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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
natural + ubiquitous
                                      interaction




             project


activation
                       technologies
                                      screeens




                                      next step social networks
3 areas

- natural and ubiquitous interaction
- screens
- next-step of social networking
3 modalities

- technologies
- projects
- activation
DEFINITIONS AND
SOME EXAMPLES
interaction




“a mutual or reciprocal
action or influence”
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.”
HCI
human-computer interaction

“ the study, planning, and design
of the interaction between people
and computers.”
HCI
human-computer interaction

“ Interaction between users and
computers occurs at the user
interface (or simply interface),
which includes both software
and hardware”
HCI
human-computer interaction

              human ↔ computer

              linguistics    computer graphics
        social sciences      technologies
   cognitive psychology      programming languages
            ergonomics       robotics
        communication        ...
                       ...
interaction design



“ the practice of designing
interactive digital products,
environments, systems,
and services.”

alan cooper, robert reinmann                        bill moggridge
                               interesting reads:   bill verplank
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.”
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.
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.
user experience


“a person's perceptions and responses
that result from the use or anticipated use
of a product, system or service.”
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
FRAMEWORKS
GOAL ORIENTED DESIGN


  concerned most significantly with satisfying the needs
  and desires of the people who will interact
  with a product or service.
PERSONAS


  develop a precise description of our user and
  what he wishes to accomplish
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.
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.
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
USER CENTERED DESIGN


  users must take center-stage in the design of any system.




                              also of interest: PARTICIPATORY DESIGN
NATURAL
INTERACTION
there is no perception and knowledge
without interaction with the environment

    bateson, varela, maturana
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.
The Berlin Wall, by Hoppala and Superimpose, using Layar
LAYAR AR Browser
http://www.layar.com/
Keichi Matsuda, Augmented City
Augmented City 3D [OFFICIAL].mp4
TUIO
http://www.tuio.org/
http://nuigroup.com/go/lite
[Vimeo-29945783] Rorschach cards.mp4

[Vimeo-29837586] balloon.mp4
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
natural + ubiquitous
                                      interaction


             project

activation
                       technologies



                                      screeens




                                      next step social networks
3 areas

- natural and ubiquitous interaction
- screens
- next-step of social networking
3 modalities

- technologies
- projects
- activation
DEFINITIONS AND
SOME EXAMPLES
interaction




“a mutual or reciprocal
action or influence”
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.”
HCI
human-computer interaction

“ the study, planning, and design
of the interaction between people
and computers.”
HCI
human-computer interaction

“ Interaction between users and
computers occurs at the user
interface (or simply interface),
which includes both software
and hardware”
HCI
human-computer interaction

              human ↔ computer

              linguistics    computer graphics
        social sciences      technologies
   cognitive psychology      programming languages
            ergonomics       robotics
        communication        ...
                       ...
interaction design



“ the practice of designing
interactive digital products,
environments, systems,
and services.”
alan cooper, robert reinmann                        bill moggridge
                               interesting reads:   bill verplank
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.”
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.
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.
user experience


“a person's perceptions and responses
that result from the use or anticipated use
of a product, system or service.”
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
FRAMEWORKS
GOAL ORIENTED DESIGN


  concerned most significantly with satisfying the needs
  and desires of the people who will interact
  with a product or service.
PERSONAS


  develop a precise description of our user and
  what he wishes to accomplish
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.
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.
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
USER CENTERED DESIGN


  users must take center-stage in the design of any system.




                              also of interest: PARTICIPATORY DESIGN
NATURAL
INTERACTION
there is no perception and knowledge
without interaction with the environment

    bateson, varela, maturana
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.
The Berlin Wall, by Hoppala and Superimpose, using Layar
LAYAR AR Browser
http://www.layar.com/
Keichi Matsuda, Augmented City
Augmented City 3D [OFFICIAL].mp4
TUIO
http://www.tuio.org/
http://nuigroup.com/go/lite
[Vimeo-29945783] Rorschach cards.mp4
[Vimeo-29837586] balloon.mp4

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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
  • 7. 3 modalities - technologies - projects - activation
  • 9. interaction “a mutual or reciprocal action or influence”
  • 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.”
  • 11. HCI human-computer interaction “ the study, planning, and design of the interaction between people and computers.”
  • 12. HCI human-computer interaction “ Interaction between users and computers occurs at the user interface (or simply interface), which includes both software and hardware”
  • 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.
  • 30. The Berlin Wall, by Hoppala and Superimpose, using Layar
  • 32. Keichi Matsuda, Augmented City Augmented City 3D [OFFICIAL].mp4
  • 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
  • 42. 3 modalities - technologies - projects - activation
  • 44. interaction “a mutual or reciprocal action or influence”
  • 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.”
  • 46. HCI human-computer interaction “ the study, planning, and design of the interaction between people and computers.”
  • 47. HCI human-computer interaction “ Interaction between users and computers occurs at the user interface (or simply interface), which includes both software and hardware”
  • 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.
  • 65. The Berlin Wall, by Hoppala and Superimpose, using Layar
  • 67. Keichi Matsuda, Augmented City Augmented City 3D [OFFICIAL].mp4