| Design as Common Ground | | BIBA | PDF | 3 | |
| Shelley Evenson | |||
| In 1945 Vannevar Bushs As We May Think envisioned a future of networked media that would create new relationships among people, their ideas and their activities. In the ensuing years much of our world has been shaped by this vision. This talk will cover some the transformations I've witnessed in my 20+ years of practice. From print to product, pc to cell phones, design and design language have emerged as the common ground for integrated business, technology and experience breakthroughs. | |||
| Making Use: Scenarios and Scenario-Based Design | | BIBA | PDF | 4 | |
| John M. Carroll | |||
| Scenarios of human-computer interaction help us to understand and to create
computer systems and applications as artifacts of human activity of human
activity as things to learn from, as tools to use in ones work, as media for
interacting with other people. Scenario-based design offers significant and
unique leverage on some of the most characteristic and vexing challenges of
design work:
Scenarios evoke reflection in the content of design work, helping developers coordinate design action and reflection. Scenarios are at once concrete and flexible, helping developers manage the fluidity of design situations. Scenarios afford multiple views of an interaction, diverse kinds and amounts of detailing, helping developers manage the many consequences entailed by any given design move. Scenarios can also be abstracted and categorized, helping designers to recognize, capture, and reuse generalizations, and to address the challenge that technical knowledge often lags the needs of technical design. Finally, scenarios promote work-oriented communication among stakeholders, helping to make design activities more accessible to the great variety of expertise that can contribute to design, and addressing the challenge that external constraints, designers, and clients often distract attention from the needs and concerns of the people who will use the technology. | |||
| Looking and Leaping | | BIBA | PDF | 5 | |
| Bill Gaver | |||
| Having come to design from a background in experimental psychology, I get a
mischievous thrill from the way research through design can usefully break all
the rules of science. Clearly articulated theories and analyses form the
conceptual backbone of science - designers also draw inspiration from the
popular press, contemporary art, and eccentric observations. Controlled, or at
least accountable, empirical studies are science's route to understanding
people; designers improvise, provoke, and take extreme, even imaginary,
individuals as an audience. Science lends empirical methods to test the success
of new systems; as designers we hope that our examples will seduce and
stimulate those who experience them.
Design methods based on imagination and personal engagement may seem frivolous or gratuitously provocative, but they are based on a long tradition that allows us to question aesthetic, emotional, and cultural aspects of the artefacts and systems we develop. These issues seem to fall in sciences blindspot: difficult to theorize, analyze, or study empirically, they tend to be ignored by approaches to technology built on the scientific approach. This is a dangerous situation, because if left unexamined new technologies will tend to spread the aesthetics and values of the workplace throughout our lives. In this talk, I describe recent projects that suggest new ways that technology might enter our everyday lives, in order to illustrate the strengths and the blindspots of the design approach to research. | |||
| Wrapping Up: Commentary on DIS 2000 | | BIBA | PDF | 6 | |
| Malcolm McCullough | |||
| Malcolm McCullough explores digital media for the built environment. Beginning from computer-aided design in architecture, in which he was a pioneer in the 1980s, McCullough has consistently brought a human-centered approach to emerging practices in design. His 1996 book, Abstracting Craft found an interdisciplinary audience for the creative work practices behind the new economy. Currently he is at work on a book on location awareness. | |||
| The Social Life of Engineering Authorizations | | BIBAK | PDF | 9-19 | |
| William A. Stubblefield; Karen S. Rogers | |||
| We may view documents, not only as containers for information, but also as
active participants in organizing and sustaining communities. This paper
discusses our experiences in designing a web-based tool for writing and
managing engineering authorizations, and the social perspectives influence on
our understanding of the problem and the design of our system. It presents
observations based on our fieldwork with users, and the evaluation of a set of
prototype systems. It shows how these observations changed our central metaphor
for the system, moving it from a machine model to a society of agents metaphor.
Finally, it illustrates the way this new metaphor changed our system
functionality and architecture. Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Information Systems
-Information Storage and Retrieval - Online Information Services (H.3.5):
Web-based services; Information Systems -Information Interfaces and
Presentation - Group and Organization Interfaces (H.5.3): Web-based
interaction; community, design ethnography, design etnography, documents,
metaphor, system design | |||
| Using a Technique from Graphic Designers to Develop Innovative System Designs | | BIBAK | PDF | 20-26 | |
| Catalina Danis; Stephen Boies | |||
| Rapid technological change requires that system designers explore potential
design spaces widely before committing to a local design space in which to
evolve a problem solution. We discuss an approach for doing this, which we base
on an analogy with an approach used by graphic designers. We have observed that
our colleagues in the graphic design community begin exploring a problem space
by generating multiple, divergent design ideas. They then proceed to elaborate
them -- extending, combining and discarding -- as the problem space dictates.
We illustrate our adaptation of this approach with a case study of our initial
design work on a system for supporting self-service sales of information
technology (IT). Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems development; Information Systems -Models
and Principles - User/Machine Systems (H.1.2); Information Systems -Information
Interfaces and Presentation - Group and Organization Interfaces (H.5.3):
Web-based interaction; Information Systems -Information Storage and Retrieval -
Online Information Services (H.3.5): Web-based services; Internet communities,
design space, problem space | |||
| Taking the Best from a Company History -- Designing with Interaction Styles | | BIBAK | PDF | 27-38 | |
| Trond Are Oritsland; Jacob Buur | |||
| In architecture and industrial design, the concept of style plays a major
role in education as a way of explaining the historical inheritance and
comparing alternative design expressions.
In this article we claim that interaction design can benefit greatly from an understanding of the concept of style. It can provide designers with strong visions and a sense of direction in designing new interfaces. In particular we focus on Solid User Interface design, i.e. products with small displays and a limited number of keys, because of the tight coupling between interaction and industrial design. The authors share the concern that interaction designers in enthusiasm with new technologies fail to preserve the qualities of use from products with outdated technologies. This paper attempts to formulate an aesthetics of interaction design and reports on experiments with introducing interaction style thinking in a user centred design practice in industry. Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2): Interaction
styles; interaction design, interaction style, quality in use, solid user
interface | |||
| MoMA and the Three-Legged Stool: Fostering Creative Insight in Interactive System Design | | BIBAK | PDF | 39-47 | |
| Lauretta Jones; Sharon L. Greene | |||
| We view the design of interactive systems as a three-legged stool. The legs
are: an understanding of technology, an understanding of the users and the use
context, and creative insight. As the metaphor implies, if any of the legs is
missing, the stool will not stand. Although much work has gone into the effort
to develop tools and methodologies to enable programmers and designers to
create outstanding applications, we believe the hard truth is that good design
requires skill, and creative insight is an essential ingredient that must be
recognized and supported. Although it is difficult to manage, plan for, and
control insight and creativity, we can create an atmosphere in which creative
insight is encouraged, recognized and valued. In this design study, we offer
guidelines for creating this environment and present some examples of their
application to a project on which we are currently working with The Museum of
Modern Art in New York. The project explores learning by discovery and grows
out of our research into cognitive HCI. Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2); Information
Systems -Models and Principles - User/Machine Systems (H.1.2); HCI, cognitive
HCI, discovery learning, human-computer interaction, participatory design,
prototyping, software design, software design methodology, user-centered design | |||
| Touch Me, Hit Me and I Know How You Feel: A Design Approach to Emotionally Rich Interaction | | BIBAK | PDF | 48-52 | |
| Stephan Wensveen; Kees Overbeeke; Tom Djajadiningrat | |||
| In this paper we propose a 3-step method for designing emotionally rich
interactions, illustrated by the design of an alarm clock. By emotionally rich
interaction we understand interaction that heavily relies on emotion expressed
through action. The method addresses three questions: What are the relevant
emotional aspects for a context for experience? How can a product recognise and
express these aspects? How should the product adapt its behaviour to the user
on the basis of this information? The essence of our approach is that a product
not only elicits emotionally expressive actions, but that the feedback is
inextricably linked to these actions. The feedback should be inherent to the
design, and not gratuitously added. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Interaction styles; Computing Milieux -Management of
Computing and Information Systems - Project and People Management (K.6.1):
Systems analysis and design; Information Systems -Models and Principles -
User/Machine Systems (H.1.2); emotion, product design, rich interaction,
tangibility | |||
| Beyond the Snapshot from Speculation to Prototypes in Audiophotography | | BIBAK | PDF | 55-65 | |
| Heather Martin; Bill Gaver | |||
| In this paper we describe techniques used to move from a wide variety of
speculative concepts to three working prototypes of potentially commercial
audiophotography products. Stages in this trajectory included illustrated
workbooks, video envisionments, form models and technical drawings, and ended
with working prototypes using microprocessors to simulate stand-alone products.
These methods were useful in communicating with our partners in a
multidisciplinary collaboration. At each stage, however, we left many details
of our designs purposefully unresolved, in order to encourage our own and our
partners' imaginations as part of the design process. Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Information Systems
-Information Interfaces and Presentation - Multimedia Information Systems
(H.5.1); Computer Applications - Computer-Aided Engineering (J.6); audiophoto,
design methodology, design research, prototypes | |||
| Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interactions | | BIBAK | PDF | 66-71 | |
| J. P. Djajadiningrat; W. W. Gaver; J. W. Fres | |||
| Aesthetics and interaction are interwoven concepts, rather than separate
entities. An aesthetics of interaction must consider richness in appearance,
actions, and role. Moving beyond a narrow focus on usability in this way
requires new methods for understanding design possibilities. Here we describe
two: interaction relabelling, in which possible interactions with a known
mechanical device are mapped to the functions of an electronic device to be
designed; and extreme characters, in which fictional users with exaggerated
emotional attitudes are taken as the basis of design to highlight cultural
issues. These methods may help designers in considering physical interactions
with products on the one hand, and the sociocultural role their products will
take on the other. Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Computer
Applications - Computer-Aided Engineering (J.6); Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2); Information
Systems -Models and Principles - User/Machine Systems (H.1.2); aesthetics,
design techniques, interaction, product design, roles | |||
| Video Artifacts for Design: Bridging the Gap between Abstraction and Detail | | BIBAK | PDF | 72-82 | |
| Wendy E. Mackay; Anne V. Ratzer; Paul Janecek | |||
| Video artifacts help bridge the gap between abstraction and detail in the
design process. This paper describes how our use and re-use of video artifacts
affected the re-design of a graphical editor for building, simulating, and
analyzing Coloured Petri Nets. The two primary goals of the project were to
create design abstractions that integrate recent advances in graphical
interaction techniques and to explicitly support specific patterns of use of
Petri nets in real-world settings.
Using a participatory design process, we organized a series of video-based design activities that helped us manage the tension between finding useful design abstractions and specifying the details of the user interface. Video artifacts resulting from one activity became the basis for the next, facilitating communication among members of the multi-disciplinary design team. The video artifacts provided an efficient way of capturing and incorporating subtle aspects of Petri Nets In Use into our design and ensured that the implementation of our design principles was grounded in real-world work practices. Keywords: Information Systems -Information Interfaces and Presentation - Multimedia
Information Systems (H.5.1): Video (e.g., tape, disk, DVI); Software -Software
Engineering - Design Tools and Techniques (D.2.2): Petri nets; Information
Systems -Information Interfaces and Presentation - User Interfaces (H.5.2):
Interaction styles; colored petri nets, coloured petri nets, design
abstraction, design process, marking menus, participatory design,
scenario-based design, toolglasses, video artifacts, video brainstorming, video
prototyping | |||
| Virtually Living Together | | BIBAK | PDF | 83-91 | |
| Konrad Tollmar; Stefan Junestrand; Olle Torgny | |||
| In this paper, we discuss the possibility of a holistic approach in the
design of new media for interpersonal communication. The key argument is that
if we base our design on daily practice, this may inhibit truly innovative
ideas from taking form, and, on the contrary, if we design using pure intuition
and visions, the design is likely to fail due to a lack of connection to daily
practice. Scenario-based design was hence used to makes us envision new media
while field observations such as ethnographic studies, become a tool to retain
the ties with everyday life. This duality can also be implemented, as we will
describe, in a design that makes a bi-language/bi-levelled understanding of a
product possible. Keywords: Information Systems -Information Systems Applications - Communications
Applications (H.4.3); Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2): Interaction styles; Information Systems
-Models and Principles - User/Machine Systems (H.1.2); Computing Milieux
-Management of Computing and Information Systems - Project and People
Management (K.6.1): Systems analysis and design; Information Systems
-Information Interfaces and Presentation - Multimedia Information Systems
(H.5.1); emotional communication, blue-sky research, industrial design,
inter-family communication, interaction design, scenario-based design,
telepresence | |||
| Designing StoryRooms: Interactive Storytelling Spaces for Children | | BIBAK | PDF | 95-104 | |
| Houman Alborzi; Allison Druin; Jaime Montemayor; Michele Platner; Jessica Porteous; Lisa Sherman; Angela Boltman; Gustav Taxen; Jack Best; Joe Hammer; Alex Kruskal; Abby Lal; Thomas Plaisant Schwenn; Lauren Sumida; Rebecca Wagner; Jim Hendler | |||
| Costly props, complicated authoring technologies, and limited access to
space are among the many reasons why children can rarely enjoy the experience
of authoring room-sized interactive stories. Typically in these kinds of
environments, children are restricted to being story participants, rather than
story authors. Therefore, we have begun the development of StoryRooms,
room-sized immersive storytelling current technology implementation and example
StoryRooms. Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Information Systems
-Information Interfaces and Presentation - Multimedia Information Systems
(H.5.1): Artificial, augmented, and virtual realities; Computing Methodologies
-Computer Graphics - Three-Dimensional Graphics and Realism (I.3.7): Virtual
reality; Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Computer Applications - Arts and Humanities (J.5): Literature;
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2): Interaction styles; augmented environments, children, cooperative
inquiry, educational applications, participatory design, storytelling | |||
| Browsers with Changing Parts: A Catalog Explorer for Philip Glass' Website | | BIBAK | PDF | 105-115 | |
| Harry Hochheiser | |||
| The development of navigational tools for a web site devoted to a catalog of
musical compositions offers a variety of design challenges. A combination of
techniques developed from information visualization research - including
starfield displays, dynamic queries, and zoomable user interfaces (ZUIs) - was
used to construct a prototype browser for possible use in a web site dedicated
to the work of Philip Glass. After a discussion of the goals and potential
users of the site, this paper describes several prototypes that were developed
and how they informed the design of a zoomable starfield browser. Unresolved
design challenges and possibilities for future work are also discussed. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Interaction styles; Information Systems -Information
Interfaces and Presentation - Sound and Music Computing (H.5.5); Computing
Milieux -Management of Computing and Information Systems - Project and People
Management (K.6.1): Systems analysis and design; Information Systems
-Information Interfaces and Presentation - Hypertext/Hypermedia (H.5.4):
Navigation; biography, catalog browsing, interactive visualization, music,
zoomable user interfaces | |||
| The Design of the Xi-Hu Historical Landscape and Culture in Media | | BIBAK | PDF | 116-121 | |
| Takashi Kiriyama; Ling Chen | |||
| This paper discusses a project to reconstruct in media the lost landscape
and culture of Xi-Hu (West Lake), China. This work is intended to educate and
entertain the user as well as stimulate his or her own creativity. We discuss
the design of a user interface that enables the user to visit different
landscapes of Xi-Hu (West Lake), China, as they appeared in different eras. We
also discuss the artistry involved in the presentation of the work's content.
Finally, we discuss a design methodology for media work based on the lessons
learned from the development of this work. Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Computer
Applications - Arts and Humanities (J.5); Information Systems -Models and
Principles - User/Machine Systems (H.1.2); Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2): Interaction styles;
artistry, creation, entertainment, interactivity, learning | |||
| Javelin: A Personal Communication Device Demo | | BIBAK | PDF | 122-128 | |
| Annette Wagner | |||
| This paper describes the creation of a set of demonstration applications for
a personal communication device for use at the JavaOne 99 Developers
Conference. The major design issues encountered in the project are described
along with the resulting impact on the project. These include defining the
navigation model for the Back key, dealing with the issues that arose when the
device hardware target was changed in mid-process, and managing the design
process to leverage prior work when major goals were altered late in the
project. Keywords: Computer Applications - Computers in Other Systems (J.7): Consumer products;
Information Systems -Information Systems Applications - Communications
Applications (H.4.3); Information Systems -Information Interfaces and
Presentation - Group and Organization Interfaces (H.5.3); Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2); Software
-Programming Languages - Language Classifications (D.3.2): Java; Computer
Systems Organization -Computer-Communication Networks - General (C.2.0);
collaboration, consumer electronics, design, highlight traversal, human
interface, java technology, navigation model, pager, personal communication
device, style guide, user interface, virtual machine | |||
| Design of a Social Interaction Environment for Electronic Marketplaces | | BIBAK | PDF | 129-136 | |
| Younghee Jung; Alison Lee | |||
| This paper presents the design of an interaction environment for fostering
social interactions in electronic marketplaces. The environment incorporates a
novel, spatially-organized, and interactive site map. The map provides
visibility of people, activities, and social interactions and incorporates
mechanisms for social interactions. Four design constraints abstracted from
prior findings in CSCW guided the development of the map: sociality,
scalability, spatiality, and imageability. The design evolved through a process
consisting of several phases and iterations. We used HCI techniques, where
appropriate, to analyze and study the design problem, to enumerate, explore,
and reconcile a design space, and to informally evaluate a design solution. Keywords: Computing Milieux -Computers and Society - Electronic Commerce (K.4.4);
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2): Interaction styles; Information Systems -Models and Principles -
User/Machine Systems (H.1.2); Information Systems -Information Interfaces and
Presentation - Group and Organization Interfaces (H.5.3); activities, crowds,
e-commerce, imageability, interaction design, map, online communities, people,
scalability, social groups, social interaction, social navigation, social
visualization, sociality, spatiality | |||
| Just-in-Time Design in a Fast-Paced Product Group | | BIBAK | PDF | 137-144 | |
| Margo Lustig Ezekiel | |||
| In real world development environments where deadlines are fixed, a designer
must craft a process that works with the team and within the constraints of a
project. The traditional waterfall method of writing a detailed specification
for each feature before development begins is often not realistic. Instead, by
using a just-in-time design method, the designer understands how much design
direction is needed at each stage of the development process, and delivers
that. The larger components must be well defined initially, while other parts
can be left sketchy. The designer can spread the workload over the entire
length of the project, using different steps to refine the design. Delivering
the design in stages gives the design a chance to mature.
Often there are many developers and few (usually 1) designers on a project. The designer is often on the critical path. To avoid being a bottleneck, the designer should use good tools and leverage the strengths of a multi-disciplinary team. The case study documented here should prove useful to other user interface designers facing resource and time constraints. A design process derived from this experience is summarized at the end. Keywords: Computer Applications - Computer-Aided Engineering (J.6); Computing Milieux
-Management of Computing and Information Systems - Project and People
Management (K.6.1): Systems analysis and design; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2): User
interface management systems (UIMS); design partners, focus groups, iterative
design, multi-disciplinary teams, parallel design, usability test,
user-centered design | |||
| Two-Dimensional Spatial Positioning as a Means for Reflection in Design | | BIBAK | PDF | 145-154 | |
| Kumiyo Nakakoji; Yasuhiro Yamamoto; Shingo Takada; Brent N. Reeves | |||
| In the realm of computer support for design, developers have focused
primarily on power and expressiveness that are important in framing a design
solution. They assume that design is a series of calculated steps that lead to
a clearly specified goal. The problem with this focus is that the resulting
tools hinder the very process that is critical in early phases of a design
task; the reflection-in-action process [15]. In the early phases, what is
required as the most important ingredient for a design tool is the ability to
interact in ways that require as little commitment as possible. This aspect is
most evident in domains where two dimensions play a role, such as sketching in
architecture. Surprisingly, it is equally true in linear domains such as
writing. In this paper, we present our approach of using two-dimensional
positioning of objects as a means for reflection in the early phases of a
design task. Taking writing as an example, the ART (Amplifying Representational
Talkback) system uses two dimensional positioning to support the early stages
of the writing task. An eye-tracking user study illustrates important issues in
the domain of computer support for design. Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Computing
Methodologies -Artificial Intelligence - General (I.2.0): Cognitive simulation;
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2); Information Systems -Models and Principles - User/Machine Systems
(H.1.2); an alternative to sketching, cognitive models, reflection-in-action,
theoretical framework for design support, two-dimensional positioning, writing
support | |||
| Tightly Coupling Authoring and Evaluation in an Integrated Tool to Support Iterative Design of Interactive Hypermedia Educational Manuals | | BIBAK | PDF | 155-164 | |
| Selma Holmquist; N. Hari Narayanan | |||
| In this paper we present a framework for the iterative design of interactive
Hypermedia Educational Manuals, implemented in a software tool that integrates
authoring and evaluation support in order to speed up iterative design cycles.
Two unique features of our approach are the automatic generation of a
structural description of the manual being designed and the automatic
incorporation of interaction data logging elements in the manual during the
authoring phase. These are then used by an evaluation tool to generate
statistical analyses and graphical presentations of user interactions with the
manual and redesign recommendations. Thus, the architecture of this tool
embodies a tight coupling between the design of Hypermedia Educational Manuals
and the evaluation of their instructional effectiveness. An experiment was
carried out in which a prototype manual was created, tested with a group of
students, redesigned based on analyses and recommendations provided by the
evaluation tool, and then re-evaluated using data from a second group of
students. This experiment showed that the integrated tool does help simplify
the evaluation process and improve the efficiency of iterative design cycles. Keywords: Information Systems -Information Interfaces and Presentation -
Hypertext/Hypermedia (H.5.4); Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2): Interaction styles; Computing Milieux
-Computers and Education - General (K.3.0); Computer Applications -
Administrative Data Processing (J.1): Education; empirical study, evaluation,
hypermedia authoring, interaction data analysis and visualization, iterative
design tool | |||
| The Jam-O-Drum Interactive Music System: A Study in Interaction Design | | BIBAK | PDF | 165-173 | |
| Tina Blaine; Tim Perkis | |||
| This paper will describe the multi-user interactive music system known as
the Jam-O-Drum developed at Interval Research Corporation.1 By combining
velocity sensitive input devices and computer graphics imagery into an
integrated tabletop surface, up to six simultaneous players are able to
participate in a collaborative approach to musical improvisation. We
demonstrate that this interactive music system embraces both the novice and
musically trained participants by taking advantage of their intuitive abilities
and social interaction skills. In this paper and accompanying video, we present
conclusions from user testing of this device along with examples of interaction
design methods and prototypes of interpretive musical and game-like development
schemes. Our research was conducted in two phases with two different
development teams and will accordingly be addressed herein as Phase One and
Phase Two development. Keywords: Information Systems -Information Interfaces and Presentation - Sound and
Music Computing (H.5.5); Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2): Interaction styles; Information Systems
-Information Interfaces and Presentation - Group and Organization Interfaces
(H.5.3): Collaborative computing; Computing Milieux -Management of Computing
and Information Systems - Project and People Management (K.6.1): Systems
development; collaborative, computer graphics, input device, interaction
design, interactive music system, multi-user, musical improvisation, novice,
social interaction, velocity sensitive | |||
| Sound: An Emotional Element of Interactions a Case Study of a Microwave Oven | | BIBAK | PDF | 174-182 | |
| Cheong-Hyun Lee; Soony Kim; Choong-Seong Chae; Kook-Hyun Chung | |||
| Little attention has been given to sound as an element of interaction
although an interaction design utilizes five senses of the human being. While
designing the portable microwave oven, we selected the sound as a topic of our
study. As several sounds have already been applied to products, such as the
buzz sound in the walk signal or a warning sound in the computer, the focus of
research is that the sound may have to be different vis-?-vis the products
functionality or locations where it is used. Conclusions have not been made a
priori that a product developer should create new sounds for new products. For
this purpose, the research has been conducted to develop the sound concept in
nexus with the product and the outdoor environment. Developed sounds were then
evaluated and analyzed by a target audience. With this analysis, we were able
to adopt proper portable microwave oven sounds that allowed potential users to
feel familiar, to respond pleasantly amid outdoor noises, and to expect the
taste of food. During the course of the experiment, we came to the conclusion
that even with the same sound and some modifications made by applying different
lengths, tones, rhythms, and/or resonance allowed users to recognize the
functions or features of the products. The results have changed our evaluation
on the sound itself and will extend the value of sound interaction between
human beings and products. Keywords: Information Systems -Models and Principles - User/Machine Systems (H.1.2);
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2): Interaction styles; Computer Applications - Computers in Other Systems
(J.7): Consumer products; Information Systems -Information Interfaces and
Presentation - Sound and Music Computing (H.5.5); design, element, emotions,
interaction, microwave, outdoor environment, portable, sound, taste of food,
users | |||
| Augmented Reality as a Design Tool for Mobile Interfaces | | BIBAK | PDF | 185-192 | |
| Olav W. Bertelsen; Christina Nielsen | |||
| This paper challenges user interface paradigms for mobile devices, by using
the technical classification of augmented reality interfaces as a thinking tool
to develop ideas for interaction with mobile devices. The paper presents future
work scenarios from a wastewater treatment plant embodying PDA applications
derived from the classification of augmented reality interfaces. The focus on
physical interaction with objects of work and with the mobile device provides
us with a range of interaction styles, based on e.g. gestures and manipulation
of objects. Furthermore, issues of transparency and directness are addressed.
The future scenarios indicate that the concepts of augmented reality support
solving context problems in mobile design. Keywords: Computer Applications - Computers in Other Systems (J.7): Process control;
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2); Computer Applications - Physical Sciences and Engineering (J.2): Earth
and atmospheric sciences; Information Systems -Information Interfaces and
Presentation - Multimedia Information Systems (H.5.1): Artificial, augmented,
and virtual realities; Computing Methodologies -Computer Graphics -
Three-Dimensional Graphics and Realism (I.3.7): Virtual reality; augmented
reality, mobile computing, process control, thinking tools | |||
| On the Move with a Magic Thing: Role Playing in Concept Design of Mobile Services and Devices | | BIBAK | PDF | 193-202 | |
| Giulio Iacucci; Kari Kuutti; Mervi Ranta | |||
| Designing concepts for new mobile services and devices, poses several
challenges to the design. We consider user participation as a way to address
part of the challenges. We show how our effort relates to current and past
research. In particular, PD (Participatory Design) has inspired us in
developing two participatory techniques. The two techniques are organized
around situations either staged or real where users and designers can envision
and enact future scenarios: a role-playing game with toys, and SPES (Situated
and Participative Enactment of Scenarios). They were developed in an
industry-funded project that investigates services for the nomadic Internet
user of the future. We then discuss how the techniques help in facing the
design challenges. Keywords: Computer Systems Organization -Computer-Communication Networks - Network
Architecture and Design (C.2.1): Wireless communication; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2); Information
Systems -Models and Principles - User/Machine Systems (H.1.2); Computing
Methodologies -Artificial Intelligence - Applications and Expert Systems
(I.2.1): Games; acting out, games for design, mobility, participatory design | |||
| Mapping the Physical World to Psychological Reality: Creating Synthetic Environments | | BIBAK | PDF | 203-207 | |
| Ronald W. Noel; Claudia M. Hunter | |||
| The successful creation of telepresence and virtual environments requires a
change in design paradigm. We must move away from attempts to recreate reality
in its entirety toward the creation of environments that are psychologically
real for humans, because in fact, reality mediated through display devices is
largely subjective. The experiments discussed in this paper show that a single
intrinsic physical property, such as the velocity or stability of a vehicle,
can give rise to a multitude of subjective perceptions-for example, that the
vehicle is moving faster than it really is, or that it is more likely to tip
over going into a turn. These perceptions can easily be manipulated through
knowledge of the variables and relationships involved, such as the effect of
camera height. Designers can use this knowledge to create systems that promote
desirable behaviors and limit dangerous or unproductive behaviors. Keywords: design paradigms, display semantics, speed perception, synthetic
environments, telepresence, virtual reality | |||
| Bridge for Buttons -- A GUI Design Methodology Applied in Non-GUI Consumer Product Design | | BIBAK | PDF | 208-215 | |
| Simo Sade; Katja Battarbee | |||
| This paper describes the experience gained in the case study of adapting the
Bridge, a GUI design method to the design of non-GUI interactive consumer
products.
An industrial design consultancy was looking for an efficient way of discussing the initial design ideas for a product and its user interface (UI) with the client and the client's software design consultant. The Bridge, which is a fast participatory method for bridging the gap between user requirements and the design of object-oriented graphical user interfaces (GUI) was applied in the task of designing a smart product - an interactive consumer electronic product. The goal was to design a software and hardware user interface concept in a well-structured and fruitful manner with limited time and expenses. A further goal was to assist the industrial designers in participating in their client's strategic design decision making and in the design of the overall user experience, instead of conducting a plain project-level product design. The solution was an application of the Bridge method, which was user-centered, but not participatory. The approach was new to the participating companies. The results were promising, both in getting concrete design ideas in a very short time to support decision making, and in facilitating new kind of communication between the participants very early in the process. Keywords: case study, discount usability, industrial and user interface design
techniques, the bridge | |||
| PaperButtons: Expanding a Tangible User Interface | | BIBAK | PDF | 216-223 | |
| Elin Ronby Pedersen; Tomas Sokoler; Les Nelson | |||
| Expanding the functionality of a successful system is always a challenge;
the initial simplicity and ease-of-use is easily lost in the process.
Experience indicates that this problem is worsened in systems with tangible
interfaces: while it might be relatively easy to suggest a single successful
tangible interaction component, it is notoriously hard to preserve the success
when expanding with more components or more manipulation using the same
component. This paper describes our approach to creating and expanding tangible
interfaces. The approach consist of adherence to a set of guidelines for
tangible interfaces, derived from practical tangible design and general
object-oriented design, and solicitation of user requirements to the particular
interaction method in question. Finally the paper describes a prototype of
PaperButtons built in response to these requirements and designed in accordance
to the guidelines for tangible interfaces. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles - User/Machine
Systems (H.1.2); design guidelines, paper interface, tacit interaction,
tangible interface, ubiquitous computing | |||
| Informing the Design of an Information Management System with Iterative Fieldwork | | BIBAK | PDF | 227-237 | |
| Victoria Bellotti; Ian Smith | |||
| We report on the design process of a personal information management system,
Raton Laveur, and how it was influenced by an intimate relationship between
iterative fieldwork and design thinking. Initially, the system was conceived as
a paper-based UI to calendar, contacts, to-dos and notes. As the fieldwork
progressed, our understanding of peoples practices and the constraints of their
office infrastructures radically shifted our design goals away from paper-based
interaction to embedded interaction with our system. By this we mean embedding
information management functionality in an existing application such as email. Keywords: Information Systems -Database Management - General (H.2.0); Information
Systems -Information Interfaces and Presentation - User Interfaces (H.5.2);
Information Systems -Models and Principles - User/Machine Systems (H.1.2);
design, field study, interview, iteration, personal information management | |||
| The Development of Cooperation: Five Years of Participatory Design in the Virtual School | | BIBAK | PDF | 239-251 | |
| John M. Carroll; George Chin; Mary Beth Rosson; Dennis C. Neale | |||
| During the past five years, our research group worked with a group of public
school teachers to define, develop, and assess network-based support for
collaborative learning in middle school physical science and high school
physics. From the outset, we committed to a participatory design approach. This
design collaboration has now existed far longer than is typical of
participatory design endeavors, particularly in North America. The nature of
our interactions, and in particular the nature of the role played by the
teachers has changed significantly through the course of the project. We
suggest that there may be a long-term developmental unfolding of roles and
relationships in participatory design. Keywords: Computing Milieux -Computers and Education - Computer Uses in Education
(K.3.1); Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1): Artificial, augmented, and virtual
realities; Computing Methodologies -Computer Graphics - Three-Dimensional
Graphics and Realism (I.3.7): Virtual reality; cognitive development,
cooperative design, educational networks, participatory design, requirements
development, requirements engineering, school culture | |||
| Creativity, Cooperation and Interactive Design | | BIBAK | PDF | 252-261 | |
| Susanne Bødker; Christina Nielsen; Marianne Graves Petersen | |||
| This paper focuses on ways and means of stimulating idea generation in
collaborative situations involving designers, engineers, software developers,
users and usability people. Particularly, we investigate tools of design, i.e.
tools used in design to get ideas for a new interactive application and its
use.
Based on different studies from a research project that we have been involved with over the past three years, we present specific examples of such tools and discuss how they inform design. We frame this discussion through the following (theoretical) considerations: a concern for the past and the present in informing design, for using theory as a source of inspiration in design and for making extremes and multiple voices play a role in innovation. These considerations are used to structure and discuss the examples, illustrating how it is important for such tools to be concrete, tangible and even caricatured. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Computing Milieux -Management of Computing and Information
Systems - Project and People Management (K.6.1): Systems analysis and design;
Information Systems -Models and Principles - User/Machine Systems (H.1.2);
cooperative, iterative design, tools for idea generation | |||
| Sitemaps, Storyboards, and Specifications: A Sketch of Web Site Design Practice | | BIBAK | PDF | 263-274 | |
| Mark W. Newman; James A. Landay | |||
| Through a study of web site design practice, we observed that designers
employ multiple representations of web sites as they progress through the
design process, and that these representations allow them to focus on different
aspects of the design. Designers also employ multiple tools during the course
of a project, including graphic design, web development, presentation, and word
processing software, as well as pen and paper. Sketching on paper is especially
important during the design exploration phase of a project, when designers wish
to explore many design possibilities quickly without focusing on low-level
details. Web site design tools intended to support the early phases of the
design process should employ informal interaction techniques, should support
multiple site representations, and should integrate well with other
applications that designers use regularly. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Information Storage and Retrieval -
Online Information Services (H.3.5): Web-based services; Information Systems
-Information Interfaces and Presentation - Group and Organization Interfaces
(H.5.3): Web-based interaction; Computing Milieux -Management of Computing and
Information Systems - Software Management (K.6.3); Software -Software
Engineering - General (D.2.0); ethnography, informal interfaces, information
architecture, web site design, work analysis | |||
| Case Study: User Research to Inform the Design and Development of Integrated Wearable Computers and Web-Based Services | | BIBAK | PDF | 275-279 | |
| Jodi Forlizzi; Margaret McCormack | |||
| The competitive playing field for startup companies often does not allow for
the time to understand how user needs can influence the development of a new
product. This paper presents a case study of informing the design of a wearable
computer with web-based services through user research. We discuss our
motivation for choosing to do user research to address our multi-faceted design
problem; present the methodology and technique design; and summarize lessons
learned in the process of analyzing the data and communicating findings to an
interdisciplinary shareholder team. Keywords: Information Systems -Models and Principles - User/Machine Systems (H.1.2);
Information Systems -Information Storage and Retrieval - Online Information
Services (H.3.5): Web-based services; Information Systems -Information
Interfaces and Presentation - Group and Organization Interfaces (H.5.3):
Web-based interaction; Computer Systems Organization -Computer System
Implementation - Microcomputers (C.5.3): Portable devices (e.g., laptops,
personal digital assistants); Computing Milieux -Management of Computing and
Information Systems - Project and People Management (K.6.1): Systems analysis
and design; design process, design research, interviews, participatory design,
self-documentation, user research, wearable computers | |||
| Rapid Ethnography: Time Deepening Strategies for HCI Field Research | | BIBAK | PDF | 280-286 | |
| David R. Millen | |||
| Field research methods are useful in the many aspects of Human-Computer
Interaction research, including gathering user requirements, understanding and
developing user models, and new product evaluation and iterative design. Due to
increasingly short product realization cycles, there has been growing interest
in more time efficient methods, including rapid prototyping methods and various
usability inspection techniques. This paper will introduce "rapid ethnography,"
which is a collection of field methods intended to provide a reasonable
understanding of users and their activities given significant time pressures
and limited time in the field.. The core elements include limiting or
constraining the research focus and scope, using key informants, capturing rich
field data by using multiple observers and interactive observation techniques,
and collaborative qualitative data analysis. A short case study illustrating
the important characteristics of rapid ethnography will also be presented. Keywords: Information Systems -Models and Principles - User/Machine Systems (H.1.2);
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2); Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3); ethnography, field research methods,
qualitative methods, user studies | |||
| On the Contributions of Different Empirical Data in Usability Testing | | BIBAK | PDF | 289-296 | |
| Maria R. Ebling; Bonnie E. John | |||
| Many sources of empirical data can be used to evaluate an interface (e.g.,
time to learn, time to perform benchmark tasks, number of errors on benchmark
tasks, answers on questionnaires, comments made in verbal protocols). This
paper examines the relative contributions of both quantitative and qualitative
data gathered during a usability study. For each usability problem uncovered by
this study, we trace each contributing piece of evidence back to its empirical
source. For this usability study, the verbal protocol provided the sole source
of evidence for more than one third of the most severe problems and more than
two thirds of the less severe problems. Thus, although the verbal protocol
provided the bulk of the evidence, other sources of data contributed
disproportionately to the more critical problems. This work suggests that
further research is required to determine the relative value of different forms
of empirical evidence. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles - User/Machine
Systems (H.1.2); empirical data, usability testing, verbal protocol | |||
| From Usability Lab to "Design Collaboratorium": Reframing Usability Practice | | BIBAK | PDF | 297-307 | |
| Jacob Buur; Susanne Bødker | |||
| This paper presents an exploratory process in which three industrial
usability groups, in cooperation with HCI researchers, worked to reframe their
own work practice. The usability groups moved beyond a classical usability
setting towards a new way of working which we have coined the Design
Collaboratorium. This design collaboratorium is a design approach that creates
an open physical and organizational space where designers, engineers, users and
usability professionals meet and work alongside each other. At the same time
the design collaboratorium makes use of event-driven ways of working known from
participatory design. Some of these working methods are well-documented from
literature but adapted to the needs of the particular project, others are new.
This paper illustrates how it is possible to reframe usability work and it
discusses the new usability competence required. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Evaluation/methodology; Information Systems -Models and
Principles - User/Machine Systems (H.1.2); Design, Human Factors, Measurement,
Management, Performance, Theory; collaboration, design collaboratorium,
usability work, user participation | |||
| A Case Study for Evaluating Interface Design through Communicability | | BIBAK | PDF | 308-316 | |
| Raquel O. Prates; Simone D. J. Barbosa; Clarisse S. de Souza | |||
| Communicability evaluation is a method based on semiotic engineering that
aims at assessing how designers communicate to users their design intents and
chosen interactive principles, and thus complements traditional usability
evaluation methods.
In this paper, we present a case study in which we evaluate how communicablity tagging of an application changes along users learning curves. Our main goal was to have indications of how communicability evaluation along a learning period helps provide valuable information about interface designs, and identify communicative and interactive problems, as users become more proficient in the application. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Evaluation/methodology; Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2): Interaction styles;
Information Systems -Models and Principles - User/Machine Systems (H.1.2);
communicability, interface design evaluation, semiotic engineering, users'
learning curves | |||
| Improving Electronic Guidebook Interfaces Using a Task-Oriented Design Approach | | BIBAK | PDF | 319-325 | |
| Paul M. Aoki; Allison Woodruff | |||
| Item selection is a key problem in electronic guidebook design. Many systems
do not apply so-called context-awareness technologies to infer user interest,
placing the entire burden of selection on the user. Conversely, to make
selection easier, many systems automatically eliminate information that they
infer is not of interest to the user. However, such systems often eliminate too
much information, preventing the user from finding what they want.
To realize the full potential of electronic guidebooks, designers must strike the right balance between automatic context-based inference and manual selection. In this paper, we introduce a task-oriented model of item selection for electronic guidebooks to help designers explore this continuum. We argue that item selection contains three sub-tasks and that these sub-tasks should be considered explicitly in system design. We apply our model to existing systems, demonstrating pitfalls of combining sub-tasks, and discuss how our model has improved the design of our own guidebook prototype. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Evaluation/methodology; Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2): Interaction styles;
Information Systems -Models and Principles - User/Machine Systems (H.1.2);
electronic guidebooks, museum tour guides | |||
| Task Based Groupware Design: Putting Theory into Practice | | BIBAK | PDF | 326-337 | |
| Gerrit van der Veer; Martijn van Welie | |||
| Designing Groupware systems requires methods and tools that cover all
aspects of Groupware systems. We present a method that utilizes known
theoretical insights and makes them usable in practice. In our method, the
design of Groupware systems is driven by an extensive task analysis followed by
structured design and iterative evaluation using usability criteria. Using a
combination of multiple complementary representations and techniques, a wide
range of aspects of Groupware design is covered. The method is built on our
experiences and is used in practice by several companies and educational
institutes in Europe. We define the design process, the models needed and the
tools that support the design process. Keywords: Information Systems -Information Systems Applications - Office Automation
(H.4.1): Groupware; Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2); Information Systems -Models and
Principles - User/Machine Systems (H.1.2); DUTCH, EUTERPE, GTA, design method,
groupware, task analysis, tools | |||
| Designs Conducive to the Use of Efficient Strategies | | BIBAK | PDF | 338-345 | |
| Suresh K. Bhavnani | |||
| Studies on the widespread inefficient use of complex computer applications
have suggested that users need to learn efficient strategies in addition to
learning how to use tools. This paper argues that our growing understanding of
strategic knowledge can be used to guide designers develop systems which are
conducive to the use of efficient strategies. The paper first describes ten
general strategies which appear to be useful across three computer application
domains. Next, the paper discusses the functionalities required to execute the
ten strategies, and what makes them conducive to strategy use. An analysis of
six major computer applications in three domains reveals that these
functionalities are not consistently offered, and how their absence directly
affects the performance of complex tasks. The analysis leads to questions
related to the generality of the results, the problem of featurism, and how
strategy-conducive systems could facilitate the transfer of knowledge across
applications. The paper concludes by briefly describing how we intend to use
the strategy framework to develop analysis methods for designers and trainers. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Evaluation/methodology; Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2): Interaction styles;
Computer Applications - Computer-Aided Engineering (J.6); Information Systems
-Models and Principles - User/Machine Systems (H.1.2); design, efficiency,
strategic knowledge, strategy, training | |||
| Communicating a Task Analysis with Task Layer Maps | | BIBAK | PDF | 346-353 | |
| Jonathan Arnowitz; Duco Fijma; Jouke Verlinden | |||
| Modern user interface design methods, regardless of their extremely diverse
viewpoints, all seem to agree that a document outlining a task analysis is
essential for good user interface design. However, most representations of task
analysis are difficult to understand. This difficulty makes the transition to
dialogue design difficult, especially for multidisciplinary design teams with
few shared skills and terminology. Using techniques borrowed from the study of
parallel processing, the authors have developed a technique of task analysis
representation called Task Layer Maps. Task Layer Maps are both quick and easy
to understand. This technique helps design teams to quickly come up with a
dialogue design and also allows checking that design for conformance with the
task analysis. Keywords: Theory of Computation -Computation by Abstract Devices - Modes of
Computation (F.1.2): Parallelism and concurrency; Software -Programming
Techniques - Concurrent Programming (D.1.3): Parallel programming; Information
Systems -Information Interfaces and Presentation - User Interfaces (H.5.2);
Information Systems -Models and Principles - User/Machine Systems (H.1.2);
design methods, flow diagrams, parallel processing, task analysis, task
modeling | |||
| Lingua Francas for Design: Sacred Places and Pattern Languages | | BIBAK | PDF | 357-368 | |
| Thomas Erickson | |||
| A central challenge in interaction design has to do with its diversity.
Designers, engineers, managers, marketers, researchers and users all have
important contributions to make to the design process. But at the same time
they lack shared concepts, experiences and perspectives. How is the process of
design-which requires communication, negotiation and compromise-to effectively
proceed in the absence of a common ground? I argue that an important role for
the interaction designer is to help stakeholders in the design process to
construct alingua franca. To explore this issue, which has received remarkably
little attention in HCI, I turn to work in urban design and architecture. I
begin by discussing a case study in community design, reported by Hester [10],
that demonstrates the power of alingua franca for a particular design project.
I then describe the concept of pattern languages and discuss how they might be
adapted to the needs of interaction design in general, and used, in particular,
as meta-languages for generating lingua francas for particular design projects. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Software -Programming Languages - Language Classifications
(D.3.2); Software -Software Engineering - Software Architectures (D.2.11):
Patterns (e.g., client/server, pipeline, blackboard); architecture, design
methods, interaction design, interdisciplinary design, interdsciplinary design,
pattern language, patterns, urban design | |||
| A Pattern Approach to Interaction Design | | BIBAK | PDF | 369-378 | |
| Jan O. Borchers | |||
| To create successful interactive systems, user interface designers need to
cooperate with developers and application domain experts in an
interdisciplinary team. These groups, however, usually miss a common
terminology to exchange ideas, opinions, and values.
This paper presents an approach that uses pattern languages to capture this knowledge in software development, HCI, and the application domain. A formal, domain-independent definition of design patterns allows for computer support without sacrificing readability, and pattern use is integrated into the usability engineering life cycle. As an example, experience from building an award-winning interactive music exhibit was turned into a pattern language, which was then used to inform follow-up projects and support HCI education. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Style guides; Information Systems -Information Interfaces
and Presentation - User Interfaces (H.5.2): Theory and methods; Information
Systems -Information Interfaces and Presentation - User Interfaces (H.5.2):
Training, help, and documentation; Information Systems -Information Interfaces
and Presentation - User Interfaces (H.5.2): User-centered design; Information
Systems -Information Interfaces and Presentation - Sound and Music Computing
(H.5.5): Modeling; Information Systems -Information Interfaces and Presentation
- Sound and Music Computing (H.5.5): Systems; Software -Software Engineering -
Design Tools and Techniques (D.2.2): User interfaces; Software -Software
Engineering - Software Architectures (D.2.11): Patterns (e.g., client/server,
pipeline, blackboard); Software -Programming Languages - Language
Classifications (D.3.2); design methodologies, education, exhibits,
interdisciplinary design, music, pattern languages | |||
| Performance Targets, Models and Innovation in Interactive System Design | | BIBAK | PDF | 381-387 | |
| William M. Newman; Alex S. Taylor; Christopher R. Dance; Stuart A. Taylor | |||
| This paper presents an approach to designing interactive systems that
enables critical performance parameters to be identified and models of
performance to be constructed. The methods described are intended to enable
designers to improve the performance of systems, and the provision of
performance targets is expected to encourage innovation in design. An example
is quoted in which digital camera technology was applied to the support of
authors using paper source documents, to enable them to capture source text
more rapidly and thus increase their productivity, measured in terms of words
per hour. A model of the capture task was constructed, and was used to set a
target time for capturing short text segments. This target was presented to a
design team, who responded with an innovative interface incorporating
auto-completion. A prototype auto-completion tool demonstrated that the
performance target could be met. Keywords: Computing Methodologies -Image Processing And Computer Vision - Digitization
and Image Capture (I.4.1): Scanning; Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2): Interaction styles;
auto-completion, camera-based scanning, critical parameters, innovation | |||
| Contextual Prototyping of User Interfaces | | BIBAK | PDF | 388-395 | |
| Chris Stary | |||
| Contextual development differs from traditional user interface development
in several ways: It focuses on the context of usage and the user population
rather than on the technical features required for interaction. However, the
latter come into play when transforming context specifications into
user-interface code. Contextual development also considers design to be a
non-linear process based on activities (re)engineering work processes rather
than performing traditional software-engineering tasks. Consequently,
contextual development requires usage-relevant (re)presentation and execution
mechanisms. Although the specification of task- and user-knowledge has been
recognized to be crucial for contextual user interface design, seamless
development support is still lacking. The reported TADEUS (Task
Analysis/Design/End User Systems) project targets toward an environment that
allows contextual and seamless design and prototyping based on user and task
knowledge. Due to its model-based nature TADEUS is open with respect to
diagrammatic notations for specification, and different interaction platforms.
As a result, different perspectives on the context, development process and its
results can be kept consistent throughout development. Keywords: Software -Software Engineering - Design Tools and Techniques (D.2.2): User
interfaces; Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles - User/Machine
Systems (H.1.2); contextual design, customization, interactive work design,
lifecycle management, model-based development, object-oriented modeling,
prototyping, scamless development, seamless development, tools, usability
engineering, user-centered system design | |||
| Meta-Design: Design for Designers | | BIBAK | PDF | 396-405 | |
| Gerhard Fischer; Eric Scharff | |||
| One fundamental challenge for the design of the interactive systems of the
future is to invent and design environments and cultures in which humans can
express themselves and engage in personally meaningful activities.
Unfortunately, a large number of new media are designed from a perspective of
viewing and treating humans primarily as consumers. The possibility for humans
to be and act as designers (in cases in which they desire to do so) should be
accessible not only to a small group of high-tech scribes, but rather to all
interested individuals and groups. Meta-design characterizes activities,
processes, and objectives to create new media and environments that allow users
to act as designers and be creative.
In this paper we discuss problems addressed by our research on meta-design, provide a conceptual framework for meta-design, and illustrate our developments in the context of a particular system, the Envisionment and Discovery Collaboratory. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles - User/Machine
Systems (H.1.2); consumer and designer mindsets, designing "out of the box",
domain-oriented design environments, evolutionary growth, impact of new media
on design, open evolvable systems, open source, reseeding model, seeding,
underdesigned systems | |||
| A Dimension Space for the Design of Interactive Systems Within their Physical Environments | | BIBAK | PDF | 406-416 | |
| T. C. Nicholas Graham; Leon A. Watts; Gaelle Calvary; Joelle Coutaz; Emmanuel Dubois; Laurence Nigay | |||
| This paper introduces a Dimension Space describing the entities making up
richly interactive systems. The Dimension Space is intended to help designers
understand both the physical and virtual entities from which their systems are
built, and the tradeoffs involved in both the design of the entities themselves
and of the combination of these entities in a physical space. Entities are
described from the point of view of a person carrying out a task at a
particular time, in terms of their attention received, role, manifestation,
input and output capacity and informational density. The Dimension Space is
applied to two new systems developed at Grenoble, exposing design tradeoffs and
design rules for richly interactive systems. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Information Interfaces and
Presentation - Multimedia Information Systems (H.5.1): Artificial, augmented,
and virtual realities; Computing Methodologies -Computer Graphics -
Three-Dimensional Graphics and Realism (I.3.7): Virtual reality; Information
Systems -Information Systems Applications - Office Automation (H.4.1):
Groupware; augmented reality, dimension space, groupware, interactive system
design | |||
| The Building Blocks of Experience: An Early Framework for Interaction Designers | | BIBAK | PDF | 419-423 | |
| Jodi Forlizzi; Shannon Ford | |||
| Design activity has recently attempted to embrace designing the user
experience. Designers need to demystify how we design for user experience and
how the products we design achieve specific user experience goals. This paper
proposes an initial framework for understanding experience as it relates to
user-product interactions. We propose a system for talking about experience,
and look at what influences experience and qualities of experience. The
framework is presented as a tool to understand what kinds of experiences
products evoke. Keywords: Information Systems -Models and Principles - User/Machine Systems (H.1.2);
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2); Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design; experience,
interaction design, research, theory, user experience | |||
| Experience Prototyping | | BIBAK | PDF | 424-433 | |
| Marion Buchenau; Jane Fulton Suri | |||
| In this paper, we describe "Experience Prototyping" as a form of prototyping
that enables design team members, users and clients to gain first-hand
appreciation of existing or future conditions through active engagement with
prototypes. We use examples from commercial design projects to illustrate the
value of such prototypes in three critical design activities: understanding
existing experiences, exploring design ideas and in communicating design
concepts. Keywords: Information Systems -Models and Principles - User/Machine Systems (H.1.2);
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2); Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design; design,
experience, methods, prototyping | |||
| User-Driven Design of a Tangible Awareness Landscape | | BIBAK | PDF | 434-440 | |
| Simon Lock; Jennifer Allanson; Peter Phillips | |||
| This paper describes the design and evolutionary development of a system for
supporting informal interactions between geographically-remote members of a
group. Based on simple internet technologies, the system described enables the
use of novel, tangible devices for the purpose of discrete event notification.
A simple system was initially developed for use in an office environment for
providing awareness events via a single notification device. Over a four month
period this simple system evolved into a suite of low-cost, low-tech
notification devices for public and personal use. The numerous devices utilised
by the final system constitute a physical landscape of awareness which have
been demonstrated to support group and individual awareness of discrete events
in both fixed locations and on the move. Keywords: Information Systems -Models and Principles - User/Machine Systems (H.1.2);
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2); Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems development; Information Systems
-Information Systems Applications - Office Automation (H.4.1): Groupware;
awareness landscapes, tangible media, user-driven design | |||
| Mergers and Acquisitions: The Changing Practice of HCI and Design | | BIBAK | PDF | 442-443 | |
| Margaret McCormack; Nico Macdonald; Christopher Pacione | |||
| This session is intended to stimulate discussion about the current trend of
mergers and acquisitions that are changing the practice of Design, HCI, and
technology based companies. A panel of influential leaders from the Design and
HCI communities will be brought together to debate and discuss both the
benefits and consequences of acquiring, being acquired and remaining
independent. Half the panelists will represent mega e-powerhouses (companies
that have been acquired or merged within the last 3 years) and half the
panelists will represent smaller independent design and HCI companies. Keywords: Information Systems -Models and Principles - User/Machine Systems (H.1.2);
Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; HCI practice,
acquisitions, design practice, design trends, mergers | |||
| Panel: Teaching Tangible Interaction Design | | BIBAK | PDF | 444-445 | |
| Keiichi Sato; William Verplank | |||
| How do we educate the designers and engineers who will develop the
interactive products and systems of the future? Computing functions are moving
into physical objects; networking allows us to connect objects and spaces. As
products gain more computing and information technology for power, control and
interaction, they tend to lose direct and physical qualities; networking
creates tangled webs of non-locality. This panel addresses a question How can
we increase literacy in the physical quality of experience and enhance design
students capacity for understanding the implications of embedded technologies
in product innovation? Keywords: Computing Milieux -Computers and Education - Computer and Information
Science Education (K.3.2): Curriculum; Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2); Information Systems
-Models and Principles - User/Machine Systems (H.1.2); interaction design
education, interaction paradigms, physical interaction, prototyping | |||
| Stories and Storytelling in the Design of Interactive Systems | | BIBAK | PDF | 446-447 | |
| Dan Gruen | |||
| This panel will look at how stories can be used in the design of interactive
systems from two perspectives: stories that exist as the content or organizing
theme within a system, and stories told around the people, settings, and
activities in which an interactive system is used. Although these uses are
different, they involve common themes and the use of similar tools. Examples
from actual engagements using story-based design techniques suggest that the
same elements that contribute to a compelling story, movie, or novel are
important for a successful and compelling product or offering. Participants
will discuss their use of stories, drawing from specific projects and
engagements in which stories, storyboards, and other narrative techniques have
played a role. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles - User/Machine
Systems (H.1.2); Computing Milieux -Management of Computing and Information
Systems - Project and People Management (K.6.1): Systems analysis and design; | |||
| The Trialectical Architecture of Buildings, Intranets and Organisations | | BIBAK | PDF | 449 | |
| Karen Mahony; Andrew Yeoh | |||
| In this paper, we explore the implications of the new dimension of the
intranet to the design of organisational environments. Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Computer
Applications - Arts and Humanities (J.5): Architecture; Information Systems
-Models and Principles - User/Machine Systems (H.1.2); architecture, design,
intranet, organisation | |||
| Reflecting on Design Practice: Exploring Video Documentary of Designers in Action | | BIBK | PDF | 450-451 | |
| Jacob Buur; Thomas Binder; Trond Are Oritsland | |||
Keywords: Computing Milieux -Management of Computing and Information Systems - Project
and People Management (K.6.1): Systems analysis and design; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2):
User-centered design; | |||
| Envisioning the E-Quarium: Strategic Design Planning for the Monterey Bay Aquarium's Web site | | BIBAK | PDF | 452-454 | |
| Lauralee Alben; Michael Rigsby | |||
| This presentation focuses on the strategic design planning and vision
creation process for the E-Quarium, the online complement to the Monterey Bay
Aquarium. More than six months of informed investigation and analysis resulted
in an ambitious redesign of the web site, which launched in October 1999. The
aquarium and AlbenFaris worked in close partnership in a collaborative
development process that included visitor research, establishment of a clear
strategic vision, a set of goals and content objectives, identification of
target audiences, scenario planning, competitive analysis, site definition and
design. As a result, the new E-Quarium exemplifies the relevance of grounded
design practice.
More than a design case study, this is a thoughtful weaving of the process, perspectives and experiences the designers gained from understanding the aquariums structure, mission and culture and the needs of the aquariums key audiences. The inclusion of experts in marine biology and conservation, exhibition design and technology as members of the development team provided inspiration and insights beyond the normal boundaries of interactive design. This presentation is also a journey into the wonder of kelp forests and the deep sea-habitats showcased in the aquarium exhibits and the online E-Quarium. Both the physical aquarium and the E-Quarium have a profound effect on visitors, inspiring and informing them about the wonders of the oceans. And both serve as catalysts, making visitors aware of ocean conservation issues and encouraging them to join with the Monterey Bay Aquarium in the cause of ocean conservation. Keywords: Computer Applications - Physical Sciences and Engineering (J.2): Earth and
atmospheric sciences; Computer Applications - Life and Medical Sciences (J.3):
Biology and genetics; Computing Milieux -Management of Computing and
Information Systems - Project and People Management (K.6.1): Systems analysis
and design; Computing Methodologies -Artificial Intelligence - Problem Solving,
Control Methods, and Search (I.2.8): Plan execution, formation, and generation;
Information Systems -Information Storage and Retrieval - Online Information
Services (H.3.5): Web-based services; Information Systems -Information
Interfaces and Presentation - Group and Organization Interfaces (H.5.3):
Web-based interaction; collaborative design, competitive analysis, goal
planning, interactive design, multimedia, online surveys, scenario planning,
strategy, visitor research, web site | |||