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interaction design usability evaluation
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Musstanser Tinauli
A presentation for AvanzamentoSupervisor: Prof. Margherita PillanDCom and Centro Metid
Affiliations and
Research Collaborations
People:Prof. Alberto Colorni (President)
Susanna Sancassani (Director)Lia Navarotto (Responsible: University
Explorer)Nicola Padovani (Responsible: MxMxM)
Marzio Ghezzi (Responsible: Penssa Project)
People:•Marco Cecchet (Person Incharge for Penna Project)•Massimo Russo (Technical Support)
Ultimate Goals
• To Understand how interactive environments, their efficiency and experiences in a given interactive scenario can
be measured.
• To understand how the use of certain tools and interactive environments influences the behaviour of people
•Development of a toolkit which can facilitate the evaluation of an interactive system (existing systems and during
production)
Contents….
Moving on from the third avanzamento in-terms of activities and experiments for the theme of the research.
•Intro/Background•Where was I?•What has been done•Whats next
System and Interactive System in our Context? •Commons:
• User• Interaction• Device• Technological
Artifact• Software• Context
With Emphasis on user
Example Video Systems.swf
System and Interactive System in our Context? •Commons:
• User• Interaction• Device• Technological
Artifact• Software• Context
With Emphasis on user
Juke box(2000) Ipod (2001)
Fossil O-Ring
System and Interactive System in our Context? •Commons:
• User• Interaction• Device• Technological
Artifact• Software• Context
With Emphasis on user
Juke box(2000) Ipod (2001)
Yesterday Once More (concept - CHITA) System schematic diagram 系统示意图
System and Interactive System in our Context? •Commons:
• User• Interaction• Device• Technological
Artifact• Software• Context
With Emphasis on user
Why Evaluation? Quality?Efficiency?
Well-thought out, well-designed products are successful.
Best to market trumps first to market., Alan Cooper
Categorial Case Studies
The ongoing case studies include games, e-learning platforms and digital pen and papers
Contents….
Where was I
Categorial Case Studies
The ongoing case studies include games, e-learning platforms and digital pen and papers
Method
The IxD Observational Model and the Experiential Factors
Affect
Affect
Guidence &
Support
Guidence &
Support
Accesability
Accesability
Collab
oration
Collab
oration
Understand
Understand
Cre
ate
Cre
ate
Exper
imen
t
Exper
imen
t
EvolveEvolve
Improve
Improve
Analy
ze
Analy
ze
Observe
Observe
Game: University
ExplorerInteractive Devices: Digital
and Paper
Virtual Platforms:
MxMxM
Interview Creators
(understand concept)
Brainstorm
observations
Play/UseForm
Groups
Fix
Observations
Form Survey
Questions
Form
Focus
Group
s
Assig
n an
d
Evalu
ate
task
s
Surv
ey R
esult
s
Eac
h I
mpac
t F
acto
r
Fix Observations
CyclesAssociate Observations
and Experiential factors
Interaction Schema
Interactive Product
Contents….
What has been done (activities and experiments)But in my opinion, it's something we've been doing since before recorded history. Aboriginal peoples made cairns to mark trails — that is, to communicate through time via a product. *saffer.
Categorical Case Studies: Interactive Devices
Digital Pen and Paper
•It worked in the lab•Didn’t hit the market•Wasn’t able to achieve success from users point of view
•We conducted the study and evaluated the overall system
accesses
All Written Text
Website
EspecialPaper
Creates new Page
Writes on
Closes Page
Uses
Continuously Stores
connects
IMCDatabase
Uploadsvector
Fetchesvector
Logs in
IMCDatabas
e
Views / Downloadspages
Digital Pen and Paper System
Digital Pen and Paper – Set of ActivitiesIntroductio
n
Volunteers
Pen Concepts
Pen
Kit
D
istr
ibu
tion
TA
SK
S
OPEN
WRITE
SAVEShar
e
Video
Surveillance Usage Survey
TUI
PC
SP
roje
ct C
ompl
etio
n S
urve
y
KH
SK
now
How
Sur
vey
. . .Continue Usage . . .
Postmortem of TUI with all stakeholder
ResultsAnalysis:Lessons Learned:
Project Completion SurveyUsage Survey
Conducted field research along with students for development of interactive services using MCT Technologies along with CHITA team.
Lectures: Designing Learning spaces with Web 2.0 tools
A schema for evaluating an interactive system: a case study of digital pen and paper.
The projects were exhibited in a design expo in China.
Visual object analysis installation METID DAY
A few Images
The visual installation
Published papersParticularly related to research topic (in-order of relevance):
Tinauli, M. and Pillan, M. 2008. Interaction Design and Experiential Factors: A Novel Case Study on Digital Pen and Paper. In Proceedings of the 5th Mobility Conference, (Taiwan, September 10 - 12, 2008). Mobility '08. ACM, New York, NY.
Tinauli, M., Suteu, I. and Pillan, M. 2008. Designing evaluation methodologies for interactive systems. Submitted in Design Connexity, Eight International Conference of the European Acadamey of Design, Aberdeen, Scotland.
Tinauli, M. and Pillan, M. 2007. Constructive memory and situated design computing. In Proceedings of the 4th international Conference on Mobile Technology, Applications, and Systems and the 1st international Symposium on Computer Human interaction in Mobile Technology (Singapore, September 10 - 12, 2007). Mobility '07. ACM, New York, NY, 640-644. DOI= http://doi.acm.org/10.1145/1378063.1378172.
OthersGong, M., Valesecchi, F., Baek J., S., Tinauli, M., and Assawaboonyalert, C. 2008. Extreme and Opposite Direction – An observation of Grassroots social Innovation towards Sustainable and Harmonious Society in China. In Culmus Working Papers Symposium, Culmulus Seminar Jinan (China, July 3 - 5, 2008). Pp. 142-150.
Rafi, A., Tinauli, M., and Izani, M. 2007. High Dynamic Range Images: Evolution, Applications and Suggested Processes. In Proceedings of the 11th international Conference information Visualization (July 04 - 06, 2007). IEEE Computer Society, Washington, DC, 877-882. DOI= http://dx.doi.org/10.1109/IV.2007.6
• MIT, SENSEable CITY LAB- Prof. Carlo Ratti• Trash Track Project – Progetto Rocca
• University of Technology, Sydney, Australia
• Chiara Bisagni, Professore Associato, Dipartimento di Ingegneria Aerospaziale, Politecnico di Milano
• Continuation with Centro METID, Politecnico di Milano
Questions?
Questions?
Conferences and Associations
IXDA (Interaction Design Association)www.ixda.org
WebVisionsPortland, OR, USA
May 22-23http://www.webvisionsevent.com/
UX IntensiveMinneapolis, MN, USA
June 16-19http://adaptivepath.com/events/2008/jun/
Discount Code: FODS
Reboot10Copenhagen, DK
June 26-27
UX WeekSan Francisco, CA
August 11-15Discount Code: FODS
IDSA ConferencePhoenix, AZ, USASeptember 10-13
Web 2.0 ExpoNew York, NY
September 16-19
Designing for MobileLawrence, KS, USA
September 22-24
http://www.webvisionsevent.com/http://ideaconference.org/
Design Research Conference - September 19/20 in Chicago:
http://trex.id.iit.edu/events/drc/2008/index.html
UsabilityProfessionals08Lübeck, Germany
September 7-10
References
Interaction Design Is Still an Art Form. Ergonomics Is Real EngineeringDonald A. Norman
Affective Multimodal Human-Computer InteractionMaja Pantic1, Nicu Sebe2, Jeffrey F. Cohn3 and Thomas Huang4
Can Usercentered Interface Design Be Applied to Education?, V. Javier Traver
interaction design history in a teeny little nutshellmarc rettig
Gesture Recognition with a Wii ControllerThomas Schl¨omer, Benjamin Poppinga, Niels Henze, Susanne Boll
Simplicity in Interaction DesignAngela Chang, James Gouldstone, Jamie Zigelbaum, Hiroshi Ishii
Penna con audio e TAG – integrazione e programmazione http://www.flypentop.com/view/page.home/home http://www.livescribe.com/sneakpeek/index.html
Designing for Interaction, Dan Saffer
Affective Computing, A Picard
Virtual Reality Technology
Emotional Design, Why we love or hate everyday things. Donald A. Norman
http://www.weblogswork.com
http://www.idxa.org
http://www.adaptivepath.com/blog/
http://www.odannyboy.com/blog/
But in my opinion, it's something we've been doing since before recorded history. Aboriginal peoples made cairns to mark trails — that is, to communicate through time via a product. *saffer.
Right before the internet bubble burst, interaction design started to come into its own, and it began to get known. In 2003, Alan Cooper changed the subtitle of his seminal book from The Essentials of User Interface Design to The Essentials of Interaction Design.
DAN SAFFER’s IxD Relationship
Interaction design is about behavior, how things work.
I push a button on my mobile phone and something happens. Or I enter a fast food restaurant, walk up to the counter, and something happens.
Defining what happens when a person uses a product or service is what interaction designers do.
WHY IxD?Ju
ke b
ox(2
00
0)
Ipod
(2
001)
Well-thought out, well-designed products are successful.
Best to market trumps first to market., Alan Cooper
Comments by users on the Visual Installation
1) it shows how reality can be conceived in many different ways. This is very important for communication, sharing different perspectives to understand each others is a necessary basis; this is also very important when building IT systems that try to formalize reality, if we don't agree on what reality to represent, then we risk developing something useless… This is even truer concerning ontology-based approaches and languages2) it also shows that reality can be distorted …. Not only different perspectives of the same object but even different objects (virtual objects in this case) according to the devices used to read / to look at /to observe them (e.g. the images of some objects showed "altered" colours)3) it also shows the crucial role of contexts, in fact, if you don't contextualize objects, they can look different …. (some images "cut" the represented objects)4) and then the question is: does an objective reality "really" exist ? Or rather, do many realities exist, i.e. so many realities as the subjects and devices perceiving and representing them? Countless, infinite realities? …. Of course, one thing is virtual and another thing is live, but sometimes boundaries are weak …. J5) furthermore, this simulation can help us make concepts "concrete", in fact by these examples we can grasp and understand these issues easier 6) consequently, such simulations can foster creativity. Creativity dimension has changed just as knowledge dimension …. Now knowledge is no more an individual question only. It has become a social, a collective process. The same for creativity that is now becoming a social capacity. These IT devices can be an input, they can help socialization process; in fact, such a simulation can stimulate teams' creativity by making individual/ subjective concepts explicit and concrete, sharable…. But even multipliable infinitely and subjectively (see point 4)) …. Preconditions for creativity (both individual and collective)…