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CS 3724 Introduction to Human Computer Interaction.

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1 CS 3724 Introduction to Human Computer Interaction

2 What is incomplete about this picture of HCI?

3 From 1 to many  One Brain, One Computer  The Social Realm  Beyond the information processing model  CSCW, CSCW or CSW?  Computers Everywhere  Ubiquitous computing  Augmented reality

4 From 1 to many  One Brain, One Computer  The Social Realm  Beyond the information processing model  CSCW, CSCW or CSW?  Computers Everywhere  Ubiquitous computing  Augmented reality

5 Information Processing Model of Cognition

6 What does this imply? Personal computing: empowering the individual --> interface designed and optimized for the individual. But we live and work with other people. Our computers are connected to other computers.

7 From 1 to many  One Brain, One Computer  The Social Realm  Beyond the information processing model  CSCW, CSCW or CSW?  Computers Everywhere  Ubiquitous computing  Augmented reality

8 Beyond the information processing model  Social conventions (effect on individual users)  Human to Human activity  Working on joint projects  Sharing (passing around) stuff  Communicating

9 Beyond the information processing model  Social conventions (effect on individual users)  Human to Human activity  Working on joint projects  Sharing (passing around) stuff  Communicating

10 Where do you look for traffic signals?  In the US?

11 Where do you look for traffic signals?  In the US?  In France?

12 Where do you look for traffic signals?  In the US?  In France? ANSWER: Off to the right at eye level

13 What are some other concepts that are driven by social convention?

14  Language  Politeness  Privacy  Gestures  Money

15 Beyond the information processing model  Social conventions (effect on individual users)  Human to Human activity  Working on joint projects  Sharing (passing around) stuff  Communicating

16 Beyond the information processing model  Social conventions (effect on individual users)  Human to Human activity  Working on joint projects  Sharing (passing around) stuff  Communicating

17 Beyond the information processing model  Social conventions (effect on individual users)  Human to Human activity  Working on joint projects  Sharing (passing around) stuff  Communicating

18 From 1 to many  One Brain, One Computer  The Social Realm  Beyond the information processing model  CSCW, CSCW or CSW?  Computers Everywhere  Ubiquitous computing  Augmented reality

19 CSCW, CSCW or CSW?  Computer Supported Collaborative Work  North American  Computer Supported Cooperative Work  European (and ACM)  Often uses “participatory design” method  Computer Supported Work  Aka “Knowledge work”  “Do you want fries with that?”

20 A few terms:  Synchronous IM, chat  Asynchronous e-mail  Remote  Colocated “in the same physical space”  Flow “really getting into it”  Work flow “the passing of artifacts from one person to another for different processing”  Participatory design getting users to actively design with designers  Seamlessness integrating control into activity of application  Deictic reference resolving “this” and “that” e.g. pointing

21 From 1 to many  One Brain, One Computer  The Social Realm  Beyond the information processing model  CSCW, CSCW or CSW?  Computers Everywhere  Ubiquitous computing  Augmented reality

22 Ubiquitous Computing aka “Pervasive Computing”  Mark Weiser / PARC (also Roy Want, Rich Gold, me, others)  Instead of 1 computer / person, 100’s / person  HCI consequence:  100’s of interfaces / person  Each one does single task  Each can be simple interface  Embedded in environment

23 Ubiquitous Computing

24 From Ubiquitous Computing to “Pervasive Computing”  Analogs of writing surfaces:  Whiteboard/wallsize --> “Liveboard/Smartboard”  Notepad size --> laptops and notepad  Scrap paper --> PDA’s

25 From Ubiquitous Computing to “Pervasive Computing”  Video: iLand (Dr. Dr. N. Strietz)

26 From Ubiquitous Computing to “Pervasive Computing” McCullough’s Three Milestones of Interaction Design: 1. People and Machines (1920-1960) designers reduce “friction”, make safer, sell more products 2. Personal Computing or HCI (1960-2000) designers help people participate in computing, make useable, and create tools that match cognition 3. Interaction Design (2000- ????) Information technology is the ambient social infrastructure; designers create context a well as content.

27 From Ubiquitous Computing to “Pervasive Computing” McCullough’s Three Milestones of Interaction Design: 1. People and Machines (1920-1960) designers reduce “friction”, make safer, sell more products 2. Personal Computing or HCI (1960-2000) designers help people participate in computing, make useable, and create tools that match cognition 3. Interaction Design (2000- ????) Information technology is the ambient social infrastructure; designers create context a well as content. You (CS 3624) are here

28 From Ubiquitous Computing to “Pervasive Computing” McCullough’s Three Milestones of Interaction Design: 1. People and Machines (1920-1960) designers reduce “friction”, make safer, sell more products 2. Personal Computing or HCI (1960-2000) designers help people participate in computing, make useable, and create tools that match cognition 3. Interaction Design (2000- ????) Information technology is the ambient social infrastructure; designers create context a well as content.

29 From 1 to many  One Brain, One Computer  The Social Realm  Beyond the information processing model  CSCW, CSCW or CSW?  Computers Everywhere  Ubiquitous computing  Augmented reality

30 Virtual and Augmented Reality  Embedded computing and “smart” environments  Communicative surfaces  Virtual Reality  Wearable computing

31 Smart environments

32

33  Video: DigitalDesk (P. Wellner) Smart environments

34 Communicative surfaces

35  MediaSpace  Video: TeamWorkstation (H. Ishii)

36 Virtual Reality

37 Wearable computing

38 Design Consequences  Design everything -- hardware, software, use, social setting  Highly contextual -- in fact, context is part of the design  Requires added design skills and experience

39 From 1 to many  One Brain, One Computer  The Social Realm  Beyond the information processing model  CSCW, CSCW or CSW?  Computers Everywhere  Ubiquitous computing  Augmented reality

40

41 How smart does your bed have to be to make you afraid to go to sleep?

42 For next time…  Read Chapter 9 (9.1 - 9.4)  Homework, due next class:  Kid+  Team Project, due next week:  User testing FIND USERS NOW  Next lecture: universal design


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