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Brad Myers, Stephen Oney, John Zimmerman, Bonnie John, Miso Kim, Kursat F. Ozenc

Pilot: Exploratory Programming for Interactive Behaviors: Unleashing Interaction Designers’ Creativity. Brad Myers, Stephen Oney, John Zimmerman, Bonnie John, Miso Kim, Kursat F. Ozenc Human Computer Interaction Institute School of Design Carnegie Mellon University. Goals.

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Brad Myers, Stephen Oney, John Zimmerman, Bonnie John, Miso Kim, Kursat F. Ozenc

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  1. Pilot:Exploratory Programming for Interactive Behaviors: Unleashing Interaction Designers’ Creativity Brad Myers, Stephen Oney, John Zimmerman, Bonnie John, Miso Kim, Kursat F. Ozenc Human Computer Interaction InstituteSchool of Design Carnegie Mellon University Brad A. Myers, CMU

  2. Goals • Making it easier for designers to create interactive behaviors • User studies to discover needs and natural expressions of designers • Create novel authoring tools and languages • Foster creativity of designers • EUCLASE: End User CenteredLanguage, APIs, System, and Environment Brad A. Myers, CMU

  3. “Designers” • Graphic Designers, User Interface Designers, Interaction Designers, Experience Designers, … • Not “software designers”, not engineers • Designers usually participate in the creation of user interfaces & interactive web sites • Designers have many tools for the look Brad A. Myers, CMU

  4. “Interactive Behaviors” • Fewer tools for the interactive behavior • What the program does in response to user • Most require elaborate programming • Javascript or ActionScript • “Real” languages – collaboration of a developer Brad A. Myers, CMU

  5. Pilot Activities • Field studies (“Contextual Inquiry”) of 13 designers • Survey of 259 designers • Lab study of 16 designers & programmers • Workshops with professional designers • Further studies • Tool investigations Brad A. Myers, CMU

  6. (t=6.8, p < .0001) Results of Field Study and Survey • Reported at VL/HCC’08 • Behaviors aremore difficult toprototype • “Behaviors are dynamic” • “Often ill-defined until final implementation” • “There’s no such thing as low-fidelity interaction, it has to be right.” • “Current tools for defining behavior suck.” • “I can represent very exactly the desired appearance. However, I can only approximate the backend behaviors.” Brad A. Myers, CMU

  7. More Results • Required Behaviors are Complex • Creativity is important • Makes us skeptical of approaches like Adobe Catalyst • Some examples: • Physical simulations of dominos falling onto each other • Graphics that changed based on various sensors • Interactions among graphicalobjects on the screen such as bouncing off each other • An animated ‘lens effect’ • Novel physical devices • Character animation • 3D rotation • Synchronised behaviours Brad A. Myers, CMU

  8. More Results • Sketches (used by 97%) and storyboards (88%), etc. are popular, but not adequate • Annotations are key • Arrows, small text, large paragraphs • Used to collaborate with developers, and as specifications • Designer explore alternatives • Multiple versions sketched • Design emerges through creation, exploration • More difficult with behaviors Brad A. Myers, CMU

  9. Lab Study on “Natural” Expressions • Lab study of 16 designers & programmers • Natural = Closer to the way that people think about algorithms and solving their tasks • Use before and after pictures so language not biased Brad A. Myers, CMU

  10. Some Results • Noticeable commonalities in designers’ descriptions, e.g., “appears/disappears”, “fade in/out” • Other concepts resulted in diverse expressions: “extend”, “expand”, “increase”, “grow”, “enlarge”, and “become larger” Brad A. Myers, CMU

  11. Workshop • 7 professional designers doing design in teams • Wanted to observe collaboration, ideation, communication around interactive behaviors • Some results: • Communication using talking, drawing, gesturing • Often communication difficulties caused switch of modalities • Drawings often included context, not just the item being designed Brad A. Myers, CMU

  12. Next Steps • Further studies • Natural expressions • Appropriate primitives out of which to build behaviors • Future tools • Focus on switch from sketching to computer-based tools • Ideas: • New, more natural textual programming language • Metaphor based on storyboards • More appropriate interaction primitives • Support for exploration, versions and undo in editor Brad A. Myers, CMU

  13. Go Steelers! Brad A. Myers, CMU

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