Human–Computer Interaction post-millennial models

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Presentation transcript:

Human–Computer Interaction post-millennial models Alan Dix alan@hcibook.com http://www.hcibook.com/alan/teaching/rome2003/

course outline Week 1: 19–23 May 2003 basics of HCI and cognition Tues 20th am and pm lightening introduction vision 3D and colour time human context strand Wed 21st am, Thurs 22nd pm and Fri 23rd pm scenarios task analysis rich work ecologies understanding interaction Week 2: 26–30 May 2003 system definition strand Mon 26th pm and Tues 27th am and pm understanding state physical–logical mappings continuous interaction and time formal interaction modelling at the edge Thurs 29th am and pm designing experience innovation and creativity

designing for value people use something ONLY IF it has perceived value AND value exceeds cost BUT NOTE exceptions (e.g. habit) value NOT necessarily personal gain or money

weighing up value value cost helps me get my work done fun good for others cost download time money £, $, € learning effort

if you want someone to do something … make it easy for them! understand their values

organisational design coercion tell them what to do! value = keep your job enculturation explain corporate values establish support (e.g share options) emergence design process so that individuals value  organisational value

discounted future in economics Net Present Value: discount by (1+rate)years to wait in life people heavily discount future value and future cost hence resistance to learning need low barriers and high perceived present value

for groups network effects critical mass value of PowerPoint for ME is higher if YOU have it too critical mass reduce initial cost increase initial value find cliques

lattice of value two groups (example): each need value on their own developers users each need value on their own otherwise initial use need more value for both to encourage growth

designing experience transferring between media deconstructing experience reconstructing experience

the cursed animosity of inanimate objects john ruskin the cursed animosity of inanimate objects

changing media original page design

changing media original page design for the web? straight lines OK crossing hard

understand the effect surface elements experienced effects strong box single thick diagonal actual crossing experienced effects breaking boundaries dynamism by crossing

redesign

understand the effect original image new image surface elements strong box single thick diagonal several thin diagonals actual crossing not present experienced effects breaking boundaries gestalt feeling of boundary crossing dynamism by crossing dynamism by gestalt crossing plus multiple lines suggest movement