comp 4026 - lecture 1
TRANSCRIPT
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LECTURE 1: INTRODUCTION
COMP 4026 – Advanced HCI Semester 5 - 2016
Mark Billinghurst University of South Australia
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Lecturer • Mark Billinghurst
• PhD University of Washinton • Director of the Empathic Computing Lab • Expert in AR, 3D user interfaces
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Class Logistics • Weekly lecture (2 hrs)
• Thursday 11am – 1pm • Room D2-34
• Assessment • Project Concept Design – 10% • Class participation/Design journal – 40% • HCI Project – 50%
• What you will need • Design Journal/Sketch Book
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HCI Project • Pick an advanced interface technology
• Wearable, AR/VR, Bio sensor, Computer Vision • Identify a user need that it addresses • Product a concept design • Develop an interactive prototype • Conduct a user evaluation • Write a research report
• 8-10 pages conference format
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Project Technologies Available
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What You Will Learn • History of HCI Trends • Interaction Design Fundamentals • Design Thinking Processes • Advanced Interface Technology
• Wearable Computing • Augmented/Virtual Reality • Sensing systems
• Experimental Design/Evaluation • Research Directions
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TRENDS IN HCI
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Processing Power
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Courtesy Matt Rettig, CMU
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SpaceWar Demo
• http://www.masswerk.at/spacewar/
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Doug Englebart Mouse (1968)
• https://www.youtube.com/watch?v=1MPJZ6M52dI
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Ivan Sutherland Sketchpad Demo
• https://www.youtube.com/watch?v=DWAIp3t6SLU
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https://www.youtube.com/watch?v=2zfqw8nhUwA
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Xerox Star
https://www.youtube.com/watch?v=zVw86emu-K0
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Processing Power
Operate
Experience
Adapt
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EXPERIENCE DESIGN
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“The product is no longer the basis of value. The experience is.”
Venkat Ramaswamy The Future of Competition.
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Experience Economy
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experiences
services
products
components
Valu
e
Sony CSL © 2004
Gilmore + Pine: Experience Economy
Function
Emotion
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Good Experience Design
• Reactrix • Top down projection • Camera based input • Reactive Graphics • No instructions • No training
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Reactrix Demo – car race
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Reactrix Demo – Coke interactive
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How to improve experience of picking up rubbish?
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World’s Deepest Rubbish Bin
• The Fun Theory – http://www.funtheory.com • https://www.youtube.com/watch?v=tcrhp-IWK2w
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Improve the experience of walking up stairs?
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Musical Stairs
• The Fun Theory – http://www.funtheory.com • https://www.youtube.com/watch?v=2lXh2n0aPyw
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What to do? • Imagine
• You’re bringing a new product to market • Your #2 competitor has been in the market for over a year, selling millions of units
• Your #1 competitor launches the same month • Your technology is slower than your competitors • Your technology is older than your competitors • Your last product failed in the market
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• Do you compete on Price ? • Do you compete on Technology ? • Do you compete on Features ?
Wrong: Compete on user experience !
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Nintendo Wii
• Cheap - $500 • Unique game play
• Wireless 3 DOF controller • Position and orientation sensing
• Aiming to broaden user base • Can play previous games/downloads
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Sales to Sept 2011
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Using the N-gage
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SideTalking • www.sidetalkin.com
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INTERACTION DESIGN
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Interaction Design
“Designing interactive products to support people in their everyday and working lives” Preece, J., (2002). Interaction Design
• Design of User Experience with Technology
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Bill Verplank on Interaction Design
• https://www.youtube.com/watch?v=Gk6XAmALOWI
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• Interaction Design involves answering three questions: • What do you do? - How do you affect the world? • What do you feel? – What do you sense of the world? • What do you know? – What do you learn?
Bill Verplank
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• Artist/Engineer: • concerned with what’s on the screen
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• Interface Designer: • concerned with person in front of the screen • often takes static view of interface
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• Interaction Designer • Concerned with engaging with technology over time • Creating two way conversation with machine
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What is Interaction Design?
• https://www.youtube.com/watch?v=OZPLCjrewj8
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HCI and Interaction Design
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Interaction Design Process
Evaluate
(Re)Design
Identify needs/ establish
requirements
Build an interactive version
Final Product Develop alternative prototypes/concepts and compare them And iterate, iterate, iterate....
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DISCOVERY
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Interaction Design Process
Evaluate
(Re)Design
Identify needs/ establish
requirements
Build an interactive version
Final Product Develop alternative prototypes/concepts and compare them And iterate, iterate, iterate....
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Goal
Create a deep understanding of the user and problem space
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Who are your Users?
Everyone!
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Understanding Specific Needs
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Designing for Everyone
Designing for Everyone pleases No one
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Who REALLY are your Users/Stakeholders?
• Not as obvious as you think: — those who interact directly with the product — those who manage direct users — those who receive output from the product — those who make the purchasing decision — those who use competitor’s products • Three categories of user (Eason, 1987): — primary: frequent hands-on
— secondary: occasional or via someone else
— tertiary: affected by its introduction, or will influence its purchase
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Smart Shopping Cart
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Smart Shopping Cart
• https://www.youtube.com/watch?v=OeSqnLZXKM4
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Who are the Stakeholders?
Check-out operators
Customers Managers and owners
• Suppliers • Local shop owners
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99
What do we mean by ‘needs’? • Users rarely know what is possible
• Users can’t tell you what they ‘need’ to achieve goals
• Instead, look at existing tasks: – their context
– what information do they require?
– who collaborates to achieve the task?
– why is the task achieved the way it is?
• Envisioned tasks: – can be rooted in existing behaviour
– can be described as future scenarios
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Consider the Whole User
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Needs Analysis Methods
Learn from people
Learn from analogoussettings
Learn from Experts
Immersive yourself in context
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Learn from People • Who
• Brainstorm interesting people to meet • Think of extremes
• How • Plan the interaction and logistics • Invite participants • Create a trusted atmosphere
• What • Pay attention to your environment • Capture your immediate observations
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Interviewing
• Understanding people’s thoughts, emotions, motivations • Understanding people’s choices and behaviours • Key way to identify needs
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Learn from Experts
• Experts have in-depth knowledge about topic • Can give large amount of information in short time
• Choose Participants • Expertise, radical opinion, etc
• Set up for productive conversation • Plan, capture, document
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Immersive yourself in Context
• Observing the problem space around you • Plan observations
• What emotions do you experience? • What challenges?
• Explore and take notes • Sketches, notes, photos
• Capture what you have seen • Reflections, post-it notes
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Understanding the User
A day in the Life of.. Cultural Probes.. Role Playing..
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Cultural Probes: Equator Domestic Probes
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What? How? Why?
• Observation analysis • Start from Concrete Observation
• What is the person doing?
• Move to Understanding • How are they doing it?
• Finish with interpretation • Why are they doing it?
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Seek Inspiration in Analogous Setting
• Inspiration in different context than problem space • Eg redesign library by going to Apple store
• Think of Analogies that connect with challenge • Similar scenarios in different places
• Make arrangements for activities • Logistics
• Absorb experience • Observe, ask
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Analogous Settings
• Analogies provide way to get fresh perspective • Identify key aspects of problem space • Look for opportunities for analogies
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Define the Problem
• Expresses the problem you are addressing • Defines your unique point of view
• Unique design vision based on needs analysis • Two Goals
• Deep understanding of users and design space • Actionable problem statement (point of view)
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Stakeholder
• Identify key elements of target person • Demographics • Occupation • Motivation
• Express as adjective description • Develop typical persona
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Personas • Personas are a design tool to help visualize who you are
designing for and imagine how person will use the product • A persona is an archetype that represents the behavior and
goals of a group of users • Based on insights and observations from customer research • Not real people, but synthesised from real user
characteristics • Bring them to life with a name, characteristics, goals,
background • Develop multiple personas
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Persona
• Capture elements relevant to problem
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Empathy Map
• Synthesize observations and draw out insight • 4 quadrant layout
• SAY: What are some quotes and defining words your user said?
• DO: What actions and behaviors did you notice? • THINK: What might your user be thinking? What does this tell you about his or her beliefs?
• FEEL: What emotions might your subject be feeling?
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Empathy Map
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• https://www.youtube.com/watch?v=oyMqNFG1wgM
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Example
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Expressing the Problem
[User] needs [verb phrase] in a way that [way] How might we [verb phrase] ?
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Need • Human emotional or physical necessities.
• Needs help define your design
• Needs are verbs not Nouns • Verbs - (activities and desires) • Nouns (solutions)
• Identify needs directly out of the user traits you noted, or from contradictions between • disconnect between what she says and what she does..
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Insight
• A remarkable realization that you could leverage to better respond to - a design challenge.
• Insights often grow from contradictions between two user attributes • either within a quadrant or two different quadrants
• Asking “Why?” when you notice strange behavior.
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Problem Definition Creates Insight
User + Need = Insight