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Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1
1. GRANDI
EVENTI
processo – città - progetto
multimedia – interazione – tecnologie ubique
mobile devices – information visualization
natural interaction – social networks
SALVATORE IACONESI
ORIANA PERSICO
salvatore.iaconesi@artisopensource.net
oriana.persico@gmail.com
http://www.artisopensource.net
http://www.fakepress.it
2.
3.
4.
5. natural + ubiquitous
interaction
project
activation
technologies
screeens
next step social networks
6. 3 areas
- natural and ubiquitous interaction
- screens
- next-step of social networking
10. HCI
human-computer interaction
“ the study of how people interact
with computers and to what extent
computers are or are not
developed for successful
interaction with human beings.”
13. HCI
human-computer interaction
human ↔ computer
linguistics computer graphics
social sciences technologies
cognitive psychology programming languages
ergonomics robotics
communication ...
...
14. interaction design
“ the practice of designing
interactive digital products,
environments, systems,
and services.”
alan cooper, robert reinmann bill moggridge
interesting reads: bill verplank
15. interaction design
technology centered view
“ Interaction designers make technology,
particularly digital technology, useful, usable,
and pleasurable to use.
This is why the rise of software and the Internet
was also the rise of the field of interaction design.
Interaction designers take the raw stuff produced
by engineers and programmers and
mold it into products that people enjoy using.”
16. interaction design
behaviorist view
As Jodi Forlizzi and Robert Reimann succinctly
put it in their 1999 presentation “Interaction
Designers: What we are, what we do, & what we need
to know,” interaction design is about
“defining the behavior of artifacts, environments,
and systems (for example, products).”
This view focuses on functionality and feedback:
how products behave and provide feedback
based on what the people engaged with them are doing.
17. interaction design
social interaction view
The third, and broadest, view of interaction design is that
it is inherently social, revolving around facilitating
communication between humans through products.
This perspective is sometimes called Social Interaction
Design. Technology is nearly irrelevant in this view;
any kind of object or device can make a connection
between people. These communications can take many
forms; they can be one-to-one as with a telephone call,
one-to-many as with a blog, or many-to-many as with
the stock market.
18. user experience
“a person's perceptions and responses
that result from the use or anticipated use
of a product, system or service.”
19. user experience
includes all the users' emotions, beliefs,
preferences, perceptions, physical and
psychological responses, behaviors and
accomplishments that occur before,
during and after use.
donald norman
interesting reads: nathan shedroff
21. GOAL ORIENTED DESIGN
concerned most significantly with satisfying the needs
and desires of the people who will interact
with a product or service.
22. PERSONAS
develop a precise description of our user and
what he wishes to accomplish
23. COGNITIVE DIMENSIONS
specialized vocabulary to evaluate and modify particular
design solutions. Cognitive dimensions are designed as a
lightweight approach to analysis of a design quality, rather
than an in-depth, detailed description. They provide a common
vocabulary for discussing many factors in notation, UI or
programming language design.
consistency, error-proneness, hard mental operations, viscosity or premature commitment.
24. AFFECTIVE DESIGN
aware of key aspects in their designs that influence emotional
responses in target users. The need for products to convey
positive emotions and avoid negative ones is critical to
product success.
25. EMOTIONAL DESIGN
emotions have a crucial role in the human ability to
understand the world, and how they learn new things.
three dimensions:
visceral – behavioral - reflective
donald norman
26. USER CENTERED DESIGN
users must take center-stage in the design of any system.
also of interest: PARTICIPATORY DESIGN
28. there is no perception and knowledge
without interaction with the environment
bateson, varela, maturana
29. Natural interaction is defined in terms of experience: people
naturally communicate through gestures, expressions,
movements, and discover the world by looking around and
manipulating physical stuff; the key assumption here is that they
should be allowed to interact with technology as they are used to
interact with the real world in everyday life, as evolution and
education taught them to do.
36. GRANDI
EVENTI
processo – città - progetto
multimedia – interazione – tecnologie ubique
mobile devices – information visualization
natural interaction – social networks
SALVATORE IACONESI
ORIANA PERSICO
salvatore.iaconesi@artisopensource.net
oriana.persico@gmail.com
http://www.artisopensource.net
http://www.fakepress.it
37.
38.
39.
40. natural + ubiquitous
interaction
project
activation
technologies
screeens
next step social networks
41. 3 areas
- natural and ubiquitous interaction
- screens
- next-step of social networking
45. HCI
human-computer interaction
“ the study of how people interact
with computers and to what extent
computers are or are not
developed for successful
interaction with human beings.”
48. HCI
human-computer interaction
human ↔ computer
linguistics computer graphics
social sciences technologies
cognitive psychology programming languages
ergonomics robotics
communication ...
...
49. interaction design
“ the practice of designing
interactive digital products,
environments, systems,
and services.”
alan cooper, robert reinmann bill moggridge
interesting reads: bill verplank
50. interaction design
technology centered view
“ Interaction designers make technology,
particularly digital technology, useful, usable,
and pleasurable to use.
This is why the rise of software and the Internet
was also the rise of the field of interaction design.
Interaction designers take the raw stuff produced
by engineers and programmers and
mold it into products that people enjoy using.”
51. interaction design
behaviorist view
As Jodi Forlizzi and Robert Reimann succinctly
put it in their 1999 presentation “Interaction
Designers: What we are, what we do, & what we need
to know,” interaction design is about
“defining the behavior of artifacts, environments,
and systems (for example, products).”
This view focuses on functionality and feedback:
how products behave and provide feedback
based on what the people engaged with them are doing.
52. interaction design
social interaction view
The third, and broadest, view of interaction design is that
it is inherently social, revolving around facilitating
communication between humans through products.
This perspective is sometimes called Social Interaction
Design. Technology is nearly irrelevant in this view;
any kind of object or device can make a connection
between people. These communications can take many
forms; they can be one-to-one as with a telephone call,
one-to-many as with a blog, or many-to-many as with
the stock market.
53. user experience
“a person's perceptions and responses
that result from the use or anticipated use
of a product, system or service.”
54. user experience
includes all the users' emotions, beliefs,
preferences, perceptions, physical and
psychological responses, behaviors and
accomplishments that occur before,
during and after use.
donald norman
interesting reads: nathan shedroff
56. GOAL ORIENTED DESIGN
concerned most significantly with satisfying the needs
and desires of the people who will interact
with a product or service.
57. PERSONAS
develop a precise description of our user and
what he wishes to accomplish
58. COGNITIVE DIMENSIONS
specialized vocabulary to evaluate and modify particular
design solutions. Cognitive dimensions are designed as a
lightweight approach to analysis of a design quality, rather
than an in-depth, detailed description. They provide a common
vocabulary for discussing many factors in notation, UI or
programming language design.
consistency, error-proneness, hard mental operations, viscosity or premature commitment.
59. AFFECTIVE DESIGN
aware of key aspects in their designs that influence emotional
responses in target users. The need for products to convey
positive emotions and avoid negative ones is critical to
product success.
60. EMOTIONAL DESIGN
emotions have a crucial role in the human ability to
understand the world, and how they learn new things.
three dimensions:
visceral – behavioral - reflective
donald norman
61. USER CENTERED DESIGN
users must take center-stage in the design of any system.
also of interest: PARTICIPATORY DESIGN
63. there is no perception and knowledge
without interaction with the environment
bateson, varela, maturana
64. Natural interaction is defined in terms of experience: people
naturally communicate through gestures, expressions,
movements, and discover the world by looking around and
manipulating physical stuff; the key assumption here is that they
should be allowed to interact with technology as they are used to
interact with the real world in everyday life, as evolution and
education taught them to do.