musstanser avanzament 4 (final no animation)

31
Musstanser Tinauli A presentation for Avanzamento Supervisor: Prof. Margherita Pillan DCom and Centro Metid

Upload: musstanser

Post on 20-May-2015

867 views

Category:

Design


2 download

DESCRIPTION

interaction design usability evaluation

TRANSCRIPT

Page 1: Musstanser   Avanzament 4 (Final   No Animation)

Musstanser Tinauli

A presentation for AvanzamentoSupervisor: Prof. Margherita PillanDCom and Centro Metid

Page 2: Musstanser   Avanzament 4 (Final   No Animation)

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)

Page 3: Musstanser   Avanzament 4 (Final   No Animation)

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)

Page 4: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 5: Musstanser   Avanzament 4 (Final   No Animation)

System and Interactive System in our Context? •Commons:

• User• Interaction• Device• Technological

Artifact• Software• Context

With Emphasis on user

Example Video Systems.swf

Page 6: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 7: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 8: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 9: Musstanser   Avanzament 4 (Final   No Animation)

Categorial Case Studies

The ongoing case studies include games, e-learning platforms and digital pen and papers

Page 10: Musstanser   Avanzament 4 (Final   No Animation)

Contents….

Where was I

Page 11: Musstanser   Avanzament 4 (Final   No Animation)

Categorial Case Studies

The ongoing case studies include games, e-learning platforms and digital pen and papers

Page 12: Musstanser   Avanzament 4 (Final   No Animation)

Method

The IxD Observational Model and the Experiential Factors

Affect

Affect

Guidence &

Support

Guidence &

Support

Accesability

Accesability

Collab

oration

Collab

oration

Page 13: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 14: Musstanser   Avanzament 4 (Final   No Animation)

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.

Page 15: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 16: Musstanser   Avanzament 4 (Final   No Animation)
Page 17: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 18: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 19: Musstanser   Avanzament 4 (Final   No Animation)

ResultsAnalysis:Lessons Learned:

Project Completion SurveyUsage Survey

Page 20: Musstanser   Avanzament 4 (Final   No Animation)

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.

Page 21: Musstanser   Avanzament 4 (Final   No Animation)

Visual object analysis installation METID DAY

A few Images

The visual installation

Page 22: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 23: Musstanser   Avanzament 4 (Final   No Animation)

• 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

Page 24: Musstanser   Avanzament 4 (Final   No Animation)

Questions?

Questions?

Page 25: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 26: Musstanser   Avanzament 4 (Final   No Animation)

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/

Page 27: Musstanser   Avanzament 4 (Final   No Animation)

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.

Page 28: Musstanser   Avanzament 4 (Final   No Animation)

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.

Page 29: Musstanser   Avanzament 4 (Final   No Animation)

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.

Page 30: Musstanser   Avanzament 4 (Final   No Animation)

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

Page 31: Musstanser   Avanzament 4 (Final   No Animation)

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)…