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Studying Engaging Interaction at Home Masitah Ghazali MPhil report. Look around us. @ w o r k p l a c e s. Look around us. @ h o m e. Tangible products. User experience. Physical affordances. Domestic settings. … and the journey begun.
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Studying Engaging Interaction at HomeMasitah GhazaliMPhil report
Look around us @ w o r k p l a c e s
Look around us @ h o m e
Tangible products User experience Physical affordances Domestic settings … and the journey begun This report presents a proposal for tangible products within a home-setting project Thus, to discover the ‘best’ ways to design novel tangible devices and to introduce technology in the home The aims of this project are to uncover design principles for physical interaction to design novel tangible devices, and to propose ‘methods’ for bringing domestic technologies to the home
Engaging user experience read between the lines User can make sense of the products Indirect experience when interacting with simple devices Experience must includes: emotions, enchantment, sensual and fun Deconstructing experience that mimics actual experience Products should be: pleasurable, emotionally affective and have aesthetics values Experience can be engaging if a product : has liveliness characteristic, is challenging & motivating, provides feedback Engagement leads to learning and is able to put the user in control of a product or medium
read between the lines affordances everyday appliances frameworks proposed design principles All about natural interaction [ physical – tangible ] tangible devices
How to bring technology into homes? read between the lines Support the ‘routine’ activities, not by replacing them Interaction devices must be made simpler, lightweight, asynchronous interactions, high-bandwidth, multimodal devices Identify places where communication ‘gets done’ Object-display should also acts as “information-carrier” Different interaction techniques for different devices: Informative appliance Interactive household Augmented furniture Recognise where a host of different communication media are manipulated & used Distinguish according to its domestic environment ‘type’: Context sensing Embedded interaction Ecological habitat Activity centre Coordinate displays Not just about functionality, but also about aesthetics, dreams
swings into action Understanding the Physical World Aim To understand the features of physical interaction & of the physical-logical mapping that make them comprehensible + natural How By studying mundane devices and appliances, i.e. real physical controls on really-used artefacts Why • because we have innate understanding how to use day-to-day artefacts • because we believe the design success of how mundane devices exploit physicality could help us to design novel tangible and ubiquitous devices Related Work Norman (POET/DOET) / Ullmer & Ishii (MCRpd) / Benford et al (SSSD) / Koleva et al (TUI framework) EQUATOR ALL-HANDS MEETING BRISTOL FEB 2004
swings into action switch light UP OFF user pushesswitch up and down DOWN ON ‘naturalness’ / fluidity • Analyse the explicit design of the physical object • Represent separately the states of the device and of the underlying logical state, and examine the relationship • Device/logical states example: EQUATOR ALL-HANDS MEETING BRISTOL FEB 2004
swings into action Physicality characteristics/features I + several visible states of device + one-to-one mapping to logical state + separate issue: is mapping clear? • Exposed state • Controlled state + limitations + most can be found in mechanical / electronic artefacts with semi-controlled behaviour + expecting full manipulation -> attempt to force the controls EQUATOR ALL-HANDS MEETING BRISTOL FEB 2004
swings into action Physicality characteristics/features II • when no exposed state • may rely on semantic feedback • poor ‘fixes’ … LEDs, separate display • but sometimes necessary: too many logical states, variable number of logical states, limited space • Hidden state • Tangible transitions • Bounce back + transitions become more important: natural felt bumps … haptic feed back + twist for track movement + pull and twist for volume – spring back – natural inverse for twist EQUATOR ALL-HANDS MEETING BRISTOL FEB 2004
swings into action twist knob wash rinse twistknob programadvances twistknob stop spin twist knob Physicality characteristics/features III + speaker dial – exploits natural physical inverse actions: turn left/right + especially important if the user does not have a perfect knowledge of the physical-logical mapping unknown or mode-dependent + semanticfeedback essential + issues: delays, obvious inverse? • Inverse actions • Compliant Interaction + rotary knob exhibits symmetry of machine–system interaction + user sets the program by turning the dial … system also turns the dial itself as the program advances + expert users learn to fine tune the device: skip programmes etc. EQUATOR ALL-HANDS MEETING BRISTOL FEB 2004
Where to go from here swings into action Novel-Devices-Design Principles i applying the principles in the design stage ii looking at existing tangible devices How we can use the characteristics/features (principles) to suggest appropriate mappings, e.g. Cubicle’s no. of states Assembling tangible objects by abiding to the principles To carry out empirical studies as part of evaluation Observe whether the devices embody the principles - how this affect TUI framework Identify if there exists any other interaction that is thought of to be natural - exploratory study
things to think Where to go from here Technology to support, not to replace Artefacts introduced at home must exhibit natural interaction, have aesthetic values, functional Ubiquitous computing changes the way we introduce technology into the home Introducing the objects into homes – what is its impact? Information is delivered directly and subtly - but how to ensure they are not overloaded?
… back to the future Everyday appliances :: natural interaction Cubicle usability / exploratory study Cruel design Engangement & Fun Utopia, dystopia Your future home & the 3 wishes Engagement in Learning Industrial / appliance design Interaction & Tangible User Interface Framework seconds -> minutes -> hours -> days -> weeks -> months -> years