Theoretical perspectives in Human Computer Interaction Tessy Cerratto & Henrik Artman IPLab, KTH

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Presentation transcript:

Theoretical perspectives in Human Computer Interaction Tessy Cerratto & Henrik Artman IPLab, KTH

Outline for today Introduction Mindmap of groupmembers Perspectives on system development Perspectives on interaction Summary Table for analysing perspectives

Basic themes Active Activity Cognition Passive System Media Socialconstructionism Konstruktivism Kognitivism

Riddles for the information Age Cooper, A. (1999) The inmates are running the asylum Presentation of accidents and ”misunderstandings” between users and computer systems Analysis of user-computer dialogue –Errors –Feedback –Context of use –Type of user Critique of the development process of software-based products

Looking at the dialogue/interaction between the pilot and the computer The navigation aid was valid but not for the landing procedure at Cali Communication was precise and exact even though it was completely wrong The navigation aid did not tell the pilot that the radio station chosen was wrong

Looking at the navigation aid ”Software-based products are not inherently hard to use, they are that way because we use the wrong process for creating them” How to change this process ? How to do in order software-based products become friendly, powerful and desirable ?

Programmers and users have different goals The programmer wants the construction process to be smooth and easy The user wants the interaction with the program to be smooth and easy Can programmers create interaction?

Introduce interaction design in the development process Programmers Software user Interaction designers

Usability - Nomos Perspective: Task-oriented Motive: User needs, Internet demands easiness System: Computer system, user-measurement Solution: Standards, tailored system, one- functionality system, lab-testing

Designer Perspective: Experience oriented, estetics Motive: Success, love of an artifact System: Product + marketstrategy (branding) Solution: Target group identification, individuality, create brands

Different perspectives on user - information systems System theoretical Socio-technical Humanistic No perspective alone is sufficient Need of multi-perspective competence

System theoretical perspective Emphasis on technical formal aspects Knowledge is objectivistic User, if any s/he is rational and mechanicist Tasks are performed by machine Communication with a machine System development is a lifecycle

Socio-technical perspective Emphasis on interaction between human and computer Knowledge is instrumental Active users of Information system Communication with a friendly-user machine System development is participative

Humanistic perspective Emphasis on individuals Knowledge is situated The user is a human actor of both job and IS Tasks are performed by human actors using tools Communication is between users System development is evolutionary

About ” The science of design” A Note on Herbet Simon’s program The program for a Rationalistic Science of Design, design of artificial –Design is a process of problem-solving by individuals making decisions among sets of possibilities Alternatives ? –The systems approach as a seriuos humanistic alternative (cf. Churchman, Ackoff,Checkland) –Computers and understanding as philosophical and practical different tradition (cf. Winograd, Dreyfus) –Floyd’s work in the area of software engineering from product-oriented view to process-oriented view

Perspectives on interaction Preunderstanding and background (H) User interface /I-O devices (C) Functionality (C) Operative cognitions (H) Media structure/presentation (C) Domain representation (C) Change Stable

System Human Computer

System General perspective for all components Information transfer between components System goal Technology focused Information objective Constrained to technology? Meaning?

Dialogue

Dialogue-partner Mimic human behaviour Structural aspects of interaction Interface Not focused on background knowledge System self contained Mainly linguistic interaction?

Actor-tool

Tool Action-focused The user is an expert Tools are for accomplishing tasks Domain specific Learning is part of being expert New design based on tacit-knowledge Readiness-at-hand, present-at-hand

Media

Communication between people Technology is a medium Each medium needs a structure to encode Change operative cognitions, by media structure Domain representation is relevant for the sender Conduit-metafor of communication?

Aim for user studies Productivity Efficiency Change (development) Social identification, trend Learning

Method for design – relation to theory Standards –Detached –Conserving Intermediator –Costumer oriented – Expert designer Emacipatory –Involvment –Workoriented –Politically oriented

Unit of analysis Automated task Individual use Group – target group Organization -

Basic theoretical concepts ActivePassive InterpretiveMechanistic ObjectiveSubjective UniversalContextual IndividualCollective LogicalExperiental ActionMental GlobalLocal AwarenessTacit LearningRole

User assumptions ActivePassive InterpretiveMechanistic ObjectiveSubjective UniversalContextual IndividualCollective LogicalExperiental ActionMental GlobalLocal AwarenessTacit LearningRole

Design orientation InstrumentalEmpathic Design-for-allParticularity ActivitydesignTaskdesign Design for Closure Design for openness AccessibilityUsability SuccessUnderstanding LearningEasiness IdentificationFunctional ChangeConservation, automatation ExpertNovice