativity when solving problems. The goal is to develop innovative solutions through thorough research and an iterative process of ideation, testing, and refinement.
This document introduces concepts to characterize the aesthetic qualities of interaction. It discusses four concepts:
1. Pliability refers to the sense of malleability when interacting tightly with a system, making the use captivating.
2. Rhythm is an important characteristic of interactions, from sub-second pacing to hour-long emotional communication.
3. Dramaturgical structure is seen not just in online games but also more mundane and sophisticated designs.
4. Fluency is the gracefulness in handling multiple demands on our attention and action in augmented spaces.
Presentation for the course "Design Theory" about a personal design philosophy. Prof. Erik Stolterman. By Omar Sosa Tzec. PhD in Informatics. School of Informatics and Computing. Indiana University Bloomington. Fall 2012.
Sketching user experiences: Getting the design right and the right designMerve Aydın
Stories and sketches are effective ways to explore interaction design concepts quickly and inexpensively. Sketches do not require advanced drawing skills and can take many forms, including storyboards, comic strips, photographs with annotations, and simple videos. They allow designers to rapidly iterate and test multiple alternatives early in the design process. While not as polished as finished designs, sketches are valuable for capturing dynamics, movement, and the overall user experience in a visual format that can be quickly understood and shared.
This summary analyzes a document describing a senior portrait studio website based on rhetorical standards of evaluation. The website aims to attract senior clients and differentiate itself from competitors. It succeeds artistically by altering perceptions through book samples, process descriptions, and large portrait galleries. It induces participation through interactive elements and identification through personalizing language. While some elements could be enhanced, overall the website effectively addresses its purposes and responds creatively to obstacles through unique presentation of personalized biographies.
This document discusses validating design ideas through prototyping. It covers why prototyping is important to fail early and cheaply before investing significant time and money. It discusses different types of prototypes including interactive prototypes to test usability and narrative prototypes to convey stories. The document provides guidance on what to prototype including risky functionality, core interactions, content organization, and application patterns. It also discusses evaluating prototypes against design principles and criteria. The key messages are that prototyping allows testing concepts and ideas early, making multiple prototypes to test different concepts, and using prototypes to gather user feedback before refining designs.
The raising amount data exhaust of the past years has created the need for more and better tools to analyze what lies within this massive amount of raw material. Visualization leveraging the human cognition proves to be an invaluable tool to explore, digest, analyze and communicate the information. We reveal patterns, trends, relations or dependencies that were buried before.
But, what happens after we have created such an elaborate and powerful visualization and released it to the world? How does the it affect the beholder? How does it help shaping his opinions or even changing his behavior? Because, at the end of the day, visualization is simply a means to an end — a tool to achieve a bigger goal.
Graphic design is the craft of using visual communication, like typography, photography and illustration, to convey messages. It is important for businesses and everyday life, appearing in logos, websites, packaging and more. There are many types of graphic design, including visual identity, marketing, user interfaces, publications, packaging, motion graphics, and environmental design. Good graphic design is important as it allows for clear communication, uses images and text effectively, follows conventions, and influences perception. The basic elements of design are point, line, shape, color, typography, space, balance, rhythm and contrast. Case studies show how graphic design contributes to effective communication in areas like public health campaigns.
Visual Communications Design - a methadologyPaul Vickers
This document provides an overview of visual communication design methodology. It discusses key aspects of the design process like research, concept development, refinement, and presentation. It also explores different forms of visual communication like pictograms, branding, typography, and dynamic/interactive identities. Designers must balance logic and creativity when solving problems. The goal is to develop innovative solutions through thorough research and an iterative process of ideation, testing, and refinement.
This document summarizes Wenzhuo Duan's master's thesis project on designing an online interactive system using metaphors and photography. The project involved a literature review on imaging technologies, metaphor, and interaction design. An empirical study was conducted involving graduate students classifying and evaluating photographs based on a metaphor definition. Results showed metaphorical stimuli affected perceptions of usefulness and engagement. The design phase incorporated tagging, sharing, guessing and collecting based on research results. Future work could involve more participant testing and feedback to iterate the design.
This document is a process notebook for a senior design project. It outlines 3 projects completed by the student over the course of the class. Project 1 involved designing a folding booklet based on an interview. Project 2 was designing a poster calendar to visualize the student's calling. Project 3 involved collaborating in a group to design the branding and online presence for a fictional nonprofit water organization. The notebook documents the development process for each project through notes, thumbnails, concepts, and final designs, as well as analysis of what was learned.
This document discusses various techniques for information visualization, including static and interactive representations. It provides examples of early static visualizations from clay tablets to printed timetables, as well as more recent interactive visualizations enabled by advances in computing. Key aspects of visualization design are covered such as choosing appropriate representations, using interaction to reduce trade-offs, and addressing challenges of very large datasets. Classic visualization types like scatterplots, treemaps, and faceted browsing are explained through examples.
This document summarizes a presentation on storytelling for leaders and change agents. It discusses how storytelling is crucial to human evolution and how the brain is wired for story. Stories allow us to access our resources and paint pathways of possibility. The presentation provides a framework for breakthrough leadership through story with the elements of head, heart, and hand. It also outlines a story arc with character, problem, struggle, and solution. The goal is to engage people and encourage them to see what is possible through compelling stories of breakthrough.
This chapter discusses the origin and early understandings of empathy. It questions how views of empathy may have developed differently if not for Charles Darwin's theory of natural selection and Herbert Spencer's idea of "survival of the fittest." Russian scientist Peter Kropotkin argued cooperation was more important than competition, but his views were not widely accepted until later. Modern biologists now support Kropotkin's theory and see empathy as a key factor in cooperation. Research on primates indicates empathy has evolutionary origins and allowed for cooperation within early human communities.
Building Brand Awareness in a digital world - 18th March 2013Precedent
The document discusses building brand awareness in the digital world. It examines how brands can grab attention in an environment where people are exposed to thousands of marketing messages daily. It emphasizes the importance of understanding what triggers attention, such as appealing to emotions, relevance and uniqueness. The document also outlines research methods that can be used to develop customer personas and roadmaps to help guide brand strategies.
Our presentation in London on 24 Jan 2013 on building brand awareness int he digital world. Presented by Precedent's Head of Mobile John Campbell and Consultant Rob van Tol.
Experience Themes: An Element of Story Applied to DesignCindy Chastain
This presentation was presented at IA Summit 09 in Memphis, TN. It explores a new way of thinking about holistic design, by envisioning experience themes at the start of project.
An Experience Theme is basically an over-arching statement or phrase that encapsulates the value and focus of the experience we intend to deliver to users.
It may sound like a strategy or "vision", but at its core, an Experience Theme identifies what the product/service/system is all about from the point of view of users engaging with the product.
Once agreed upon, the theme can not only be used as a conceptual frame for design solutions, but can serve as the foundation for the Product Concept and Experience Strategy, a clear set of goals for the product/service/system design.
The slides explore how this idea was developed in the context of an interactive agency and how it was applied to several projects. It also shows how teams can generate experience themes.
And it's only one small part of a larger conversation about what user experience design can learn from storytelling. Enjoy... Thanks for your comments!
This document discusses how schema theory can help analyze readers' affective experiences with hypertext fiction and interactive narratives. It defines two types of reader experiences - immersion, where readers are absorbed in the story world, and engagement, where readers are actively problem-solving. Both can enhance pleasure, but the ideal state is "flow" where readers are both immersed and engaged. The document argues understanding readers' experiences can help design interfaces and narratives that maximize pleasure in digital reading.
1) A study examined MBA students' perceptions of a microcomputer software training class as work, play, or fun and how these perceptions impacted learning.
2) Results showed that seeing the training as play marginally decreased how much was learned but seeing it as fun increased learning.
3) Trainers influenced students' perceptions of whether the training seemed like work, play, or fun, despite the training occurring on computers.
The document describes tools for user analysis (UA) used during product design. The UA comprises three tools: 1) Stakeholder Overview to identify stakeholders and their roles/interests; 2) Stakeholder Attributes to describe users' characteristics; and 3) Requirements Summary. The Stakeholder Overview tool involves listing stakeholder categories, their roles, design implications, and needed actions. It helps ensure user needs are considered and informs the design process.
This document summarizes Wenzhuo Duan's master's thesis project on designing an online interactive system using metaphors and photography. The project involved a literature review on imaging technologies, metaphor, and interaction design. An empirical study was conducted involving graduate students classifying and evaluating photographs based on a metaphor definition. Results showed metaphorical stimuli affected perceptions of usefulness and engagement. The design phase incorporated tagging, sharing, guessing and collecting based on research results. Future work could involve more participant testing and feedback to iterate the design.
This document is a process notebook for a senior design project. It outlines 3 projects completed by the student over the course of the class. Project 1 involved designing a folding booklet based on an interview. Project 2 was designing a poster calendar to visualize the student's calling. Project 3 involved collaborating in a group to design the branding and online presence for a fictional nonprofit water organization. The notebook documents the development process for each project through notes, thumbnails, concepts, and final designs, as well as analysis of what was learned.
This document discusses various techniques for information visualization, including static and interactive representations. It provides examples of early static visualizations from clay tablets to printed timetables, as well as more recent interactive visualizations enabled by advances in computing. Key aspects of visualization design are covered such as choosing appropriate representations, using interaction to reduce trade-offs, and addressing challenges of very large datasets. Classic visualization types like scatterplots, treemaps, and faceted browsing are explained through examples.
This document summarizes a presentation on storytelling for leaders and change agents. It discusses how storytelling is crucial to human evolution and how the brain is wired for story. Stories allow us to access our resources and paint pathways of possibility. The presentation provides a framework for breakthrough leadership through story with the elements of head, heart, and hand. It also outlines a story arc with character, problem, struggle, and solution. The goal is to engage people and encourage them to see what is possible through compelling stories of breakthrough.
This chapter discusses the origin and early understandings of empathy. It questions how views of empathy may have developed differently if not for Charles Darwin's theory of natural selection and Herbert Spencer's idea of "survival of the fittest." Russian scientist Peter Kropotkin argued cooperation was more important than competition, but his views were not widely accepted until later. Modern biologists now support Kropotkin's theory and see empathy as a key factor in cooperation. Research on primates indicates empathy has evolutionary origins and allowed for cooperation within early human communities.
Building Brand Awareness in a digital world - 18th March 2013Precedent
The document discusses building brand awareness in the digital world. It examines how brands can grab attention in an environment where people are exposed to thousands of marketing messages daily. It emphasizes the importance of understanding what triggers attention, such as appealing to emotions, relevance and uniqueness. The document also outlines research methods that can be used to develop customer personas and roadmaps to help guide brand strategies.
Our presentation in London on 24 Jan 2013 on building brand awareness int he digital world. Presented by Precedent's Head of Mobile John Campbell and Consultant Rob van Tol.
Experience Themes: An Element of Story Applied to DesignCindy Chastain
This presentation was presented at IA Summit 09 in Memphis, TN. It explores a new way of thinking about holistic design, by envisioning experience themes at the start of project.
An Experience Theme is basically an over-arching statement or phrase that encapsulates the value and focus of the experience we intend to deliver to users.
It may sound like a strategy or "vision", but at its core, an Experience Theme identifies what the product/service/system is all about from the point of view of users engaging with the product.
Once agreed upon, the theme can not only be used as a conceptual frame for design solutions, but can serve as the foundation for the Product Concept and Experience Strategy, a clear set of goals for the product/service/system design.
The slides explore how this idea was developed in the context of an interactive agency and how it was applied to several projects. It also shows how teams can generate experience themes.
And it's only one small part of a larger conversation about what user experience design can learn from storytelling. Enjoy... Thanks for your comments!
This document discusses how schema theory can help analyze readers' affective experiences with hypertext fiction and interactive narratives. It defines two types of reader experiences - immersion, where readers are absorbed in the story world, and engagement, where readers are actively problem-solving. Both can enhance pleasure, but the ideal state is "flow" where readers are both immersed and engaged. The document argues understanding readers' experiences can help design interfaces and narratives that maximize pleasure in digital reading.
1) A study examined MBA students' perceptions of a microcomputer software training class as work, play, or fun and how these perceptions impacted learning.
2) Results showed that seeing the training as play marginally decreased how much was learned but seeing it as fun increased learning.
3) Trainers influenced students' perceptions of whether the training seemed like work, play, or fun, despite the training occurring on computers.
The document describes tools for user analysis (UA) used during product design. The UA comprises three tools: 1) Stakeholder Overview to identify stakeholders and their roles/interests; 2) Stakeholder Attributes to describe users' characteristics; and 3) Requirements Summary. The Stakeholder Overview tool involves listing stakeholder categories, their roles, design implications, and needed actions. It helps ensure user needs are considered and informs the design process.
Graphic Designing Services In Pakistan.docxmahazubair3
Visual communication design involves using visual elements like images, colors, and text to convey ideas and messages. A graphic designer uses skills in areas like typography, visual arts, web design, and computer programming to achieve creative projects. Common purposes of visual communication include branding, publications, advertising, signs, and product packaging. Visual communication relies on principles like creativity, organization, and contrast to effectively deliver messages through visual elements.
Foundations understanding users and interactionsPreeti Mishra
This document discusses qualitative user research methods. It explains that qualitative research helps understand user behavior, which is too complex to understand solely through quantitative data. Qualitative research methods include interviews, observation, and persona creation. Personas are fictional user archetypes created from interview data to represent different types of users. They are useful for product design by providing empathy for users and guiding decisions. The document provides details on creating personas and using scenarios to represent how personas would interact with a product.
Play, Engagement & Addiction: Semiotics & Digital User Interface DesignSarah Jane Johnson
This document discusses the role of semiotics in digital user interface design. It begins by defining user experience (UX) and how UX focuses on reducing ambiguity and making interfaces self-evident. Semiotics can help evaluate how effectively interfaces communicate and convey culture. Navigation research examines user behavior and focuses on reducing barriers. However, good UX also aims to increase user engagement and motivation. Semiotics can help encode user personas and reflect cultural values to create a sense of play and pleasure in the interface. There is an interesting tension between ambiguity, which can create pleasure, and clarity, which is important for navigation.
This document provides an overview of visual literacy and communication skills, outlining their importance in everyday life and various fields of media. It discusses how visual literacy allows people to understand and think critically about images, and emphasizes that visual communication is an important tool for effective messaging. The document also explores how specific visual formats require unique approaches to analysis and comprehension of the information and ideas contained within images.
This document provides an overview of visual literacy and communication skills, outlining their importance in everyday life and various fields of media. It discusses how visual literacy allows people to understand and think critically about images, and emphasizes that visual communication is an important tool for effective messaging. The document also explores how specific visual formats require unique approaches to analysis and comprehension of the information contained within images.
This document provides an overview of visual literacy and communication skills, outlining their importance in everyday life and various media fields. It discusses how visual elements like images, graphics and visuals surround us and influence how we receive information. The intent is to teach students to understand, analyze and think critically about visual messages through exploring visual elements, principles, formats and the psychological impacts of composition.
This document provides an overview of visual literacy and communication skills, outlining their importance in everyday life and various fields like media. It discusses how visual literacy allows people to understand and think critically about images, and involves more than just identification skills, requiring higher-level comprehension of visual relationships and contexts. The intent of the course is to expand understanding and use of visual expression across disciplines by examining visual elements, composition strategies, and various media formats for visual communication.
This document discusses use qualities of digital designs. It proposes that use qualities are certain properties of a digital design that are experienced in its use and can describe desirable design outcomes. The document presents a map of around 20 proposed use qualities grouped into clusters related to motivation, interaction, and experience of use. Each quality is then discussed in more detail with examples to illustrate its meaning and importance. The goal is to facilitate the identification of important use qualities to help guide design and evaluate user experience.
dmedia Project 2 Interaction Design - Field WorkStanford dmedia
The document instructs students to conduct field research over the weekend to understand how mobile phones are changing personal health habits by talking to at least 5 people about their mobile phone and health habits, and then use the research to develop a point of view on the topic that will be the starting point for their next project. The document provides several design thinking methods and mindsets to guide the student's research and development of their point of view.
Enterprise Search Research Article: A Case Study of How User Interface Sketch...Findwise
In stakeholder meetings during an interaction design project, prototypes are commonly used for creating shared representations of design ideas. It can, however, be difficult for designers and meeting facilitators to know which prototyping technique to use. In this case study we compare user interface sketches, scenarios, and computer prototypes, and analyse video material from six stakeholder meetings. The scenario did not facilitate a focus on aesthetic or ethical perspectives, nor did it facilitate operational or perceptual issues. The prototype did not facilitate discussions on the overarching concept of the design, to the same extent as the sketches did, but it did facilitate operational issues. The sketches gave the broadest discussion. The groups also approached the design differently; for example, the system developers constantly returned to a constructional perspective. This means that the choice of prototyping technique should be made based on the composition of the group and the desired focus of the meeting.
Rhetorical Handbook. An Illustrated Manual for UX/UI Designers.Omar Sosa-Tzec
This handbook is the result of an exploratory study that tries to connect rhetoric and user experience (UX). Here, the user interface (UI) becomes the middle point through which rhetorical figures can be applied to influence the user experience.
Based on the "Rhetorical Handbook" by Hanno Ehses and Ellen Lupton (1988)
Human Factors and Background of Immersive Design
Designing the whole experience
Theories of perception
Creating hierarchy in 3D
Human centered
Expecting the unexpected
Figure-ground
Location, location, location
Getting emotional
Control is overrated
The Blink Factor is the ability to stand out and effectively communicate a meaningful and differentiated offering,
and must be present during the at-purchase moment to ensure maximum impact. Visual Communication in Branding. t is vitally important that consumers notice your brand, which can be difficult when surrounded by competitors and other visual stimuli.
The last of a 3 part series given in 2014 on the basics of user interface design, this session focuses on the aspects of user-experience that are often unconscious and overlooked.
The document discusses principles of effective visual communication. It states that both skills and tools are important for visual communication, but skills are more important for success. It explains that visual communication relies on manipulating graphical elements and conveying thematic content through visual expression. The document outlines several principles for visual communicators, including clarifying messages, considering the whole work over individual parts, using visual treatments to convey meaning, using analogies to explain concepts, designing with structure, using type as a visual object, and employing contrast. It argues that mastering these principles can support effective visual communication regardless of the specific tools used.
2011 | Communication design highlights for service design francesca // urijoe
This document discusses tools and methods for communicating service design plans and solutions. It outlines several visualization tools that can be used at different stages of a service design process, including moodboards, posters, storyboards, and system maps. These tools aim to strategically represent and visualize a service solution in order to help different partners communicate and develop the solution together. The document also emphasizes the importance of communication for engaging diverse stakeholders and users, and notes that field research is a key first step to enable informed design decisions by organizing relevant insights and data from users.
Software instructions by IKEA? 3 ways to make your documentation more visualBen Crothers
We can't all give our customers instructions using just pictures (like IKEA), but there are still ways that we can bring better visual communication into our product documentation. Here are the 3 ways, and the first way actually helps you and your team, too.
Jane Fulton and Duane Bray provided input on methods for learning about people and prototyping techniques. The author discusses the process of designing something new versus a new version. Prototyping allows for understanding, exploring, and communicating an experience before a final design. Interaction design prototypes are original models that serve as the basis for later stages and represent a pre-final design. Observation is highlighted as the best way to learn about user needs and habits in context rather than through questioning.
This document provides a summary of Luke Wroblewski's presentation at the VALA National Conference in February 2008 about designing for today's web. Wroblewski discussed how the web has transitioned from pages and sites to rich interactions and content experiences. He emphasized defining your core focus and building outward from there. He also covered packaging design principles for web applications, including meaningful branding and impactful unpacking experiences.
This document discusses service design and how traditional concepts focused only on the front stage interactions between employees and customers. It argues that considering the entire service system, including both front and back stage activities, is needed. The front stage refers to direct customer interactions while the back stage involves behind-the-scenes processes. Four scenarios of hotel check-ins are used to illustrate how back stage failures or successes can determine the quality of front stage experiences. Integrating front and back stage perspectives in service design is presented as key to addressing inconsistencies in traditional concepts and designing high quality service systems.
The document provides suggestions for different types of charts to visualize various types of data. It lists common chart types like bar charts, column charts, line charts, scatter plots, histograms and pie charts. It then provides guidance on which chart type may be best suited based on characteristics of the data like the number of variables, categories, data points, whether the data is cyclical or static, and whether relative or absolute differences matter.
Bad usability calendar_08_us_english_a4Nika Stuard
The document provides a summary of usability issues for each month of the year based on a calendar interface. Some key issues highlighted include:
- January: Choose a presentation format that suits your content.
- March: Keep novel choices visible and don't hide information in dropdowns.
- June: Video content should support the user's task, and login shouldn't be required if unnecessary.
- September: Bigger click targets are easier to use, based on Fitts's Law.
- December: Focus on core content as the home page sees fewer visitors than internal pages. Don't overshare personal details or copy trends without purpose.
The document provides a summary of usability issues for each month of the year based on a calendar interface. Some key issues highlighted include:
- January: Choose a presentation format that suits your content.
- March: Keep novel choices visible and don't hide information in dropdowns.
- June: Usable interfaces don't need to be boring.
- September: More navigation doesn't always make a site easier to use.
- December: Focus on core content as home pages see fewer visitors than other pages.
Applying user modelling to human computer interaction designNika Stuard
The document discusses applying user modeling to human-computer interaction design. It describes how maintaining and exploiting user models can enhance interactions by allowing systems to automatically alter functionality and interfaces to accommodate individual users' needs and skills over time. While adaptive interfaces may improve usability, they also present challenges like inconsistent experiences confusing users or changing interfaces too frequently. The document argues that with proper design, adaptive systems have potential to improve flexibility and accommodate different users.
UCD specialists may initially be concerned about how user experience design fits within agile software development processes. This article examines the experiences of three UCD specialists working on their first agile projects. It compares agile literature to these case studies on topics like justifying the need for UCD, understanding users, UI design, and usability evaluation. The goal is to paint a picture of how UCD and agile practices can successfully coexist within development teams.
The document is a checklist for evaluating whether a website meets Section 508 accessibility standards. It contains criteria for things like providing text alternatives for non-text content, ensuring that functionality is available from the keyboard, properly structuring tables, and making sure multimedia has captions. Each criteria is marked as either passing or failing. The checklist provides guidance to make sure websites are accessible to people with disabilities.
The document describes two systems, IAM-eMMa and EVIDII, that aim to support designers in finding visual images useful for their creative design tasks. IAM-eMMa uses knowledge-based rules constructed by designers to retrieve images related to a task and infer underlying "requirements". EVIDII allows designers to associate affective words with images and visualizes relationships among designers, images, and words. Observations of designers using the systems identified that effective support systems need knowledge that is contextualized, respectable, and enables task appropriation.
This document summarizes interviews conducted with eight experts in designing engaging corporate training environments. The interviews explored common elements in award-winning simulations and edutainment products. Key findings included:
1. Experts emphasized creating a unified environment through context, stories, metaphor, and visual grouping ("mini Gestalt"). This helps learners understand relationships and feel a sense of continuity.
2. Storytelling was widely used to introduce topics and create causal relationships that explain concepts. Learners intuitively construct their own narratives to make sense of information.
3. Metaphors were also cited as important for weaving different parts together into a coherent whole, similar to stories. One expert used a lemonade stand metaphor to
This document discusses making computer tasks at work more playful by designing systems to encourage playful behavior. It argues computers are well-suited for playful exploration due to certain characteristics that allow user control. A pilot study of professionals and clerical workers highlights how playfulness can emerge in computer use, such as concentrating intensely or experimenting with different functions. The consequences of play, like positive affect and learning, may transfer to playful computer tasks at work. Overall playfulness in work activities is an important but understudied topic.
Heartfulness Magazine - June 2024 (Volume 9, Issue 6)heartfulness
Dear readers,
This month we continue with more inspiring talks from the Global Spirituality Mahotsav that was held from March 14 to 17, 2024, at Kanha Shanti Vanam.
We hear from Daaji on lifestyle and yoga in honor of International Day of Yoga, June 21, 2024. We also hear from Professor Bhavani Rao, Dean at Amrita Vishwa Vidyapeetham University, on spirituality in action, the Venerable BhikkuSanghasena on how to be an ambassador for compassion, Dr. Tony Nader on the Maharishi Effect, Swami Mukundananda on the crossroads of modernization, Tejinder Kaur Basra on the purpose of work, the Venerable GesheDorjiDamdul on the psychology of peace, the Rt. Hon. Patricia Scotland, KC, Secretary-General of the Commonwealth, on how we are all related, and world-renowned violinist KumareshRajagopalan on the uplifting mysteries of music.
Dr. Prasad Veluthanar shares an Ayurvedic perspective on treating autism, Dr. IchakAdizes helps us navigate disagreements at work, Sravan Banda celebrates World Environment Day by sharing some tips on land restoration, and Sara Bubber tells our children another inspiring story and challenges them with some fun facts and riddles.
Happy reading,
The editors
Lesson 12 - The Blessed Hope: The Mark of the Christian.pptxCelso Napoleon
Lesson 12 - The Blessed Hope: The Mark of the Christian
SBS – Sunday Bible School
Adult Bible Lessons 2nd quarter 2024 CPAD
MAGAZINE: THE CAREER THAT IS PROPOSED TO US: The Path of Salvation, Holiness and Perseverance to Reach Heaven
Commentator: Pastor Osiel Gomes
Presentation: Missionary Celso Napoleon
Renewed in Grace
Unleash your spiritual growth journey as a truth-seeker!
Learn More:
👉https://tkg.tf/4D
Tracking "The Blessing" - Christianity · Spiritual Growth · Success
Do you ever feel like your Bible highlighting isn't quite enough to ignite lasting spiritual growth? Have you struggled to retain key takeaways from your Bible study sessions?
Discover how living in 4D can transform your highlighting into a strategic tool for spiritual development.
Learn More:
👉https://tkg.tf/4D
In this video, you'll gain insights on:
How highlighting key verses and themes can enhance memory and retention of Scripture (we see a few key ones, here!)
Studies have shown that highlighting can significantly improve information recall. Highlighting key points visually reinforces them in your mind, leading to better long-term memory.
How to personalize your Bible study through strategic highlighting. Don't just highlight everything!
This video will teach you how to strategically highlight based on what resonates with you, focusing on central themes, recurring ideas, or connections between different passages.
Watch More:
👉https://tkg.tf/4D
How connecting highlighted passages can reveal deeper biblical truths. By highlighting these connections, you can see the bigger picture and uncover the underlying messages within Scripture.
By the end of this video, you'll be equipped to unlock the hidden potential within your highlighted Bible and embark on a transformative spiritual growth journey! Don't forget to like and subscribe for more inspiring content on deepening your faith.
Note: For Christians seeking to enrich their Bible study and deepen their faith, as well as any other spiritual seeker of truth and growth.
Learn More:
👉https://tkg.tf/4D
The pervasiveness of Lying in today's World.pptxniwres
In our interconnected world, lies weave through the fabric of society like hidden threads. We encounter them in politics, media, personal relationships, and even within ourselves. The prevalence of deception raises profound questions about truth, trust, and the human condition.
Tales of This and Another Life - Chapters.pdfMashaL38
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Physical Harm in Dreams Lucid dreaming is fundamentally safe. In a lucid dream, everything is a creation of your mind. Therefore, nothing in the dream can physically harm you. Despite the vividness and realness of the dream experience, it remains entirely within your mental landscape, posing no physical danger.
Mental Health Risks Concerns about developing PTSD or other mental illnesses from lucid dreaming are unfounded. As soon as you wake up, it's clear that the events experienced in the dream were not real. On the contrary, lucid dreaming is often seen as a therapeutic tool for conditions like PTSD, as it allows individuals to reframe and manage their thoughts.
Potential Risks of Lucid Dreaming
While generally safe, lucid dreaming does come with a few risks as well:
Mixing Dream Memories with Reality Long-term lucid dreamers might occasionally confuse dream memories with real ones, creating false memories. This issue is rare and preventable by maintaining a dream journal and avoiding lucid dreaming about real-life people or places too frequently.
Escapism Using lucid dreaming to escape reality can be problematic if it interferes with your daily life. While it is sometimes beneficial to escape and relieve the stress of reality, relying on lucid dreaming for happiness can hinder personal growth and productivity.
Feeling Tired After Lucid Dreaming Some people report feeling tired after lucid dreaming. This tiredness is not due to the dreams themselves but often results from not getting enough sleep or using techniques that disrupt sleep patterns. Taking breaks and ensuring adequate sleep can prevent this.
Mental Exhaustion Lucid dreaming can be mentally taxing if practiced excessively without breaks. It’s important to balance lucid dreaming with regular sleep to avoid mental fatigue.
Lucid dreaming is safe and beneficial if done with caution. It has many benefits, such as overcoming fear and improving mental health, and minimal risks. There are many resources and tutorials available for those interested in trying it.
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1. Five things I believe about
the aesthetics of interaction design
Jonas Löwgren
Position paper for Dagstuhl seminar on »The study
of visual aesthetics in human-computer interaction«
Draft, June 3, 2008
The seminar invitation stated the following aim for the seminar:
Given the evidence and potential for aesthetics’ overarching effect
on human-computer interaction, it would seem timely to explore the
themes summarized above in more depth. While a lively debate is to
be expected in this workshop, the overriding goal is to define and for-
mulate a possible hci research agenda on these topics. To achieve this,
the seminar will bring together seasoned researchers who share a deep
interest in aesthetics; prominent designers who are grappling with the
concept theoretically and in practice; and graduate students who are
likely to provide fresh perspectives.
Whether I am a seasoned researcher or a prominent designer is a little
hard to say. At least I know that I am not a graduate student. I also know
that I have a deep interest in aesthetics and that I am grappling with the
concept of aesthetics on a daily basis, in words as well as in drawings,
movies, prototypes and other artifacts of interaction design practice.
In order to contribute to the ambitious goal of defining and formulat-
ing a possible research agenda, I would like to use the following pages to
lay out a few personal beliefs about aesthetics in interaction design. My
hope is that they will contribute to productive discussions.
1
2. FIGURE 1. Pinpoint, a visualiza- 1. It makes little sense to talk about »visual aesthetics«
tion of people in a large organiza- as an isolated modality.
tion based on their topical and
communicative distance. Work in
In interaction design, we are not doing visual art. The user’s aesthetic
progress, with Thomas Lundin and
Gunnar Forsén. experience lies in the interaction, the way in which the system behaves
and responds over time in interplay with the user. To put it simply, when
we talk about aesthetics we need to talk about look and feel, not merely
about look.
The illustration above is a snapshot from the Pinpoint visualization,
which I am currently working on together with Thomas Lundin and
Gunnar Forsén of ikea. It is about finding people in a large organiza-
tion, based on topical distance and communicative distance. Topical dis-
tance refers to the degree of similarity between people’s interests, knowl-
edge, and skills as manifest in the documents they write, the intranet
pages they frequent, the projects they participate in, and the tags they
select to describe themselves. Communicative distance is computed based
on people’s email and im communication patterns.
The snapshot can be assessed as a static image, of course, and as such
it may appear moderately interesting with a pleasant color palette and an
attractive contrast between, on the one hand, the organic shapes of people
and the background info-wall, and on the other, the modernistic typogra-
phy and button idiom determined by ikea’s corporate style.
2
3. But that would be an inadequate understanding of the aesthetic
qualities we seek to capture in our design work. We focus on the detailed
behavior of mouseovers and clicks, as well as on elaborate animations
of major state changes, in order to make you experience two related but
somewhat opposed sensations while using the visualization. One is the
sense that there are many interesting people in the organization, most of which
you have never met, and the other is that you are empowered to find and
contact those people.
In other words, we are trying to strike a dialectic balance between
suggesting large quantities of relevant information, and providing power-
ful instruments for identifying the most promising people to contact.
Animations of people appearing, disappearing and moving into place
on the floor of the visualization are the main vehicles for expressing the
idea of quantity. Mouseover behaviors, detailed and actionable informa-
tion when clicking a person, and rapid-feedback tag filters are the main
interactive techniques intended to serve as powerful location instruments.
None of these features are discernible from the static snapshot, and
none of them belong strictly in the category of »visual aesthetics.« Still,
they are the main determinants of the aesthetic qualities of Pinpoint.
2. The genre determines the aesthetic qualities.
What is aesthetically appropriate depends on what the user expects from
the interaction experience, which is in turn colored by her initial appraisal
of the product, its purpose, its use potentials – in short, its genre.
For instance, when you visit a dating site on the Web, you know from
previous experience or from friends’ recommendations to expect a certain
amount of innocent flirtation and friendly banter with somewhat sexual
overtones – but nothing too overt or pornographic. The designer of such
a site will most likely aim at directing the aesthetic qualities of your inter-
action experience towards a playful and whimsical mood.
Another pertinent genre to illustrate this point would be survival/
horror games such as Resident Evil 4. Any reasonably experienced game
designer will know that the appropriate aesthetic qualities to aim for in
that genre are predominantly in the realm of vulnerability (Niedenthal,
2008). Some established design techniques for amplifying the sense of
vulnerability are:
• to set up seemingly unbearable dilemmas where you either switch
on your flashlight to see where you are going, but risk almost certain
attack by powerful enemies, or move in the dark not knowing what is
waiting for you a few steps ahead;
• to connect certain sound effects with threats attacking from outside
your field of vision, conditioning you to twitch every time you hear
the sound;
• to use specific illumination schemes to condition a sense of impending
danger in similar ways (see Figure 2 on the next page);
• to devise a power balance where you are forced to proceed by stealth
rather than by force.
3
4. FIGURE 2. Screenshot from The Pinpoint example above, on the other hand, belongs squarely
Resident Evil 4, a survival/horror to the genre of interactive information visualizations, and as such it is
game typical for its genre, where
designed for the user to experience a high degree of pliability: A sense of
the player’s experience revolves
malleable, tighly coupled and highly involving interaction that facilitates
around vulnerability. Cool blue
moonlight normally means a exploration and serendipitous discovery of the information presented
chance to relax for a minute, but through the visualization (Löwgren, 2007). The dialectic pair of aesthetic
not indoors… Game by Capcom, qualities mentioned above (large quantity of relevant information versus
2005. powerful location instruments) is merely a refinement of the notion of
pliability for the particular design situation at hand.
3. Aesthetic is not equal to good, pleasant, pretty or nice.
Any statement expressing an appraisal or a taste judgment of a sensory
impression is an aesthetic statement. To say that something looks good,
feels stimulating or smells awful is an aesthetic statement; factual reports
on sensory impressions – looks blue, feels uneven, smells acidic – are not
aesthetic statements.
For interaction design, it is important to realize that aesthetic apprais-
als can be negative as well as positive. It is perhaps not too uncommon to
hear an interaction experience described as »boring and monotonous«,
and that is in fact an aesthetic appraisal of how the interaction with the
Address Book utility of Mac os x sometimes feels – in spite of its im-
peccable usability, undeniable efficiency and carefully style-compliant
graphic design (see Figure 4 on the next page).
Why do I have to point this out? Because interaction designers need to
understand the experience of entering people in your laptop address book
as aesthetically boring and monotonous, in order to consider more aestheti-
cally appropriate alternatives. Some examples of such alternatives may
include making the nature of the data-entry operations vary according
4
5. FIGURE 3. Entering contact to the person being entered, or emphasizing the power and expressivity
information into the Address Book of the desktop environment by snapping contact information from web
utility of Mac OS X.4 (Swedish
pages and other online contexts, or focusing on the personal and inti-
version).
mate qualities of online communication by building an »address book«
around audiovisual representations of people, or making the operating
system into a subservient butler by providing an agent for disambiguat-
ing contact information upon use, or a thousand other ideas waiting to
be explored once the issue has been noticed. Considering how relatively
elegantly the Address Book integrates with a suite of other productivity
applications in Mac os x, such as Mail, iChat and iCal, the most appro-
priate attempts to improve the interaction aesthetically may lie in the
direction of the powerful, expressive desktop approach.
Even more importantly, the valence of the aesthetic experience is not always
correlated to its appeal (and the economic success of the product). To return
to the genre of survival/horror games, it is clear that the player’s (aesthet-
ic) experience of vulnerability is distinctly negative and unpleasant in a
very direct psychophysiological sense. Yet many people find such experi-
ences attractive and captivating enough to spend substantial amounts of
money and time on them.
5
6. FIGURE 4. SoMo3: The Musical
Mobile. Parafunctionality in an
everyday setting. From Social Mo-
biles by IDEO with Crispin Jones
in 2002. Photo by Maura Shea,
used with permission.
4. Aesthetic experience is connected with intellectual
deliberation as much as with immediate, »visceral«
response.
As Hekkert (2006) points out, we experience »sensuous delight, mean-
ingful interpretation and emotional involvement« as a unity. I would
argue that trying to separate them may even be counterproductive, since
the aesthetic experience involves all three levels in the use situation and
one may wonder if it wouldn’t be better for designers to treat it as a whole
in gestation phases as well.
Skilled chess players are capable of forming and discussing highly
sophisticated aesthetic appraisals of chess games, positions and sequences
of moves. What is interesting is that it is not the color of the board or the
texture of the pieces that matters, but rather the patterns of forces formed
by the pieces and their movement and interplay. In other words, a more
or less purely intellectual matter, rather than raw sensory input, forms the
basis for undeniably aesthetic experiences.
The most powerful examples of this phenomenon in our field may
be found among works in critical design, and particularly what Dunne
(1999) calls parafunctionality: Designed artifacts clearly communicat-
ing an intended function, which only upon reflection reveals itself to be
anomalous, paradoxical, inappropriate or in some other way critical of
our tacit assumptions or genre expectations.
6
7. Parafunctional design is generally appreciated in three steps, start-
ing with a simple recognition of the product and its intended function,
followed by a brief period of frustration at the obvious inappropriateness
of the intended function and only then a sudden insight (the »a-ha« mo-
ment) when you realize what the artist-designer wants to make you see.
The example in Figure 4, taken from a well-known interaction design
concept project called Social Mobiles (Pullin, 2007), illustrates this ap-
propriation process rather well.
– So, I’m supposed to dial a number of someone to call by playing
notes on the trumpet-phone. Each note corresponds to one key or perhaps
a chord of keys.
– How silly! I would never embarrass myself like that in public. Not to
mention how much I would bother other people.
– Oh, er... I guess I am already embarrassing myself like that in public
and bothering other people on a daily basis, simply by using my regular
cell phone. If I had to dial by playing notes on a trumpet-phone, I would
perhaps consider finding a more secluded place to make my call. Touché.
5. We need holistic, interpretative approaches to dealing
with aesthetics in interaction design.
The main task for scholars and researchers in interaction design is to
contribute relevant and well-grounded knowledge to the field, for use by
other scholars as well as by interaction designers. However, the argu-
ment in the previous point suggests that piecemeal experimentation and
searching for the categories of experience may not be the most rewarding
ways to construct actionable knowledge.
Designing digital products and services with appropriate aesthetic
qualities requires a repertoire of design exemplars and an ability to perform
aesthetic assessment. It is no coincidence that design schools have their stu-
dents spend significant amounts of time studying the canon of the field,
as well as on taking part in group crits where experts assess student work.
These routine practices of design schools are intended to help the students
develop their repertoires and their assessment abilities, always including
aesthetic qualities. The interaction design community would do well to
spend a little more time on identifying, analyzing and debating the out-
standing examples of interaction design and their qualities.
Similarly, it is no coincidence that more mature design fields have
professional critics executing the profession of criticism intertwined with
the designers’ professional practice of design. The role of the critic is to
assess and appraise designs brought forward by designers, and equally
importantly to relate them to larger phenomena in society and culture
– thereby placing them in a context of interpretation which in fortunate
cases exceeds the context of gestation and thereby loads the designs with
new meanings (Löwgren and Stolterman, 2004:95–96).
With the exception of computer games, where the dual infrastructure
of design and criticism has been adequately fueled by the economic incen-
tives of a rather mature consumer market, there are regrettably not many
examples of interaction design criticism to this day. Johnson’s (1997)
7
8. early work remains a source of inspiration in its form and ambitions, even
though the topical contents grow increasingly outdated. Gaver’s recent
notion of cultural commentators is certainly related to traditional criti-
cism in its aims to connect interaction design artifacts with their wider
cultural implications (Gaver, 2006). To me, it appears as though this is
a scholarly field largely waiting to be developed in the interaction design
community.
” ”
By way of a summary, these are the five beliefs about the aesthetics of
interaction design that I would like to bring into the discussion.
1. It makes little sense to talk about »visual aesthetics« as an isolated
modality.
2. The genre determines the aesthetic qualities.
3. Aesthetic is not equal to good, pleasant, pretty or nice.
4. Aesthetic experience is connected with intellectual deliberation as
much as with immediate, »visceral« response.
5. We need holistic, interpretative approaches to dealing with aesthetics
in interaction design.
I am looking forward to what may come out of the discussion.
REFERENCES
Dunne, A. (1999). Hertzian tales: Electronic products, aesthetic experience and
critical design. London: Royal College of Art.
Gaver, W. (2006). Cultural commentators: Non-native interpretations
as resources for polyphonic assessment. Int. J. Human-Computer Studies
65:292–305.
Hekkert, P. (2006). Design aesthetics: Principles of pleasure in product
design. Psychology Science 48:157–172.
Johnson, S. (1997). Interface culture: How new technology transforms the way
we create and communicate. New York: Basic Books.
Löwgren, J., Stolterman, E. (2004). Thoughtful interaction design: A design
perspective on information technology. Cambridge, Mass.: MIT Press.
Löwgren, J. (2007). Pliability as an experiential quality: Exploring the
aesthetics of interaction design. Artifact 1(2):85–95.
Niedenthal, S. (2008). Complicated shadows: The aesthetic significance
of simulated illumination in digital games. Dissertation 2008:10, Ble-
kinge Institute of Technology.
Pullin, G. (2007). Social mobiles and speaking chairs: Applying critical
design to disruption, discourse and disability. Proc. Conf European
Academy of Design (ead 07), Izmir, Turkey.
8