Presentation sus lundgren

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Presentation sus lundgren

  1. 1. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seToying with Time:ConsideringTemporal Themes inInteractive ArtifactsSus LundgrenChalmers University of Technology
  2. 2. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seToday I will present two things…A design method that helps usconsider time and temporality ininteraction design……and the necessary frameworkproviding us with concepts fordiscussing time and temporality ininteractive artifacts…
  3. 3. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seTime in interaction designFocus I: Efficency– Minimize waiting times, time-efficiency, visualizing time…Focus II: Time and temporality as component– Lim et al (2007): Pace, Speed, Rhythm… : gestalt attributes– Löwgren (2009): Rhythm as an aesthetic interaction qualityFocus III: Use over time– Huang and Stolterman (2011, 2012): Visualizations– Karapanos et al (2009): User experience over timeFocus IV: Time as a dramaturgical instrument– Bolter & Gromala, Laurel, Manovich and Murray
  4. 4. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seTime in interaction designFocus I: Efficency– Minimize waiting times, time-efficiency, visualizing time…Focus II: Time and temporality as component– Lim et al (2007): Pace, Speed, Rhythm… : gestalt attributes– Löwgren (2009): Rhythm as an aesthetic interaction qualityFocus III: Use over time– Huang and Stolterman (2011, 2012): Visualizations– Karapanos et al (2009): User experience over timeFocus IV: Time as a dramaturgical instrument– Bolter & Gromala, Laurel, Manovich and MurrayBut how dowe actuallydesign it???
  5. 5. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seTime in interaction design: guidelinesRedström & Hallnäs: Slow Technology– Design programme for ”putting back time”, promotingreflectionBenford and Giannachi (2008): Temporaltrajectories in interactive narratives– Story time, clock time, plot time, interaction timeBjörk & Holopainen (2005): Time in games– Real Time Games, Asynchronous Games, SynchronousGames, Timing, Rhythm-based Actions…
  6. 6. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seTime in interaction design: guidelinesRedström & Hallnäs: Slow Technology– Design programme for ”putting back time”, promotingreflectionBenford and Giannachi (2008): Temporaltrajectories in interactive narratives– Story time, clock time, plot time, interaction timeBjörk & Holopainen (2005): Time in games– Real Time Games, Asynchronous/Synchronous Games,Timing, Rhythm-based Actions…Excellent……but limited
  7. 7. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seStarting point: Narratives
  8. 8. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seWe loved I lied He criedNarratives have a temporal order,which we can experiment with…He cried I lied We lovedHe loved I criedI lovedHe lied We criedCan we do the samein interaction design?
  9. 9. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seLundgren, S. and Hultberg, T. (2009)Time, temporality, and interactionInteractions, Volume 16 issue 4, July + August 2009, ACM Press
  10. 10. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seSince then:Workshops– four iterations– 80 studentsin totalLarger projectsInspirationRedström (2001): Time asa starting point fordesign!Manovich (2006): seeinginteractions as aestheticevents, unfolding overtime.
  11. 11. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seFramework: Temporal Themes
  12. 12. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seMethod: Toying with Time1) Analysis– Select an initial artifact.– Find events: Actions (what users do, e.g. press “Send”)and/or Elements (the things users manipulate, e.g. emailsin an inbox)– Analyze which themes are present2) Toying with time– Add, change, remove themes3) Refining ideas– Consider level of control and visualization of temporalbehaviors
  13. 13. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seLive TimeTV: Watching a live sports event:Games: Meeting up for a raid in World of Warcraftor any other MMORPGIxD: Skype, co-editing GoogleDoc
  14. 14. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seExample: Temporal NotepadWhat: A word processor with added Live TimeEvents: SentencesTemporality was added using color. Depending on the timeof day when it is written, the text gets a certain color,changing from bright green to purple over a day. Also, textdarkens as it gets older. In this way, the text gets a distinctlook. It is easier to scroll and find newly written text. Userscan also shut off the color effects.Users had no control over temporal effects, butthey were not disturbed either. Supportednavigation.
  15. 15. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seReal TimeTV: Watching a rerun of a sport event, or the TV-series ”24”Games: Racing games, any game with a time-pressureIxD: Real-time simulations
  16. 16. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seExample: Horror ChessWhat: A chess-game with re-themed pieces:vampires, weverwolves, monks, hunters etc.– The pieces are affected by night vs day– Every five Real Time minutes, the game state changes fromnight to day or vice versa (original but impractical idea: todo this in Live Time)– Players also have a certain amount of Real Time minutes tospend on movesThe intertwined uses of Real Time enhance thelevel of tactics in the game; users have to adopt.
  17. 17. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seUnbroken FlowGames: Games where you can manipulate time, e.g.”bullet time” in Max Payne, or stopping time/speeding up time in sim-gamesIxD: Music- or movie players, history in Photoshop
  18. 18. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seExample: Temporal PaintPerspectiveWhat: A drawing applicationwhere lines are events affectedby an Unbroken Flow; theyslowly move towards thecenter of the canvas.User have to adopt to, andutilize this effecthttp://demo.iconara.net/ temporal-paint/
  19. 19. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seSequential EventsAny book, TV-series or movie where story isstraightforward, but unimportant events skipped,e.g. biographiesIxD: Image stream where some images have beendeleted
  20. 20. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seDisordered EventsAny book, TV-series or movie that utilizesmemories, or for some other reeason shuffles theorder of events (”Eternal Sunshine of the SpotlessMind”, ”Memento”)IxD: Any software that allows for mixing, editing,deleting, adding
  21. 21. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seExample: Skype Fridge MagnetsWhat: A Fragmented Time-mode for Skype. Itrecords and extracts singular words (events) fromuser’s Skype-conversations with others. Theseaudio clips are then being represented as a limitedset of digital fridge magnets.Users have full control over the words created, andcan toy with them, creating unlikely messages froma certain person.
  22. 22. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seJuxtaposed EventsAny TV-series or film where events are shown inparallell, on split screens e.g Time Code, ”24”(sometimes)IxD: Layers in Photoshop
  23. 23. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seExamples: The JuxtaCamWhat: A camera app juxtaposing images (events),changing the theme from Sequential Events toJuxtaposed EventsEvents: ImagesThere are several strategies to utilize this effect;users are in semi-control over the content.
  24. 24. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seExample: Temporal ArtWhat: A drawing program where each dinstinctarea (event) can be given a temporal behavior,changing the theme from Juxtaposed Events (orstatic) to Unbroken Flow.Users have seemingly full control over the nowanimated artwork
  25. 25. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seBranched VersionsAny TV-series, stories or films featuring time travelor alternate realitiesGames: Any games with levels that can be replayedIxD: Any software allowing different versions of thesame file
  26. 26. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seMethod: Toying with Time1) Analysis– Select an initial artifact.– Find events: Actions (what users do, e.g. press “Send”)and/or Elements (the things users manipulate, e.g. emailsin an inbox)– Analyze which themes are present2) Toying with time– Add, change, remove themes3) Refining ideas– Consider level of control and visualization of temporalbehaviorsIssues:Blurry bordersFinding events Just decide!
  27. 27. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seControl, visibility and goalWhen changing the dominant temporal theme(s) inan artifact, we have found two interrelated issues:– Are the effects of the temporal theme ”visible” orcomprehensible?– How much control do users have over temporality inrelation to their end goal? Users need either:– To understand the temporality so that they can adapt to thetheme – even utilize it – to attain their goal– To have control– Both
  28. 28. Toying with Time: Considering Temporal Themes in Interactive Artifacts sus.lundgren@chalmers.seToying with Time: Anywhere, everywhere?The main argument in this paper is not that allartifacts should have an apparent temporality, butthat there may be a benefit in actuallyquestioning the temporality – or lack thereof– in one’s design. Adding, removing and/or alteringtemporal themes is a powerful ideation method.Questions? :)

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