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.
Fundamentals of Information Architecture WorkshopKate Simpson
This document provides an agenda for a one-day workshop on information architecture. The workshop will cover topics such as defining information architecture, analyzing audiences and users, designing navigation and labeling systems, and best practices for search, search results, facets, filters, metadata and taxonomies. Breaks are scheduled throughout the day for tea/coffee.
This document discusses adaptive behavior and higher cognitive functions from a multidisciplinary perspective, focusing on the social factors that make humans unique. It compares humans, chimpanzees, and rhesus macaques in terms of genetics, brain structure, and social intelligence. While humans and chimpanzees share more genetic similarities, rhesus macaques have social behaviors more like humans. The field of social neuroscience examines how the brain mediates social interactions and behaviors through structures involved in mentalizing and empathizing. Understanding primate social organizations provides insights into the evolution of human societies driven by social intelligence.
This document discusses ways for academics to maximize their online presence and visibility. It recommends assessing one's current online footprint and digital shadow through regular Google searches and alerts. It suggests improving profiles on sites like Academia.edu, LinkedIn, and one's institution page. The document also recommends making scholarly works openly accessible by self-archiving, using repositories, and publishing in open access journals. Other tips include using social bookmarking sites, academic communities, blogging, and Twitter to connect and communicate with other scholars. The overall goal is to broadly share one's work online to increase citations and scholarly impact.
2013 khci_virtual space syntax analysis on pervasive social computing4dspace
1. The document discusses a study analyzing the spatial behaviors of social network service users through the lens of space syntax theory and proxemics. It examines how users navigate between platforms while sharing knowledge and how intimacy and identity dimensions are formed.
2. The study collected data from undergraduate students using cultural probes during activities on Facebook, blogs and Pinterest. It found users form territories through friends lists and privacy settings and visual representations of groups define knowledge sharing structures.
3. Relationships between users were found to depend on characteristics of participants, service types and purposes of groups, varying intimacy levels. Networks develop cognitive architectures using spatial information to achieve goals in a cooperative/competitive dynamic.
This document discusses using new media tools for community engagement in urban planning. It suggests that tools like virtual worlds allow users to immerse themselves and collaboratively design spaces, fostering a greater sense of ownership. Unlike traditional design programs, virtual worlds give users a sense of playfulness to experiment freely. By building and inhabiting virtual spaces, they reveal insights about real social worlds and can generate groups interested in urban design elements. The document advocates that these new media tools have potential for inclusive community engagement in the planning process.
Simplicity by Metaphor - IASDR Tokyo 2013Lixia Zhang
Paper presentation for IASDR conference Tokyo 2013. Simplicity by Metaphor - How to apply metaphor to achieve simplicity in interaction design. Paper by Lixia Zhang and Heekyoung Jung.
Fundamentals of Information Architecture WorkshopKate Simpson
This document provides an agenda for a one-day workshop on information architecture. The workshop will cover topics such as defining information architecture, analyzing audiences and users, designing navigation and labeling systems, and best practices for search, search results, facets, filters, metadata and taxonomies. Breaks are scheduled throughout the day for tea/coffee.
This document discusses adaptive behavior and higher cognitive functions from a multidisciplinary perspective, focusing on the social factors that make humans unique. It compares humans, chimpanzees, and rhesus macaques in terms of genetics, brain structure, and social intelligence. While humans and chimpanzees share more genetic similarities, rhesus macaques have social behaviors more like humans. The field of social neuroscience examines how the brain mediates social interactions and behaviors through structures involved in mentalizing and empathizing. Understanding primate social organizations provides insights into the evolution of human societies driven by social intelligence.
This document discusses ways for academics to maximize their online presence and visibility. It recommends assessing one's current online footprint and digital shadow through regular Google searches and alerts. It suggests improving profiles on sites like Academia.edu, LinkedIn, and one's institution page. The document also recommends making scholarly works openly accessible by self-archiving, using repositories, and publishing in open access journals. Other tips include using social bookmarking sites, academic communities, blogging, and Twitter to connect and communicate with other scholars. The overall goal is to broadly share one's work online to increase citations and scholarly impact.
2013 khci_virtual space syntax analysis on pervasive social computing4dspace
1. The document discusses a study analyzing the spatial behaviors of social network service users through the lens of space syntax theory and proxemics. It examines how users navigate between platforms while sharing knowledge and how intimacy and identity dimensions are formed.
2. The study collected data from undergraduate students using cultural probes during activities on Facebook, blogs and Pinterest. It found users form territories through friends lists and privacy settings and visual representations of groups define knowledge sharing structures.
3. Relationships between users were found to depend on characteristics of participants, service types and purposes of groups, varying intimacy levels. Networks develop cognitive architectures using spatial information to achieve goals in a cooperative/competitive dynamic.
This document discusses using new media tools for community engagement in urban planning. It suggests that tools like virtual worlds allow users to immerse themselves and collaboratively design spaces, fostering a greater sense of ownership. Unlike traditional design programs, virtual worlds give users a sense of playfulness to experiment freely. By building and inhabiting virtual spaces, they reveal insights about real social worlds and can generate groups interested in urban design elements. The document advocates that these new media tools have potential for inclusive community engagement in the planning process.
Simplicity by Metaphor - IASDR Tokyo 2013Lixia Zhang
Paper presentation for IASDR conference Tokyo 2013. Simplicity by Metaphor - How to apply metaphor to achieve simplicity in interaction design. Paper by Lixia Zhang and Heekyoung Jung.
This document discusses the use of metaphors in interaction design. It explores different levels of metaphor usage from no metaphor to full metaphor where the object looks and acts like the real thing. It also examines metaphors across different dimensions of form, from one-dimensional text to four-dimensional rituals. Common metaphors in design include representing concepts like music or windows through physical objects.
The Power of Metaphor in (Brand) CommunicationLucia Trezova
10 reasons to use metaphors in (brand) communication. What makes metaphor so powerful? How are metaphors processed by our brains? What effects do they have on our thinking and judging?
Metaphor, Metonymy and Myth in Visual Textsremyyslow
This document discusses metaphor, metonymy, and myth in visual texts. It defines metaphor as transferring meaning through comparison, noting examples like "You're a pig!" Metonymy is when a part stands for the whole, like "The White House" standing for the US government. Myth is a familiar, often-repeated structure of thought about some aspect of society that can uphold ideologies. The document provides examples of common visual metaphors, metonyms, and myths invoked in media texts and discusses how signs work together through anchorage.
Branding in the Digital World: Thinking Beyond Logos and Colour PalettesStephen McGill
Branding in the Digital World by Stephen McGill provides 3 key points:
1) Digital marketing has changed how brands are discovered, experienced, and perceived, but has not changed what a brand is - a collection of perceptions in customers' minds.
2) Digital branding is one channel to connect with customers and an important touchpoint, but strategy should drive technology, not vice versa. Brands must be where audiences are and constantly engage and evolve.
3) When developing a brand digitally, consider objectives, promise, positioning, experiences, and personality - but ensure the digital presence reinforces the overall brand strategy.
Students analyze messages in print advertisements. Middle and high school students will have a visual of how metaphors are used to convey messages in advertisements and public service announcements by viewing figurative messages through literal images.
Casey (@Casey_Flanagan) connects brands to consumers and consumers to brands with actionable insights and needle-moving ideas. He is a curious generalist, an optimistic pragmatist and someone who thrives on making the complex as simple as possible.
Laughlin Constable (http://www.laughlin.com) is an idea-driven, independent agency, offering a suite of integrated and best-in-class services for high-profile brands. We are a strategic marketing partner who provides fresh thinking, integrated, idea-driven marketing solutions that advance a client's brands / business.
To learn more about the Insight Summit Series please visit http://www.insightsummitseries.com
Anatomy of Metaphors - the Ultimate Guide to Creating a Powerful MetaphorLucia Trezova
How to make an insightful metaphor? What is metaphor's structure? How are metaphors construed, understood? How to use them effectively in marketing communication, in advertising?
E concept metaphors-representations_signs_semioticsDavid Engelby
The document discusses metaphors and representation in interaction design. It covers three main topics: [1] signs as representatives via basic semiotics, [2] the basic metaphor as representation, and [3] metaphors in interactive design. For signs, it discusses concepts like denotation and connotation. For metaphors, it provides examples to illustrate how metaphors allow understanding one aspect via another. For interactive design, it discusses three paradigms and debates the use of metaphors versus idioms in user interfaces.
This document provides examples and definitions of different types of figurative language including personification, simile, and metaphor. It includes examples of each with short passages demonstrating their use. Key points covered include:
- Definitions of personification, simile, and metaphor
- Examples of each type with comparisons like "as black as coal" for simile and giving human traits to objects for personification
- Exercises asking the reader to create their own examples of each type of figurative language
The document summarizes research into assessing subject access for images in a teaching collection. It found that:
1. There was low correspondence between existing subject terms and terms assigned by users, with only 8.5% of searches yielding successful image retrieval.
2. Primary terms describing objects and elements yielded the highest retrieval rates and correspondence between existing and user-assigned terms.
3. Non-subject terms describing aspects like culture and materials were more common for 3D and non-representational works, suggesting subject alone is a weak access point for these types of images.
The conclusions were that image cataloging should focus on primary terms for best search utility, and non-subject descriptors may be better than full
1) The document discusses the use of scientific imagery in higher education. Visuals can engage people and aid memory and recall compared to text alone.
2) Different types of images are classified, including static images, illustrations, photographs, animations, videos and more. Images serve instructional functions like informing, engaging, and bridging print and digital media.
3) The university's image library provides images for educational use, selecting from Creative Commons, free royalty, and rights-managed sources. Examples show how 3D imagery, graphs, and photographs can be used for learning.
This document provides an overview of Brian Fisher's background and research in visual analytics as a cognitive science. Some key points:
- Fisher has a background in experimental psychology and cognitive science and does research at the intersection of visualization, human-computer interaction, and cognitive science.
- He discusses the challenges of analyzing "big data" and how visual analytics can help by drawing on theories from cognitive science. Visual analytics needs to be built on theories of cognition, perception, and interaction.
- Fisher advocates for visual analytics to become a translational cognitive science by bridging fields like informatics, visualization, and psychology through collaborative work and shared research questions. His approach involves starting collaborative projects in the intersection of these fields.
This document provides an overview of Brian Fisher's background and research in visual analytics as a cognitive science. Some key points:
- Fisher has a background in experimental psychology and cognitive science and does research at the intersection of visualization, human-computer interaction, and cognitive science.
- He discusses the challenges of analyzing "big data" and how visual analytics can help by drawing on theories from cognitive science. Visual analytics needs to be built on theories of cognition, perception, and interaction.
- Fisher advocates for visual analytics to become a translational cognitive science by bridging fields like informatics, visualization, and psychology through collaborative work and shared research questions. His approach involves starting collaborative projects in the intersection of these fields.
Places for News: an exploration of context and situated methodsYuval Cohen
Dissertation project completed for MSc Human-Computer Interaction at UCL Interaction Centre (UCLIC). Explores contextual factors that affect news consumption, and technologies that can be used to research them. Supervised in part by the BBC.
Keynote Talk at ITS 2014: Multilevel Analysis of Socially Embedded Learningsuthers
An invited keynote talk given at the Intelligent Tutoring Systems (ITS) conference in Honolulu, 2014. Begins with some fun observations about being an academic in Hawaii. Motivated both by my early work studying dyadic interaction with Belvedere and a theoretical view of the multi-dimensionality of distributed learning in socio-technical networks and consequent analytic challenges, outlines a framework called "Traces" that addresses these challenges. Most of the examples are of analysis of Tapped In, a successful online network of educational professionals from 1997-2013. Probably the most comprehensive overview of my research to date.
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.
Social Media and Student Learning: Using Analytics to Visualise Twitter Commu...sharstoer
1. The document discusses using information visualization tools to analyze and visualize Twitter data from students in a classroom setting.
2. Several free online tools are presented that can be used to visualize Twitter data in different ways, such as hashtags, retweets, and networks.
3. Visualizing Twitter data can provide insights into hidden patterns and connections in online student discussions and help amplify cognition and sense-making.
2010 cognitive science informing the design of attention aware social systemsThierry Nabeth
Presented at the Workshop:
“Management and Governance of Online Communities”
27 May 2010, Paris
Organized by the Orange’s Chair "Innovation and regulation in digital services“
of Ecole Polytechnique, and Télécom ParisTech
This document discusses two dimensions of cognitive style - serialist vs holist and verbalizer vs imager. Serialists are detail-oriented while holists see the big picture. Novices are more impacted by these differences than experts. The document recommends (1) using microcopy to help novices become experts, (2) using both text and images according to dual coding theory, (3) using concrete language, and (4) being concise by reducing word count and adding visuals. References are provided for further reading on cognitive styles, learning styles, information seeking, and the impact of instructional materials on cognitive style and learning performance.
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during summer term 2008. Studying a research paper ...
This document discusses the use of metaphors in interaction design. It explores different levels of metaphor usage from no metaphor to full metaphor where the object looks and acts like the real thing. It also examines metaphors across different dimensions of form, from one-dimensional text to four-dimensional rituals. Common metaphors in design include representing concepts like music or windows through physical objects.
The Power of Metaphor in (Brand) CommunicationLucia Trezova
10 reasons to use metaphors in (brand) communication. What makes metaphor so powerful? How are metaphors processed by our brains? What effects do they have on our thinking and judging?
Metaphor, Metonymy and Myth in Visual Textsremyyslow
This document discusses metaphor, metonymy, and myth in visual texts. It defines metaphor as transferring meaning through comparison, noting examples like "You're a pig!" Metonymy is when a part stands for the whole, like "The White House" standing for the US government. Myth is a familiar, often-repeated structure of thought about some aspect of society that can uphold ideologies. The document provides examples of common visual metaphors, metonyms, and myths invoked in media texts and discusses how signs work together through anchorage.
Branding in the Digital World: Thinking Beyond Logos and Colour PalettesStephen McGill
Branding in the Digital World by Stephen McGill provides 3 key points:
1) Digital marketing has changed how brands are discovered, experienced, and perceived, but has not changed what a brand is - a collection of perceptions in customers' minds.
2) Digital branding is one channel to connect with customers and an important touchpoint, but strategy should drive technology, not vice versa. Brands must be where audiences are and constantly engage and evolve.
3) When developing a brand digitally, consider objectives, promise, positioning, experiences, and personality - but ensure the digital presence reinforces the overall brand strategy.
Students analyze messages in print advertisements. Middle and high school students will have a visual of how metaphors are used to convey messages in advertisements and public service announcements by viewing figurative messages through literal images.
Casey (@Casey_Flanagan) connects brands to consumers and consumers to brands with actionable insights and needle-moving ideas. He is a curious generalist, an optimistic pragmatist and someone who thrives on making the complex as simple as possible.
Laughlin Constable (http://www.laughlin.com) is an idea-driven, independent agency, offering a suite of integrated and best-in-class services for high-profile brands. We are a strategic marketing partner who provides fresh thinking, integrated, idea-driven marketing solutions that advance a client's brands / business.
To learn more about the Insight Summit Series please visit http://www.insightsummitseries.com
Anatomy of Metaphors - the Ultimate Guide to Creating a Powerful MetaphorLucia Trezova
How to make an insightful metaphor? What is metaphor's structure? How are metaphors construed, understood? How to use them effectively in marketing communication, in advertising?
E concept metaphors-representations_signs_semioticsDavid Engelby
The document discusses metaphors and representation in interaction design. It covers three main topics: [1] signs as representatives via basic semiotics, [2] the basic metaphor as representation, and [3] metaphors in interactive design. For signs, it discusses concepts like denotation and connotation. For metaphors, it provides examples to illustrate how metaphors allow understanding one aspect via another. For interactive design, it discusses three paradigms and debates the use of metaphors versus idioms in user interfaces.
This document provides examples and definitions of different types of figurative language including personification, simile, and metaphor. It includes examples of each with short passages demonstrating their use. Key points covered include:
- Definitions of personification, simile, and metaphor
- Examples of each type with comparisons like "as black as coal" for simile and giving human traits to objects for personification
- Exercises asking the reader to create their own examples of each type of figurative language
The document summarizes research into assessing subject access for images in a teaching collection. It found that:
1. There was low correspondence between existing subject terms and terms assigned by users, with only 8.5% of searches yielding successful image retrieval.
2. Primary terms describing objects and elements yielded the highest retrieval rates and correspondence between existing and user-assigned terms.
3. Non-subject terms describing aspects like culture and materials were more common for 3D and non-representational works, suggesting subject alone is a weak access point for these types of images.
The conclusions were that image cataloging should focus on primary terms for best search utility, and non-subject descriptors may be better than full
1) The document discusses the use of scientific imagery in higher education. Visuals can engage people and aid memory and recall compared to text alone.
2) Different types of images are classified, including static images, illustrations, photographs, animations, videos and more. Images serve instructional functions like informing, engaging, and bridging print and digital media.
3) The university's image library provides images for educational use, selecting from Creative Commons, free royalty, and rights-managed sources. Examples show how 3D imagery, graphs, and photographs can be used for learning.
This document provides an overview of Brian Fisher's background and research in visual analytics as a cognitive science. Some key points:
- Fisher has a background in experimental psychology and cognitive science and does research at the intersection of visualization, human-computer interaction, and cognitive science.
- He discusses the challenges of analyzing "big data" and how visual analytics can help by drawing on theories from cognitive science. Visual analytics needs to be built on theories of cognition, perception, and interaction.
- Fisher advocates for visual analytics to become a translational cognitive science by bridging fields like informatics, visualization, and psychology through collaborative work and shared research questions. His approach involves starting collaborative projects in the intersection of these fields.
This document provides an overview of Brian Fisher's background and research in visual analytics as a cognitive science. Some key points:
- Fisher has a background in experimental psychology and cognitive science and does research at the intersection of visualization, human-computer interaction, and cognitive science.
- He discusses the challenges of analyzing "big data" and how visual analytics can help by drawing on theories from cognitive science. Visual analytics needs to be built on theories of cognition, perception, and interaction.
- Fisher advocates for visual analytics to become a translational cognitive science by bridging fields like informatics, visualization, and psychology through collaborative work and shared research questions. His approach involves starting collaborative projects in the intersection of these fields.
Places for News: an exploration of context and situated methodsYuval Cohen
Dissertation project completed for MSc Human-Computer Interaction at UCL Interaction Centre (UCLIC). Explores contextual factors that affect news consumption, and technologies that can be used to research them. Supervised in part by the BBC.
Keynote Talk at ITS 2014: Multilevel Analysis of Socially Embedded Learningsuthers
An invited keynote talk given at the Intelligent Tutoring Systems (ITS) conference in Honolulu, 2014. Begins with some fun observations about being an academic in Hawaii. Motivated both by my early work studying dyadic interaction with Belvedere and a theoretical view of the multi-dimensionality of distributed learning in socio-technical networks and consequent analytic challenges, outlines a framework called "Traces" that addresses these challenges. Most of the examples are of analysis of Tapped In, a successful online network of educational professionals from 1997-2013. Probably the most comprehensive overview of my research to date.
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.
Social Media and Student Learning: Using Analytics to Visualise Twitter Commu...sharstoer
1. The document discusses using information visualization tools to analyze and visualize Twitter data from students in a classroom setting.
2. Several free online tools are presented that can be used to visualize Twitter data in different ways, such as hashtags, retweets, and networks.
3. Visualizing Twitter data can provide insights into hidden patterns and connections in online student discussions and help amplify cognition and sense-making.
2010 cognitive science informing the design of attention aware social systemsThierry Nabeth
Presented at the Workshop:
“Management and Governance of Online Communities”
27 May 2010, Paris
Organized by the Orange’s Chair "Innovation and regulation in digital services“
of Ecole Polytechnique, and Télécom ParisTech
This document discusses two dimensions of cognitive style - serialist vs holist and verbalizer vs imager. Serialists are detail-oriented while holists see the big picture. Novices are more impacted by these differences than experts. The document recommends (1) using microcopy to help novices become experts, (2) using both text and images according to dual coding theory, (3) using concrete language, and (4) being concise by reducing word count and adding visuals. References are provided for further reading on cognitive styles, learning styles, information seeking, and the impact of instructional materials on cognitive style and learning performance.
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during summer term 2008. Studying a research paper ...
This document discusses prerequisites for learning in virtual worlds. It explores teaching approaches like associative learning by observing models, cognitive learning through exploration and making sense of spaces, and situative learning through co-creating knowledge via discussion. It also examines the importance of presence, bodies, body image and schema in virtual worlds. Findings show that initially students focus on software skills, but can later engage in social constructivist activities. The interpretation is that for complex activities, virtual worlds need to be learned as worlds and avatars as bodies. It proposes that establishing a virtual body schema through interaction is important for effective cognition in virtual worlds.
This document discusses qualitative tools for visual research. It defines visual data as including photographs, videos, objects, places, body language and more. Visual data can come from interviews, focus groups, CCTV footage, online videos, historic sculptures and more. The author discusses how visual data is multidimensional and must be analyzed within its spatial and historical context. Problems with visual research include over reliance on existing representations and failure to distinguish reality from means of representation.
"Friendsters @ Work" - a presentation on the Context, Content & Community Collage proactive display application at the Emerging Tech SIG of the SDForum, 12 December 2007
Getting graphic About Infographics: Design Lessons Learned From Popular Infog...Patrick Lowenthal
People learn and remember more efficiently and effectively through the use of text and visuals than through text alone. Infographics are one way of presenting complex and dense informational content in a way that supports cognitive processing, learning, and future recognition and recollection. But the power of infographics is that they are a way of delivering the maximum amount of content in the least amount of space while still being precise and clear; because they are visual presentations as opposed to oral or text presentations, they can quickly tell a story, show relationships, and reveal structure. The following paper reports on an exploration of top 20 “liked” infographics on a popular infographic sharing website in an effort to better understand what makes an effective infographic in order to better prepare graduate students as consumers and designers of infographics. The paper concludes with recommendations and strategies on how educators might leverage the power of infographics in their classrooms.
This document discusses new trends in cognitive science related to embodied cognition and the concept of presence. It summarizes key theories of embodied cognition that see cognition as emerging from the interaction between the mind and body in a physical environment. The document also explores how the concept of presence may help address issues with differentiating self from other and internal from external processes. Presence is discussed as a potential way for cognitive robots to separate themselves from the external world.
Does your organization have loads of unused data? Information design can turn that data into understandable visuals, giving your members the right information to make choices or learn something new about your industry. Be better positioned to tell your story by learning how to make your infographics clear, compelling, and convincing. Learn how infographics can boost your website’s SEO and can aid in user engagement in this free webinar.
The evolution and importance of visual communicationYiğit Keskin
What we see with our eyes has a profound effect on what we do, how we feel, and who we are. Through experience and experimentation, we continually increase our understanding of the visual world and the way we are influenced by it. Psychologist Albert Mehrabian states that 93% of communication is nonverbal.01 Studies show that the human brain deciphers image elements simultaneously, while language is decoded in a linear, sequential manner taking more time to process. Our minds react completely differently to visual stimuli. Visuals are processed 60,000 times faster than text...
Information Architecture - introduction Asis Panda
This document defines and discusses information architecture and user experience. It begins by providing Morville and Rosenfeld's definition of information architecture as the structural design of shared information environments and the combination of organization, labeling, search, and navigation systems to support usability and findability. It then discusses criticisms that information architecture focuses on practical implementation over theory. The document outlines reasons why information architecture matters, such as reducing costs of finding, not finding, and redesigning information. It also discusses where information architects come from and their involvements in organizations like the IA Institute. Finally, it defines interaction design, human-computer interaction, and user experience, noting that user experience encompasses how users interact with products and is governed by user psychology
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 tutorial offers a step-by-step guide on how to effectively use Pinterest. It covers the basics such as account creation and navigation, as well as advanced techniques including creating eye-catching pins and optimizing your profile. The tutorial also explores collaboration and networking on the platform. With visual illustrations and clear instructions, this tutorial will equip you with the skills to navigate Pinterest confidently and achieve your goals.
Boudoir photography, a genre that captures intimate and sensual images of individuals, has experienced significant transformation over the years, particularly in New York City (NYC). Known for its diversity and vibrant arts scene, NYC has been a hub for the evolution of various art forms, including boudoir photography. This article delves into the historical background, cultural significance, technological advancements, and the contemporary landscape of boudoir photography in NYC.
This document announces the winners of the 2024 Youth Poster Contest organized by MATFORCE. It lists the grand prize and age category winners for grades K-6, 7-12, and individual age groups from 5 years old to 18 years old.
The cherry: beauty, softness, its heart-shaped plastic has inspired artists since Antiquity. Cherries and strawberries were considered the fruits of paradise and thus represented the souls of men.
Fashionista Chic Couture Maze & Coloring Adventures is a coloring and activity book filled with many maze games and coloring activities designed to delight and engage young fashion enthusiasts. Each page offers a unique blend of fashion-themed mazes and stylish illustrations to color, inspiring creativity and problem-solving skills in children.
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Heart Touching Romantic Love Shayari In English with ImagesShort Good Quotes
Explore our beautiful collection of Romantic Love Shayari in English to express your love. These heartfelt shayaris are perfect for sharing with your loved one. Get the best words to show your love and care.
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1. AN ONLINE INTERACTIVE SYSTEM DESIGN
METAPHOR
& PHOTOGRAPHY
WENZHUO DUAN
DIGITAL WORLDS INSTITUTE
UNIVERSITY OF FLORIDA
MASTER OF ARTS
Personal Procedure
Literature Review
Literature Review
Literature Review
Literature Review
Literature Review
Literature Review
Literature Review
Literature Review
Literature Review
Literature Review
Literature Review
My Question
Imaging is a human behavior that emphasizes on
capturing, storing, and retrieving information from the
images.
!
Imaging technologies amplify (also filter) our imagining
powers, we must surely note another kind of power: the
power to incite others to imagine.
!
Some people have such powers while others lack them.
Since the mere imaging of situations can strongly affect
human conception, desire, and behavior, those powers
lead to wider ones, now much amplified by technologies
(Maynard, 2000).
Photography
Imaging Technology-Photography
2. Imaging Technology-Photographer
Highly control the arrangement of information
Japanese Photographer, Tanaka Tatsuya
Imaging Technology-Photographer
Metaphors are the fundamental
concepts, terms, and images by
which information is easily
recognized, understood, and
remembered.
Metaphors are commonly used
to explain something unfamiliar
or hard to grasp by way of
comparison with something that
is familiar and easy to grasp.
(Wiley, 2004)
!
Metaphors
Source
Target
My Question - Answer
Reference
http://myteachingspirit.blogspot.com/
The Role of Metaphor in Interaction Design, Dan Saffer
“She is on the top of
the situation”
“There is nothing in sight”
Orientate conceptual
information
Create artificial
Boundaries
Personify in terms of human
emotion,motivation
Metaphor-Language
Text
3. Reference
http://myteachingspirit.blogspot.com/
The Role of Metaphor in Interaction Design, Dan Saffer
Orientate conceptual
information
Create artificial
Boundaries
Personify in terms of human
emotion,motivation
Metaphor-Designer
Design process is a metaphor itself
Brainstorming technique
Deliberate tool
www.flyingmouse365.com
Imaging Technology-Designer
Imaging is a human behavior that emphasizes on
capturing, storing, and retrieving information from the
images.
!
Imaging technologies amplify (also filter) our imagining
powers, we must surely note another kind of power: the
power to incite others to imagine.
!
Some people have such powers while others lack them.
Since the mere imaging of situations can strongly affect
human conception, desire, and behavior, those powers
lead to wider ones, now much amplified by technologies
(Maynard, 2000).
Metaphor
Imaging Technology-Metaphor Imaging Technologies
Photography
Metaphor
Metaphor involves imaging since it can make connection of
invisible
and analogies as a source of
explain to others what they are doing or trying to do, in terms
that are familiar to them.(Lakoff & Johnson, 2003).
Photography as picture making and photographs as marked
surfaces, whether permanent or transient (on screens), as
depictions, prescribers and enticers of our imaginations, they
are functional objects. (Maynard,2000)
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Photography highly defined compositional form falsifies the
medium, which is the joint product of the organizing mind and
physical reality. (Kracauer,1960)
Existing Studies
4. “A website never sleeps”
Imaging Technologies
This project is attempting to
combine metaphor and photography
with human to establish a website
and to inspire more possibilities in
interaction design.
metaphorical visual
components
“hidden letter”
photographs
Online interactive system
Online interactive system
Imaging Technologies
1.Background
Metaphor Photography
Metaphorical visual components
“hidden letter” photographs
4 Future Research
3 Design
Human/Emotion
2 Research Design
1 Background - Literature Review
Online interactive system
(Stimulus )
Human
Inspiration
. . . . . .
More Possibilities
• Metaphor • Photography
Imaging Amplification System
1.2 Emotion in Interaction Design1.2 Emotion in Interaction Design
• Stimulus==>Human (Cognitive activity executed) =New Emotion
• Interaction design for human: Tools==>Medium for emotions, sociability, pleasure)
1.3 Imaging Technologies as Stimulus for human to establish an interaction design
• Metaphor in interaction design
• Photography in interaction design
Reference
https://en.wikipedia.org/wiki/Interaction_design
The Theory of User Judgment of Aesthetics and User Interface Quality, Angeli, et al., 2006
1.1 Interaction Design:
5. 1 Background - Literature Review
In interaction design, calling attention is the process of selecting things to
concentrate on, at a point in time, from the range of possibilities available.
Interaction Design
• Metaphor• Photography
Deliberate Tool
Concept & Icons
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UI(User Interface)
design requires
Metaphors
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Turn Attention
PhotoVoice
Photographic Data
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Extracted and
Interpreted (multiple
ways)
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Call Attention
Reference
Visual Anthropology: Photography as a Research Method, Collier
Interaction Design: Beyond human-computer interaction, John Wiley
The definition of “hidden letter” photographs, are photographs that contain an
abstract symbolic shape that can be more or less interpreted as a “hidden letter” in it.
“Hidden Letter” Photographs=Metaphor+Photography
2.1 First-person perspective
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2.2 Multiple person perspectives
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2.3 Inspiration
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2 Research Design
same
samers
Reference
www.mindmapinspiration.co.uk
Expectation
A reasonable web design
2.1 First-Person Perspective
Obvious or Unobvious? Amplified alphabetical shapes? Amplified Imagination? New emotion?
Reason1: Metaphor & Words (philosophy of language/human cognition)
Reason2: Non-textual & Textual information (photo/alphabet)
Reason3: Human & Nature (limited/strengthen)
2.2 Multiple-Person Perspectives
2.2.1 Photo Classification
Platform: Facebook, Wechat
Human: Graduate students
from Digital Worlds Institute
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Conduction:
1, Gave them the definition of
“hidden letter” photographs
2,Asked for picking 12
obvious and 5 unobvious
according to the definition
Question: obvious or unobvious?
6. 2.2 Multiple-Person Perspectives
Conclusion1
Photos (metaphorical definition) = Differences + Similarities
2.2.1 Photo Classification
Sum of the votes
Obvious +1;
Unobvious -1
Question: obvious or unobvious?
Narrow down
the FOCUS
What is human’s preference when they’re asked
to evaluated a photo?
Aesthetic Value
Usefulness
Information Quality
Emotional Engagement
Memory
Overall Preference
whether appealing
whether useful
whether positive
whether positive
whether memorable
whether positive
Importancemeasured byexplained by
Reference
Interaction, Usability and Aesthetics” What Influences Users’ Preferences? Angeli, et. al
Interaction Design: beyond human-computer interaction, John Wiley
2.2.2 Metaphorical Stimulus Comparison
2.2 Multiple-Person Perspectives
8
4
2.2.2 Metaphorical Stimulus Comparison
2.2 Multiple-Person Perspectives
Specific
Importance
Group A
Group B
Importance
General
Importance
Importance
General
Pre-Test GroupA
https://duanwenzhuo.typeform.com/to/AlSDtd !
Post-Test GroupA
https://duanwenzhuo.typeform.com/to/JJLJN7
Pre-Test GroupB
https://duanwenzhuo.typeform.com/to/ZLLfJ0!
Post-Test GroupB
https://duanwenzhuo.typeform.com/to/y7LuGZ
2.2.2 Metaphorical Stimulus Comparison 5 point likert scale
1:1 Gender distribution
2.2 Multiple-Person Perspectives
7. Difference
General Questions - Difference of the importance ranking
2.2.2 Metaphorical Stimulus Comparison
Pre Importance
Post Importance
2.2 Multiple-Person Perspectives
Result: the least important “usefulness” showed
the most positive increase after metaphorical
stimulus(Group A).
Specific Questions - Difference of Average Scores
2.2.2 Metaphorical Stimulus Comparison
2.2 Multiple-Person Perspectives
Result: the lowest score is “usefulness” on average.
Specific Questions - Fluctuation of each indexes
8 Obvious
4 Unobvious
2.2.2 Metaphorical Stimulus Comparison
2.2 Multiple-Person Perspectives
Sum (obvious_Talk&Share) + Sum (unobvious_Talk&Share) = 3.1 + 1.6 = 4.7;
Sum (obvious_Usefulness) + Sum (unobvious_Usefulness) = 2.5 + 2 = 4.5.
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Result: the biggest differences between A and B are “usefulness”
and “talk & share” .
Aesthetic Value
Usefulness
Information Quality
Engagement
Talk & Share
Overall Preference
Aesthetic Value
Usefulness
Information Quality
Engagement
Talk & Share
Overall Preference
General After Stimulus
2.2.2 Metaphorical Stimulus Ranking
!
!
Usefulness: 6th->2rd
Talk&Share: 4th->1st
2.2 Multiple-Person Perspectives
Conclusion2
Metaphorical stimulus easily affect: Usefulness + Talk&Share
the least importance unrealized
8. “If you are
asked to
use three
words to
describe
this photo.”
2.2.3 Open-ended Feedback
2.2 Multiple-Person Perspectives
2.2.3 Open-ended Feedback
Group A
8 Obvious
4 Unobvious
2.2 Multiple-Person Perspectives
2.2.3 Open-ended Feedback
Group B
2.2 Multiple-Person Perspectives
“Even though some of them are not
appealing enough, information still can be
enlarged by these photographs, to make
memorable”
“I can feel what you are trying to do, I
cannot explain but it makes feel that all
the pictures have increased a level”
“I like pictures that are interesting”
“It’s boring”
“There are too many questions”
2.2.3 Open-ended Feedback
Group A
Group B
2.2 Multiple-Person Perspectives
9. art and non-art major students
Different visual perception
2.2.3 Open-ended Feedback
2.2 Multiple-Person Perspectives
Conclusion3
Metaphorical direction = Thought-provoking
2 Research Design
2.1 First-person perspective
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2.2 Multiple person perspectives
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2.3 Inspiration
Online interactive system
Usefulness
Talk&Share
Thought-
provoking
Differences
Similarities
3 Design
Concept
Design
Content
Design
Creative
Design Online interactive system
Thought-
provoking
Differences
Similarities
Usefulness
Talk&Share
3 Design
Concept
Design
Differences
Similarities
Content
Design
Creative
Design
Thought-
provoking
Tagging+Sharing+Guessing+Collecting
Research results & feedback
From Sight to Insight
Online interactive system
Usefulness
Talk&Share
11. • Photographer-photographee interactive experiment - multiple person/multiple photo data
• Design - more functional/more content
• Metaphor in interaction design - double edges/go in more depth
Literature ReviewIRB Protocol Design Draft
4.1 First Person Perspective
Preference Questionnaire Design is a process
of iteration
4.2 Multiple Person Perspectives
Feedback for design
• Questionnaire - explanation/imagination by other visual components
• Feedback - more organized/more critical
• Design is a process of iteration - more tests/more feedback (in a long run)
4.3 More
Researchers
• Differences: Non-art & art students
• The camera as a research tool
• Photography Therapy
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Designers
• Enthusiasm for science
• Interesting and informative experience
• The role of human
NASA Satellite Images The Big Hunt reCAPTCHA
12. What are those floaty things in your eye? - Michael Mauser
https://www.youtube.com/watch?v=Y6e_m9iq-4Q
Other Related Recommendation
Metaphorically speaking - James Geary
https://www.ted.com/talks/james_geary_metaphorically_speaking?language=en#t-461474
5 Acknowledgment
I thank Angelos Barmpoutis, for offering me lots of
information and inspiration patiently and helping me
organize the structure of my study.
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I thank Lisa Anthony, for giving me practical and
powerful instructions for conduction of questionnaires.
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I thank Patrick Pagano, for exposing me all sorts of
interesting knowledge to widen my horizon.
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!
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I thank my father and mother, Sanji Duan and Meiwen
Zhang, for supporting and trusting me all the time.
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I thank all of people who have ever helped me. I thank
all of you sincerely.
More possibilities
Thank you
WENZHUO DUAN
DIGITAL WORLDS INSTITUTE
UNIVERSITY OF FLORIDA
MASTER OF ARTS