Here are some potential future interactions and interactivities we could see based on movies, games, or dreams:
- Fully immersive virtual reality worlds we can enter and interact with like in movies like The Matrix or Ready Player One.
- Advanced AI assistants that understand natural language and context like Samantha in Her or the AI helper Clara in the Black Mirror episode "USS Callister."
- Brain-computer interfaces that allow us to control devices and digital worlds with our thoughts like in sci-fi movies where people pilot giant robots or mechs with their minds.
- Augmented reality overlays that blend digital information and interfaces seamlessly into the real world as seen in movies like Iron Man or games like
The document outlines a semester schedule for an interactive 3D imaging class, listing the date, topic, contents, and textbook for each of the 15 weekly classes, which cover topics like interactive trends, user interactions, service design, and planning, designing, and creating interactive 3D images.
The document traces the evolution of interaction design from early computers that emphasized "operating the machine" through interfaces of switches and punch cards, to the development of graphical user interfaces and personal computers in the 1980s that allowed users to perform tasks using software. It discusses how interaction design matured to focus on understanding user experiences, activities in context over time, and designing interactions to support people rather than just operating technologies. The history shows an expansion in interaction design's scope from usability to understanding experiences and embedding technologies meaningfully in people's lives.
The document provides a history of interaction design and human-computer interaction from the 1940s to the 2000s. It describes the evolution of users from inventors and experts in the early period to widespread personal use today. Interfaces progressed from switches and cables to modern graphical user interfaces, and affordability increased from only the military and large organizations to widespread personal adoption. The timeline shows how interaction design shaped our lives through the development of new technologies over the decades.
The document provides a short history of interaction design from pre-computer times through modern times. It begins with an emphasis on operating machines through controls and switches. It then shifts to using software applications to perform tasks. Next it focuses on designing for user experiences. Finally, it discusses connecting people through technology.
This document provides a brief summary of the history of interaction design from pre-computer era through the present day in under 3 sentences. It outlines the shift from "operating the machine" to using software and tools to accomplish tasks and have experiences, as well as the focus expanding to understanding contexts of use and connecting people through technology.
Multi-Touch Tangible Interface; HCI trends, projects, and developmentJazmi Jamal
Lecture series on Multi-touch. Topic covers; History of HCI, Environment computing, Introduction to tangible interface, IT Project management, and multi-touch workshop. Created in Q1 2010
Understanding What is Interaction Design, Its History (Pre-Computer era, Pre-Software era), Modern era of Interaction Design, Current Trends, Features, Principles and much more for beginners.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
The document outlines a semester schedule for an interactive 3D imaging class, listing the date, topic, contents, and textbook for each of the 15 weekly classes, which cover topics like interactive trends, user interactions, service design, and planning, designing, and creating interactive 3D images.
The document traces the evolution of interaction design from early computers that emphasized "operating the machine" through interfaces of switches and punch cards, to the development of graphical user interfaces and personal computers in the 1980s that allowed users to perform tasks using software. It discusses how interaction design matured to focus on understanding user experiences, activities in context over time, and designing interactions to support people rather than just operating technologies. The history shows an expansion in interaction design's scope from usability to understanding experiences and embedding technologies meaningfully in people's lives.
The document provides a history of interaction design and human-computer interaction from the 1940s to the 2000s. It describes the evolution of users from inventors and experts in the early period to widespread personal use today. Interfaces progressed from switches and cables to modern graphical user interfaces, and affordability increased from only the military and large organizations to widespread personal adoption. The timeline shows how interaction design shaped our lives through the development of new technologies over the decades.
The document provides a short history of interaction design from pre-computer times through modern times. It begins with an emphasis on operating machines through controls and switches. It then shifts to using software applications to perform tasks. Next it focuses on designing for user experiences. Finally, it discusses connecting people through technology.
This document provides a brief summary of the history of interaction design from pre-computer era through the present day in under 3 sentences. It outlines the shift from "operating the machine" to using software and tools to accomplish tasks and have experiences, as well as the focus expanding to understanding contexts of use and connecting people through technology.
Multi-Touch Tangible Interface; HCI trends, projects, and developmentJazmi Jamal
Lecture series on Multi-touch. Topic covers; History of HCI, Environment computing, Introduction to tangible interface, IT Project management, and multi-touch workshop. Created in Q1 2010
Understanding What is Interaction Design, Its History (Pre-Computer era, Pre-Software era), Modern era of Interaction Design, Current Trends, Features, Principles and much more for beginners.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
Surface computing is a new type of computer that allows for natural interaction through touch and gestures rather than traditional mouse and keyboard inputs. It features a large horizontal multi-touch screen that can recognize objects placed on it and support multiple simultaneous users. The Microsoft Surface was the first commercial surface computing product, conceptualized in 2001 and released in 2007, featuring a multi-touch screen, object recognition capabilities, and ability for direct interaction without peripheral devices. While expensive and not portable, surface computing provides an intuitive interface for data manipulation and collaboration between users.
Designing for connected products is different. To create a great connected product, industrial design, software UX and system design need to be considered in collaboration. Teams must think creatively to design elegant solutions around the limited capabilities of embedded devices.
Effective prototyping is key, but there are lots of possible methods. Choosing the right ones is a question of purpose – what you need to learn – and the effort required to develop it. Techniques like video sketching or enactment, not commonly used in software UX design, can be especially well suited to developing IoT user experiences.
In this talk, Martin will draw on his experience in both product and digital design to present ways in which teams can work together effectively and choose the right design methods to prototype the product experience.
Speaker
This document provides an introduction to human-computer interaction (HCI). It discusses how HCI considers all aspects of human perception, cognition, skills and experience with technology. It also discusses computers and how they mediate interactions between humans and tasks. The goal of HCI is to design interfaces that are as invisible as possible so users can focus on their tasks rather than the interface. HCI sits within the broader field of human factors engineering and is also related to fields like user interface design, user experience design and psychology.
User experience design: a term that we instantly associate with apps and websites. Especially when considering the typical job description of a UX designer, you’d be forgiven for thinking that it’s a purely modern concept.
Cognitive psychologist and designer Don Norman coined the term “user experience” in the 1990s—but UX predates its name by quite some decades.
Resources: The career foundry website.
Siblings or Step Siblings? Common Connections Between Technical Communication...Chris LaRoche
The most recent version of a presentation to a technical communication audience describing the increasing connections and merging of the technical communication and UX/Usability professions.
Designing Moblin For Netbooks (with notes)Nick Richards
Talk given at the Gran Canaria Desktop Summit, July 2009. For a version without notes go here:
http://www.slideshare.net/nedrichards/designing-moblin-for-netbooks
The document provides an introduction to KshiBz Anand, a professor of design and founder of several design consultancies. It summarizes his background and experience, including past roles at Motorola, Infosys, and other companies. It also lists his education, including an MS in HCI Design from Indiana University and a BDes in Communication Design from IIT Guwahati. Contact information is provided at the end.
The document discusses the return on investment (ROI) of user experience (UX). It begins by defining UX and noting that as technology becomes more pervasive, user experience will determine which products win in the marketplace. It then provides three reasons why UX is important: 1) it can save time and money by reducing rework and errors, 2) it can improve key performance indicators like conversions and engagement, and 3) it can increase revenue directly. The document emphasizes testing ideas with users early to avoid costly development errors and provides examples of how UX has significantly impacted companies' profits.
Design for failure in the IoT: what could possibly go wrong?Claire Rowland
We’re putting computing power, machine learning, sensing, actuation, and connectivity into more and more objects, services, and systems in the physical world. This enables new ways for things to work better. But it also creates new possibilities for failure, not least when software problems produce real-world consequences. Failures can damage the user experience, undermine the value of the product, and sometimes present danger.
When you develop a connected product, you must identify everything that could go wrong—from power failures to cessation of user support—and ensure that each potential problem can be adequately mitigated. If the value of your product is marginal but the consequences of it going wrong could be catastrophic, it’s time to rethink your plans.
----
Talk from O'Reilly online conference Designing for the Internet of Things, 15th September 2016. A short version of this talk was given at Thingmonk on 13th September.
Interaction design involves understanding how users interact with technology over time within a specific context. Early designs focused on "operating the machine" but the field has evolved to focus more on how people perform tasks and experience technology as part of their daily lives. Effective interaction design considers contextual factors, user activities, and aims to make experiences useful, usable and pleasurable.
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
- The document provides an introduction to human-computer interaction (HCI) and discusses its history and principles.
- HCI is concerned with designing interactive computing systems for human use, studying the relationship between users, tasks, technology, and environments.
- The graphical user interface (GUI) was pioneered by researchers at Xerox PARC and SRI in the 1970s, leading to the development of early GUIs like the Apple Macintosh in 1984 and Microsoft Windows starting in 1985.
This document discusses human-computer interaction (HCI) and user experience (UX) design. It provides 3 key points:
1) There is sometimes a conflict between what software developers want to build versus what users need, so it's important to consider the user perspective.
2) HCI aims to design interactive computing systems that are effective, efficient and satisfying for users through user research methods like usability testing.
3) Good UX design is not just about graphics but creating the right features and building them in a way that is easy for users to accomplish their goals. Observing users is important for understanding their behaviors and needs.
This document provides an introduction to human-computer interaction (HCI) by Erik Duval. It discusses key concepts in HCI including the importance of user-centered design, examples of influential technologies and interfaces, and visions of future interactions between humans and computers. Examples mentioned include the early development of graphical user interfaces at Xerox PARC and the Apple Macintosh, as well as emerging technologies like brain-computer interfaces and augmented reality.
This document provides an introduction to human-computer interaction (HCI). It discusses key concepts in HCI like usability, user-centered design, and that systems should be designed from the user's perspective. Examples of usability guidelines provided include that interfaces should be intuitive for users and "disappear" during use. Resources on HCI like conferences, journals, and example books are also listed.
This document provides an overview of a Human Computer Interaction course. It discusses the course aims of raising consciousness about HCI issues, teaching the design process, and improving HCI skills. The course covers requirements gathering, design, evaluation, and models of cognition and context. It reviews the history of interaction paradigms from batch processing to command lines to graphical user interfaces. The goals of HCI are to allow users to complete tasks safely, effectively, efficiently and enjoyably. Design evaluation considers both subjective and objective metrics. The document emphasizes the importance of understanding users and iterative design.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Using the Crowd to Understand and Adapt User InterfacesJeffrey Nichols
Using crowdsourcing techniques, researchers have explored adapting existing user interfaces and developing new interface models. CoScripter allows crowds to capture and share task traces, which can then be used to generate mobile applications through tools like Highlight. CoCo leverages crowdsourced scripts to enable conversational interfaces. Researchers also experimented with using crowds to build abstract models of interfaces, though this work remains preliminary. Harnessing crowds offers potential for engineering new interfaces and adapting existing ones, but significant challenges remain in areas like model construction.
A paradigm is a way of thinking about the world. The document discusses several paradigm shifts in human-computer interaction, including: from batch processing to time-sharing and interactive computing; from command-line interfaces to graphical displays and direct manipulation; and from personal computing to ubiquitous computing. These paradigm shifts represent new ways of conceptualizing the relationship between humans and computers that emerged with technological advances, enabling new forms of usability and interaction.
Surface computing is a new type of computer that allows for natural interaction through touch and gestures rather than traditional mouse and keyboard inputs. It features a large horizontal multi-touch screen that can recognize objects placed on it and support multiple simultaneous users. The Microsoft Surface was the first commercial surface computing product, conceptualized in 2001 and released in 2007, featuring a multi-touch screen, object recognition capabilities, and ability for direct interaction without peripheral devices. While expensive and not portable, surface computing provides an intuitive interface for data manipulation and collaboration between users.
Designing for connected products is different. To create a great connected product, industrial design, software UX and system design need to be considered in collaboration. Teams must think creatively to design elegant solutions around the limited capabilities of embedded devices.
Effective prototyping is key, but there are lots of possible methods. Choosing the right ones is a question of purpose – what you need to learn – and the effort required to develop it. Techniques like video sketching or enactment, not commonly used in software UX design, can be especially well suited to developing IoT user experiences.
In this talk, Martin will draw on his experience in both product and digital design to present ways in which teams can work together effectively and choose the right design methods to prototype the product experience.
Speaker
This document provides an introduction to human-computer interaction (HCI). It discusses how HCI considers all aspects of human perception, cognition, skills and experience with technology. It also discusses computers and how they mediate interactions between humans and tasks. The goal of HCI is to design interfaces that are as invisible as possible so users can focus on their tasks rather than the interface. HCI sits within the broader field of human factors engineering and is also related to fields like user interface design, user experience design and psychology.
User experience design: a term that we instantly associate with apps and websites. Especially when considering the typical job description of a UX designer, you’d be forgiven for thinking that it’s a purely modern concept.
Cognitive psychologist and designer Don Norman coined the term “user experience” in the 1990s—but UX predates its name by quite some decades.
Resources: The career foundry website.
Siblings or Step Siblings? Common Connections Between Technical Communication...Chris LaRoche
The most recent version of a presentation to a technical communication audience describing the increasing connections and merging of the technical communication and UX/Usability professions.
Designing Moblin For Netbooks (with notes)Nick Richards
Talk given at the Gran Canaria Desktop Summit, July 2009. For a version without notes go here:
http://www.slideshare.net/nedrichards/designing-moblin-for-netbooks
The document provides an introduction to KshiBz Anand, a professor of design and founder of several design consultancies. It summarizes his background and experience, including past roles at Motorola, Infosys, and other companies. It also lists his education, including an MS in HCI Design from Indiana University and a BDes in Communication Design from IIT Guwahati. Contact information is provided at the end.
The document discusses the return on investment (ROI) of user experience (UX). It begins by defining UX and noting that as technology becomes more pervasive, user experience will determine which products win in the marketplace. It then provides three reasons why UX is important: 1) it can save time and money by reducing rework and errors, 2) it can improve key performance indicators like conversions and engagement, and 3) it can increase revenue directly. The document emphasizes testing ideas with users early to avoid costly development errors and provides examples of how UX has significantly impacted companies' profits.
Design for failure in the IoT: what could possibly go wrong?Claire Rowland
We’re putting computing power, machine learning, sensing, actuation, and connectivity into more and more objects, services, and systems in the physical world. This enables new ways for things to work better. But it also creates new possibilities for failure, not least when software problems produce real-world consequences. Failures can damage the user experience, undermine the value of the product, and sometimes present danger.
When you develop a connected product, you must identify everything that could go wrong—from power failures to cessation of user support—and ensure that each potential problem can be adequately mitigated. If the value of your product is marginal but the consequences of it going wrong could be catastrophic, it’s time to rethink your plans.
----
Talk from O'Reilly online conference Designing for the Internet of Things, 15th September 2016. A short version of this talk was given at Thingmonk on 13th September.
Interaction design involves understanding how users interact with technology over time within a specific context. Early designs focused on "operating the machine" but the field has evolved to focus more on how people perform tasks and experience technology as part of their daily lives. Effective interaction design considers contextual factors, user activities, and aims to make experiences useful, usable and pleasurable.
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
- The document provides an introduction to human-computer interaction (HCI) and discusses its history and principles.
- HCI is concerned with designing interactive computing systems for human use, studying the relationship between users, tasks, technology, and environments.
- The graphical user interface (GUI) was pioneered by researchers at Xerox PARC and SRI in the 1970s, leading to the development of early GUIs like the Apple Macintosh in 1984 and Microsoft Windows starting in 1985.
This document discusses human-computer interaction (HCI) and user experience (UX) design. It provides 3 key points:
1) There is sometimes a conflict between what software developers want to build versus what users need, so it's important to consider the user perspective.
2) HCI aims to design interactive computing systems that are effective, efficient and satisfying for users through user research methods like usability testing.
3) Good UX design is not just about graphics but creating the right features and building them in a way that is easy for users to accomplish their goals. Observing users is important for understanding their behaviors and needs.
This document provides an introduction to human-computer interaction (HCI) by Erik Duval. It discusses key concepts in HCI including the importance of user-centered design, examples of influential technologies and interfaces, and visions of future interactions between humans and computers. Examples mentioned include the early development of graphical user interfaces at Xerox PARC and the Apple Macintosh, as well as emerging technologies like brain-computer interfaces and augmented reality.
This document provides an introduction to human-computer interaction (HCI). It discusses key concepts in HCI like usability, user-centered design, and that systems should be designed from the user's perspective. Examples of usability guidelines provided include that interfaces should be intuitive for users and "disappear" during use. Resources on HCI like conferences, journals, and example books are also listed.
This document provides an overview of a Human Computer Interaction course. It discusses the course aims of raising consciousness about HCI issues, teaching the design process, and improving HCI skills. The course covers requirements gathering, design, evaluation, and models of cognition and context. It reviews the history of interaction paradigms from batch processing to command lines to graphical user interfaces. The goals of HCI are to allow users to complete tasks safely, effectively, efficiently and enjoyably. Design evaluation considers both subjective and objective metrics. The document emphasizes the importance of understanding users and iterative design.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Using the Crowd to Understand and Adapt User InterfacesJeffrey Nichols
Using crowdsourcing techniques, researchers have explored adapting existing user interfaces and developing new interface models. CoScripter allows crowds to capture and share task traces, which can then be used to generate mobile applications through tools like Highlight. CoCo leverages crowdsourced scripts to enable conversational interfaces. Researchers also experimented with using crowds to build abstract models of interfaces, though this work remains preliminary. Harnessing crowds offers potential for engineering new interfaces and adapting existing ones, but significant challenges remain in areas like model construction.
A paradigm is a way of thinking about the world. The document discusses several paradigm shifts in human-computer interaction, including: from batch processing to time-sharing and interactive computing; from command-line interfaces to graphical displays and direct manipulation; and from personal computing to ubiquitous computing. These paradigm shifts represent new ways of conceptualizing the relationship between humans and computers that emerged with technological advances, enabling new forms of usability and interaction.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
Prototyping - 2015 PhillyCHI UX Workshop SeriesMatthew Thomas
Slides for prototyping workshop I facilitated for the 2015 PhillyCHI Workshop Series. Covers overview of prototyping, methods, and considerations when considering prototype fidelity.
This document provides an introduction to human-computer interaction (CHI). It discusses some key principles of CHI, including that systems should be designed from the user's perspective, with a focus on usability. Examples of usability guidelines provided include that the system should be effective, efficient and satisfying for users to achieve their goals. The document also lists some important references in the field of CHI, such as formative conferences and publications.
This document discusses the key topics in user interface design, including the importance of graphical user interfaces, direct manipulation, web interfaces, and general design principles. It covers interaction styles, characteristics of GUIs like visual presentation and object orientation, and the benefits of a well-designed interface like increased productivity and satisfaction.
This document provides an overview of the subject of Human-Computer Interaction (HCI). It discusses the historical evolution of HCI from early computers to modern interfaces. It also covers key concepts like interactive system design, usability engineering, and the relationship between HCI and software engineering. The document outlines several topics that are important to HCI like GUI design, prototyping techniques, and research areas in HCI including ubiquitous computing and embedded systems.
Cs8092 computer graphics and multimedia unit 5SIMONTHOMAS S
This document discusses multimedia authoring tools and techniques. It covers several topics:
1. Types of multimedia authoring tools including card/page based tools, icon based tools, and time based tools. Popular examples are discussed.
2. Key features and capabilities of authoring tools including editing, programming, interactivity, playback, delivery, and project organization.
3. Authoring system metaphors like hierarchical, flow control, and different technologies focused on like hypermedia.
4. Considerations for multimedia production, presentation, and automatic authoring. Professional development tools are also outlined.
History of Virtual Worlds and current applicationsMattia Crespi
This document discusses virtual worlds and their use for simulation, collaboration, and training. It begins with a brief history of virtual worlds, from early precursors like Sensorama in 1962 to modern platforms like Second Life. Key factors for virtual worlds are discussed, like user experience, interaction, interface design, and integration. Best practices for virtual world design focus on user experience, interaction mapping, interface design, and integration planning. Case studies are presented on virtual construction yards, an agricultural training simulation, and a hospital emergency room simulation. The document promotes the use of virtual worlds and 3D simulations for engaging a new generation of learners.
The document discusses splash screen design for mobile apps. It provides tips for an engaging splash screen, such as using unique textures, an eye-catching logo, and vibrant colors. A splash screen displays when an app opens and allows the Android system to initialize resources and load files while something visually interesting is shown to the user. Effective splash screen design draws the user in and hints at what the app experience will be.
The document discusses the process of designing mobile applications. It covers information architecture, converting information to screen-based user interfaces through wireframing, and key principles of mobile UI design like navigation patterns, touch gestures, and action bar organization. Examples of wireframing tools that can be used to schematically design user interfaces are also provided. The overall document provides an overview of best practices for designing the information architecture and user experience of mobile apps.
This document outlines the class schedule and content for a mobile service design course taught by Professor JY Lee. The course covers topics such as understanding mobile apps and service design, mobile user experience, the mobile service design process from discovery to implementation, and prototyping mobile app ideas. Students will learn service design frameworks, information architecture patterns, and how to create paper prototypes and wireframes. They will also review sample student projects from previous classes. The goal is to help students understand mobile service design and apply the concepts to their own app project.
The document outlines a class schedule for a course on N-screen concepts. It includes 14 weekly topics that are divided into four parts: environment research, user research, user experience, and prototyping. The class will cover researching the N-screen environment and users, developing user experience design methodologies, conducting user research, and creating prototypes. Testing and presentations are also included in the schedule.
This document provides an overview of an N-screen user experience design class. It includes the class schedule, which covers topics like environment research, methodology studies, user research, prototyping and exams. It also presents the N-screen concept model, which recommends design patterns for N-screen experiences, such as mobile first, adaptability, fluidity, seamless interaction and context relevance. Additionally, it discusses N-screen use contexts including use modes, situations, surroundings and transit. Personas and an egg-matrix framework are also introduced. The document aims to provide foundations for designing unified and coherent experiences across multiple screens.
The document outlines a class schedule for an interactive 3D contents course. It includes 15 classes over 12 weeks covering topics like interactive trends, user interactions, frameworks, and designing and developing interactive 3D content. Classes involve lectures, workshops using an open framework for content creation, a midterm exam, and a final presentation of an interactive 3D project.
2. 8. 주차별 강의계획
주 날짜 주제 내용 교재
1 09/05 Introduction Ice Braking | Orientation
2 09/12 인터랙티브 입체영상 트렌드 인터랙티브한 입체영상 시장 및 이슈 소개
3 09/19 다양한 사용자 인터랙션 소개 인터랙티브 홀로그램
4 09/26 상호작용성 소개 인터랙티비티에 대한 동향 및 방법 소개
5 10/11 Open Framework 전체 프레임워크 소개 및 기획
최유주
6 10/18 Open Framework Open Framework을 통한 제작(1)
교수님 진행
7 10/25 Open Framework Open Framework을 통한 제작(2)
8 11/01 중간고사 - Open Framework를 통한 Contents기획
- 인터랙티브한 환경에서의 입체영상
9 11/08 인터랙티브 입체영상 기획
- 사용자와 인터랙티브 입체영상
10 11/15 인터랙티브 입체영상 디자인(1) - 전체 기획에 따른 전략 및 전술
11 11/22 인터랙티브 입체영상 디자인(2) - 인터페이스 및 인포메이션 디자인
12 11/29 인터랙티브 입체영상 디자인(3) - 인터랙션 프로그래밍
13 12/7 인터랙티브 입체영상 후반작업(1) - 기기 포팅
14 12/14 인터랙티브 입체영상 후반작업(2) Refine & Presentation Skill
15 12/21 기말고사 인터랙티브 입체영상 기획 및 제작 프레젠테이션
7. | pre-computer
Before computers, there wasn’t “interaction design.”
– useful
– usable
– desirable
– affordable for the right people
– appropriately complex
– appropriately styled
– appropriately transparent in function and use
– overall, having “good fit” with people, context,
activity, result
9. | back in the day
• design was engineering design:
make faster, bigger machines, expose their guts
through controls
• people adapt to the machines
• people speak the language of the machines
• no designers involved, but lots of clever engineers –
emergence of a new set of skills, new disciplines
operate the machine
10. | characteristic statement of the time
people are seen
as components The Five Elements of System Design
in a system of
production personnel selection
personnel training
machine design
job design
environmental design
11. | a current statement of the goal of “human factors”
“minimize the
damage and Good Designs:
inconvenience” • design against misuse,
unintended uses, and abuses
• design for all sizes, shapes,
attitudes and personalities people
12. | input and output: people adapt to the machines
punch card,
80 columns, to hold 80
characters or numbers
paper tape, also encoding
characters with holes.
For fun, go make images of punch cards that say anything you want:
http://www.facade.com/legacy/punchcard
13. | wiring the ENIAC with a new program
ENIAC
1946
Mauchly and Eckert
Great description here: www.computinghistorymuseum.org/teaching/lectures/pptlectures/7b-eniac.ppt
19. | remote terminals attached to the S/360
IBM 3270
1970’s
80 columns x 24 lines
a.k.a., “80 cards”
Don’t laugh. These are very hip boys.
20. | at home, it’s still the switches – but what to do with it?
MITS Altair 8800
1975
One of the first
commercially available
home computers. You
ordered it. You built it. You
operated it through front
panel switches.
21. | command line interfaces
Very efficient once you
learned them.
Still, the emphasis is
“operate the machine.”
22. | “user friendliness”
providing clear help and
easy to remember command
names.
Paul Heckel’s Elements of
Friendly Software Design.
23. | in the meantime, a few people were thinking differently
mouse
Doug Englebart
1964
Doug Englebart’s 1968 demo
at SRI. He demonstrated
most of the ideas we
associate with modern desk-
top computing:
-the mouse hypertext,
-objects in the interface,
-dynamic file linking,
-two people at different
locations communicating
over network audio and
video.
This work was done from a
human-centered point of
view, and the demo is
required viewing. Watch it,
remember it’s 40 years ago,
and think about how
progress is made in this field. http://www.youtube.com/watch?v=1MPJZ6M52dI
24. “you can actually talk to the computer”
sketchpad
Ivan Sutherland
1963
Englebart, Sutherland and
others were shifting from
“operating the machine” to
providing people with useful
tools. Englebart sought to
“augment the human
intellect.”
http://www.youtube.com/watch?v=BKM3CmRqK2o&feature=related
27. • shift in focus from controlling the computer to using
applications and tools
• trying to make it so people have to adapt less to use
the machines’ capability
• design is still done mostly by engineers, few specialists
• still mostly thought of as “computer human factors”
use the software
operate the machine
28. use a spreadsheet
use a word processor
use the software
play a game
operate the machine
29. | a tool for home and small business calculations
visicalc
Dan Bricklin
1979
Finally people had a reason
to buy a home computer
(specifically, an Apple II): so
they could use VisiCalc, the
first spreadsheet.
THE place to learn about Visicalc: www.bricklin.com/visicalc.htm
Download a working version!
30. |Interface and interaction ideas that survived 25 years (so far)
VisiCalc’s design has lived long:
“It was interactive in a WYSIWYG way:
• Point to change a value
• Instant automatic recalculation based on formulas stored in
the cells referencing other cells
• Scroll left/right/up/down
• The input, definition, formatting and output were all
merged into a natural, program-by-example interface
…
• Labels and formulas distinguished by first character typed
• A1, B1, SUM(A1..A7)
• Realtime scrolling
• Numeric and text formatting
• Status and formula lines”
31. a tool for writing
wordstar
Seymour Rubenstein &
John Barnaby
1979
WordStar had a very
complicated interface, but
once you invested the time
to learn it, it was very
powerful. Now there was
another reason to buy a
home computer: to create,
format, store, and edit text
documents.
Find WordStar history here: http://www.wordstar.org/wordstar/history/history.htm
36. • wordstar was so complex yet so popular, it invited both
complaint and competition
• the success of Lotus 1-2-3 over Visicalc was partly due
to ease of use and appropriate power
• its use in large companies led to an emphasis on ease
of learning, ease of use, reduced errors, saved time
• this eventually led to a professional emphasis on people
doing a task rather than “a tool with good controls”
perform a task
use the software
operate the machine
37. draw a picture
create a brochure
perform a task create a budget
compose music
use the software
troubleshoot the aircraft
operate the machine
38. | the mac taps into pent-up desire for ease and pleasure of use
Think of a world full of command-line interfaces…
http://www.youtube.com/watch?v=HhsWzJo2sN4
http://www.youtube.com/watch?v=9pTHlG8USUg&feature=related
hello.
39. All 39 pages of advertising that Apple bought in a 1984 issue of newsweek are available here:
http://www.aci.com.pl/mwichary/computerhistory/ads/macnewsweek
40. | the software design manifesto
Mitch Kapor “The Roman architecture critic Vetrivius advanced the notion
1990 that well-designed buildings were those which exhibited
firmness, commodity and delight. The same might be said of
good software. Firmness: a program should not have any
bugs which inhibit its function. Commodity: a program should
be suitable for the purposes for which it was intended.
Delight: the experience of using the program should be a
pleasurable one. Here we have the beginnings of a theory of
design for software.”
www.kapor.com/homepages/mkapor/Software_Design_Manifesto.html
43. • after twenty years of trying to help people perform
tasks, we realized success depended on expanding the
scope of view
• most good work now involves an effort to fit context of
experience use, characteristics of individuals, patterns of life
live, learn, work, play
• most good work now attempts to go beyond
expressed need to latent or masked needs
perform a task
use the software
operate the machine
44. manage a
household compose music
run a business
experience
live, learn, work, play
learn math
perform a task
buy, use, &
maintain a car
use the software
immerse in a fantasy
operate the machine
45. | design to support a person doing an activity in context
To do a good job of interaction design, we have to
understand as much as we can about the context, the
activity, what else is going on, where people’s attention
is focused, what happens before and after, what their
goals are, and so on.
46. design a vase
Suppose I asked you to design a
vase. You would sketch or
model any number of forms,
most of them probably looking
like a cousin of the vase shown
here.
47. | design a way to enjoy flowers
But suppose I asked you
to design a way for people to
incorporate plants into their life,
or a way for people to enjoy
flowers.
Contemporary design has
changed the questions.
48. | the cycle of experience
Social
Reputation
Awareness Retention
Extension
Attraction Compelling
Interaction
Orientation
tip of the hat to john rheinfrank and shelley evenson
49. | interaction design’s many layers of concern
strategy
does the product connect with business goals?
experience
repeated interaction, activities in context
interaction
interface in use through time by different people
interface
presentation of information and controls
information & functionality
categories, types, attributes, relationships