Designing for Societal Problems The Role of People Gabriela Avram - - PowerPoint PPT Presentation

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Designing for Societal Problems The Role of People Gabriela Avram - - PowerPoint PPT Presentation

Designing for Societal Problems The Role of People Gabriela Avram Yesterday and today! https://youtu.be/f91QitFI9uE But how do we go about designing these things? p A. Just imagine a new gadget and build it p B. We study what people


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Designing for Societal Problems– 
 The Role of People

Gabriela Avram

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Yesterday

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…and today!

https://youtu.be/f91QitFI9uE

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But how do we go about designing these things?

p A. Just imagine a new gadget and build it p B. We study what people need and come up

with a solution

p C. We ask people what they want

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HCI (or CHI)

p Human-computer interaction is a discipline

concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.

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The Evolution of HCI

p Early Human Factors/Ergonomics (1900s ->) p Human-Computer Interaction (1980->) p HCI: 80’s Dominant Model

■ “Know the User” = Applied Cognitive Psychology ■ Information Processing Model of Human ■ User modeling, experimental manipulations, corpus of

knowledge re. human sensory, perceptual, cognitive capacities…..

■ Psychologist as user surrogate ■ Belief in translation of theory into design practice

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Problems with HCI in the 90's

p Problems of Applied Cognitive Psychology

approach

p Improvements in User Interfaces not due to

HCI theories,applications….

p Little impact of controlled experiments p Little impact of AI (user modeling) paradigm p Design Practitioners disillusioned p Academics questioning possible role (E.g.

Landauer, Let’s Get Real (1991))

p Search for new conceptual frameworks, new

methods

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Participatory Design

p Influences on HCI in 1990’s p “Scandinavian” Information Systems approach-

1970’s

p Explicit concern with democratization p Users’ tacit knowledge p experience of future use situation p importance of labour process p augmentation, not substitution model p need for mock-ups, prototypes p mutual learning required p methods for understanding work (Future Workshops,

Wallboarding, etc.)

p Cooperative Design (1990’s)

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Computer Supported Cooperative Work 
 ( mid 1980s->)

p

emerged mid-1980s, emphasizing “social”

p

From Psychology to Sociology, Anthropology

p

Understanding Cooperative Work - Articulation Work

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Ethnography - Role of Workplace Studies ***

p

Emphasize support, not prescription

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Mechanisms of Coordination in work

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Related Topics

Organizational “Memory”

Knowledge Management - focus on people networks

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CSCW = ((((C(S(C(W) = Work,cooperative, support, computerized

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“multiple individuals working together in a conscious way in the same production process or in different but connected production processes.” Karl Marx (1867)

p

interdependence in work

p

need for articulating their work with others

p

cooperative work NOT= ‘Group Work’

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From Human Factors to Human Actors (Bannon,1991)

p Individuals --> Groups/ Ensembles p Laboratory --> Workplace p Novices --> Experts (Professionalization) p Analysis --> Design p User-centered --> User-involved p Requirements --> Iterative Prototyping p Product focus --> Process focus p Additive model --> Combinative model p [Usability --> Desirability?]

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Interaction Design (mid 1990s->)

p

“Interaction design is a new discipline: a fusion of aesthetics and culture, technology and the human sciences. It concerns the design both of the services these technologies might offer, and the quality of

  • ur experience of interacting with them.” Interaction Design Institute,

Ivrea

p

“software is not just a device with which the user interacts; it is also the generator of a space in which the user lives. Interaction design is related to software engineering in the same way architecture is related to civil engineering.” Terry Winograd

p

The Design of Interaction

From computation to communication

p “there will always be a need for machinery and a need for software that runs the

machinery, but as the industry matures, these dimensions will take on the character of commodities, while the industry-creating innovations will be in what the hardware and software allow us to communicate.” ■

From machinery to habitat

p From interface to interspace -“a space is not just a set of objects and activities

but a medium in which a person experiences, acts and lives.” (Terry Winograd “The Design of Interaction” in P.J. Denning & R.M.Metcalfe (1997) Beyond Calculation: The Next 50 years of Computing)

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Current Trends 


Human-centred Technology Design

p Understanding the everyday world of human activity p Computers viewed as communication devices, not

simply as calculators

p Artefacts as mediators in human activity p Ubiquitous computing, sensors, as infrastructures p Paying attention to location, and meaning of place p Need for exploring novel interaction paradigms

■ (e.g. haptic interfaces, multimodality, performance)

p Need to explore meaning of technology for people

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Trends 


Ubiquitous Computing, Ambient Intelligence

p Ubiquitous or Pervasive Technology (Weiser, early

90’s)

p Computers move “out of the box” into the human/

social world…the ‘disappearing” computer…..

p New Topics for research ■ Embedded systems Human “liberated” from PC

p Sensor Networks Wireless removes wires! p “Wearables” Form & Settings are key p Location systems more open Design Space p Augmented Reality Usability needs p Physical/Digital interfaces…

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Implications of UbiComp for HCI

■ Notion of “Interface”: - between Human/Machine

problematic

■ Human Information Processing approach in HCI needs to be

expanded…

■ Human is not simply a “brain” - has a body! ■ We also have feelings, experiences -fundamental to our

thinking

■ The social and cultural world - make us human ■ Moving away from fitting people to computers (e.g.

computer literacy) to fitting computers into human and social life

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User Interface (UI)

p The user interface (or Human Machine Interface) is

the aggregate of means by which people (the users) interact with a particular machine, device, computer program or other complex tool (the system). The user interface provides means of:

■ Input, allowing the users to manipulate a system ■ Output, allowing the system to produce the effects of the

users' manipulation.

p User Interface Development p User Interface Design

■ Graphic Design ■ Web Design

p User Interface Evaluation

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Types of interfaces

p Text (MS-DOS) p GUI (Graphic User Interface) p Auditory interfaces p Tangible/Haptic Interfaces p Smell/Olfactory Interfaces p Position/Movement based Interfaces

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Interfaces for Disabled Users

p

  • Brainport. Developed by Paul Bach-y-Rita, originally as an aid to help stroke

victims regain their sense of balance. A camera transmits images that are transferred to an electrode array that the user rests against their tongue. This enables the users to ‘see’ the image with their tongue. Brainport Technologies

p

Mobile Lorm Glove. Designed for communication between deaf and blind

  • people. Lorm is a language used by deaf/blind people, which uses hand touch.

It was invented by Hieronymus Lorm in the 19th century. Youtube video - Mobile Lorm Glove

p

Tongue Drive. A magnet is attached to the users tongue. The position of this magnet is picked up by sensors, either positioned outside the face by the users cheeks, or in a dental retainer. This system enables accurate positioning interfacing with computers or wheelchairsYoutube video - Tongue Drive

p

Tobii PCEye. Device enabling basic interaction with computer operating systems using the eye. Tobii.com – PCEye

p

Brain Computer Interface (BCI) Invasive or partially invasive BCI offers the most reliable “interface” with the brain. NSF

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Usability

p Usability is a term used to denote the ease with which

people can employ a particular tool or other human-made

  • bject in order to achieve a particular goal.

p Usability can also refer to the methods of measuring

usability and the study of the principles behind an

  • bject's perceived efficiency or elegance.

p In human-computer interaction and computer science,

usability usually refers to the elegance and clarity with which the interaction with a computer program or a web site is designed.

p The term is also used often in the context of products like

consumer electronics, or in the areas of communication, and knowledge transfer objects (such as a cookbook, a document or online help).

p It can also refer to the efficient design of mechanical

  • bjects such as a door handle or a hammer.(Wikipedia)
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Accessibility

p Accessibility is a general term used to describe the degree to

which a system is usable by as many people as possible. In

  • ther words, it is the degree of ease with which it is possible to

reach a certain location from other locations.

p It is not to be confused with usability which is used to describe

how easily an entity (e.g., device, service, environment) can be used by any type of user.

p Accessibility can also be viewed as the "ability to access" the

functionality, and possible benefit, of some system or entity; such a definition brings in access-based individual rights laws and regulations.

p One meaning of accessibility specifically focuses on people

with disabilities and their right of access to entities, often through use of assistive devices such as screen-reading web browsers or wheelchairs.

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Implications for HCI

p From H-C-I to H-C-H-I p View computer as medium through which we act on world,

communicate with others

p From interface to interspace?! p Need to understand interactivity in deeper way p Need of new foundations for HCI p Interaction Design brings in Design disciplines and practices

into HCI

p Opens up the field to the issue of experience p We still need to explore technological possibilities, build and

test software and hardware widgets, new platforms

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The present

p From human-computer interaction to User

Experience Design

p From user experience design to behavioural

design; the art of “nudging” – listen to this Spark CBC podcast!