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Human–Computer Interaction post-millennial models

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Presentation on theme: "Human–Computer Interaction post-millennial models"— Presentation transcript:

1 Human–Computer Interaction post-millennial models
Alan Dix

2 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

3 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

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

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

6 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

7 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

8 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

9 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

10 designing experience transferring between media
deconstructing experience reconstructing experience

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

12 changing media original page design

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

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

15 redesign

16 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


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