Presentation on theme: "Sus Lundgren 2013 Toying with Time Time and temporality in interaction design."— Presentation transcript:
Sus Lundgren 2013 Toying with Time Time and temporality in interaction design.
Sus Lundgren 2013 How humans percieve time Biological Time –in life –in monthly cycles (not only women) –25-hour days Percieved Time –Fun = time passes faster (mind measures change) –Flow; level of creative concentration = change –I year = 1/5 of the life of a five-year old, but 1/50 of the life of a fifty-year old… –Just-noteable-difference; the longer the time, the bigger a difference can be without us noticing
Sus Lundgren 2013 Temporality Temporal: Of or relating to time as opposed to eternity; of or relating to time as distinguished from space; of or relating to the sequence of time or to a particular time –Merriam-Webster online Temporal: Temporal measurements, of time, time- related. –The Oxford Pocket Thesaurus of Current English Temporality: The condition of being bounded in time (of being temporal.) –Wiktionary
Sus Lundgren 2013 How humans percieve time Cultural Notions of Time –Westerners: time is linear and change is constant (or changing at the same rate, e.g. progress –Westerners: some things are cyclic, e.g. years (but one persons life is linear) –Asians: time is cyclical. Everyting changes; good can turn into bad and vice versa.
Sus Lundgren 2013 Temporality in Design Design-by-drawing, the traditional design method, depends almost completely upon accurate modeling of dimensions in space. The time dimension, if we may call it that, is left to take care of itself. [...] To design in time is, more so than when designing objects, to design life itself, the very form of existence, and surely calls for a gentler touch than can be felt in the insensitive forms of out production-systems, legal systems, timetables, schedules, distribution-systems, etc. –John Chris Jones in Design methods, 1992, 2nd edition (p. xxxii)
Sus Lundgren 2013 Time: an unexplored issue Digital artifacts are every bit as temporal as they are spatial. In order to perceive the whole, or the dynamic gestalt, of a digital artifact we need to experience it as a process, which is to say that we need to try it. The gestalt of a digital artifact emerges in the interaction with the user over time. – Jonas Löwgren and Erik Stolterman in Thoughtful Interaction Design (2004 p. 137)
Sus Lundgren 2013 Time in interaction design Waiting and downtime (Seow) –Show how much is left –Consistent response times better than varibale ones to some extent, related to anticipation and rhythm –Normally negative, some games are an exception Lim et al: Pace, speed, rhythm –Interplay between user and interface Visibility of time –Backwards in chats –Forwards with feedforward (Djajadningrat et al)
Sus Lundgren 2013 Slow Technology Redström: We need to use time as a starting point for design! Redström and Hallnäs: Slow Technology –A design programme aiming to make time visible and valuable: It should not be technology that is tiresome and time consuming, but technology that stretches time and slow things down.
Sus Lundgren 2013 Time in interaction design Benford and Giannachi discuss time in relation to interactive narratives –Story time (the time in the narrative) –Clock time (the actual time passing) –Plot time (timing and ordering of events –Interaction time (when, and for how long, participants interact) Looking at narratives and drama for inspiration has also been done by Laurel and Murray.
Sus Lundgren 2013 Time in interaction design Löwgren: Rhythm as an aesthetic interaction quality –everything from sub-second interactions, like tapping on a keyboard, to longer cycles of use Manovich: interactions are aesthetic events, unfolding over time The simple acts of opening a mobile phone or pressing its buttons [have been] turned into real micro-plays: very short narratives complete with visual, tactile, and three-dimensional effects.
Sus Lundgren 2013 Who gets to toy with time? Writers do! –Prologues, epilogues, time-jumps, memories… Makers of movies and TV do! –All of the above plus slow motion, real time, live time Game designers do! –Time pressure, time travel and time- manipulation as gameplay elements Utilize narrative structures Have events with natural order
Sus Lundgren 2013 Who gets to toy with time? Writers do! –Prologues, epilogues, time-jumps, memories… Makers of movies and TV do! –All of the above plus slow motion, real time, live time Game designers do! –Time pressure, time travel and time- manipulation as gameplay elements Utilize narrative structures Have events with natural order Why not interaction designers?
Sus Lundgren 2013 Toying with Time: Approach Lundgren & Hultberg: Temporal Themes- framework (to be explained), revised + Redströms notion to start with time first + Manovichs view on aesthetic events
Sus Lundgren 2013 Live Time TV: Watching a live sports event: Games: Meeting up for a raid in World of Warcraft or any other MMORPG IxD: Skype, co-editing GoogleDoc
Sus Lundgren 2013 Real Time TV: Watching a rerun of a sport event, or the TV- series 24 Games: Racing games, any game with a time- pressure IxD: Real-time simulations
Sus Lundgren 2013 Unbroken Flow Games: Games where you can manipulate time, e.g. bullet time in Max Payne, or stopping time /speeding up time in sim-games IxD: Music- or movie players, history in Photoshop
Sus Lundgren 2013 Sequential Events Any book, TV-series or movie where story is straightforward, but important events skipped, e.g. biographies IxD: Image stream where some images have been deleted
Sus Lundgren 2013 Disordered Events Any book, TV-series or movie that utilizes memories, or for some other reeason shuffles the order of events (Eternal Sunshine of the Spotless Mind, Memento) IxD: Any software that allows for miving, editind, deleting, adding
Sus Lundgren 2013 Juxtaposed Events Any TV-series or film where events are shown in parallell, on split screens e.g Time Code, 24 (sometimes) IxD: Layers in Photoshop
Sus Lundgren 2013 Branched Versions Any TV-series, stories or films featuring time travel or alternate realities Games: Any games with levels that can be replayed IxD: Any software allowing different versions of the same file
Sus Lundgren 2013 How to use this in design An example: The Temporal Music Player Events looked at are songs (not notes or playlists) Initial state: It can play streaming music but right now theres no database = it does not have any funcion.
Sus Lundgren 2013 Temporal MusicPlayer (TMP) We connect our player to an empty music database. We then start uploading songs to it, which are played by the TMP. The songs form a giant playlist, which cannot be manipulated by users. The TMP is now a radio. The TMP contains: Live Time
Sus Lundgren 2013 Temporal MusicPlayer (TMP) Now, we add the possibility to jump back in time and choose another starting point for the music stream, than just right now. This is similar to back in the days when some of us recorded our favorite radio shows on tape… The TMP contains: Live Time Real Time
Sus Lundgren 2013 Temporal MusicPlayer (TMP) Now we add the possibility to pause, and to fast- forward or fast-backward songs. The TMP is still like a casette taped radio show, but with more functions on the casette player… The TMP contains: Live Time Real Time Unbroken Flow
Sus Lundgren 2013 Temporal MusicPlayer (TMP) We now add the function of skipping songs one does not like. The TMP is now a CD-player allowing us to skip tracks The TMP contains: Live Time Real Time Sequential Events
Sus Lundgren 2013 Temporal MusicPlayer (TMP) We add the function to create ones own playlists! They may add and delete songs, shuffle the order etc. The TMP has now turned into Spotify. The TMP contains: Live Time Real Time Disordered Events
Sus Lundgren 2013 Temporal MusicPlayer (TMP) We add yet another functionality: To play two songs at the same time… The TMP has turned into a super-version of Spotify The TMP contains: Live Time Real Time Disordered Events Juxtaposed Events
Sus Lundgren 2013 Temporal MusicPlayer (TMP) We add the function to copy a playlist, and re-edit it. The TMP has turned into a super-version of Spotify (the metioned functionality would be really cool to have…) The TMP contains: Live Time Real Time Disordered Events Juxtaposed Events Branched Versions
Sus Lundgren 2013 Your turn! 1)Analyze 2)Decide on what the events are… 1)Actions = what users do 2)Elements = things users manipulate …and the size or scale of events 3) Add, change, remove themes 4) Pick best ideas You have from now until – crit/discussion – 15.00
Sus Lundgren 2013 Updates Lectures online (including this one) + update lit questions (now with numbers!) Deadline for the exercise Sunday (23.59)… but you should be able to complete it today Deadline for the lit Sunday (23.59) –If late or if missing actual lit punishment answer the extra question