Showing posts with label hci. Show all posts
Showing posts with label hci. Show all posts

Monday, March 29, 2010

Innovative user interface: Skinput

People often complain about have-seen-before presentation on conference. In contrast to that, I think Skinput [1] should be really exciting...



[1]Harrison, C., Tan, D. Morris, D. 2010. Skinput: Appropriating the Body as an Input Surface. To appear in Proceedings of the 28th Annual SIGCHI Conference on Human Factors in Computing Systems (Atlanta, Georgia, April 10 - 15, 2010). CHI '10. ACM, New York, NY.

Friday, September 4, 2009

Interact 2009, Uppsala - KeyNote 3: Liam Bannon, "Towards human-centred design"

Finally, after a great show on the evening before, the organizers of Interact 2009 had been smart enough to organize a third keynote to motivate people to visit the third day of the conference.
Liam Bannon talked about "Towards human-centred design".He started with the quite known fact of how ubiquitous computing has changed the interaction with technologies and, as such, human desktop no longer persists as the most dominant form of interaction. More interesting was his comment about how also industry has changed, he gave the example of a senior executive who has changed his instructions from "evaluate" (something the company has developed) over "develop" and "explore" to "come up with something interesting". Liam outlined herewith a clear shift from industry-driven to user-driven research.
Liam jumped a little bit cross topics in his talk, he also had a vast number of slides with "too much text" on them, as he admitted quite frequently throughout the talk. Anyway, took strong opposition against replacing humans by technology, as human skills are still relevant in technical systems, such that humans always should be the real actors. Well, who in the audience would have ever questioned that...
When Liam started to talk about ambient intelligence he attacked the vision of the all knowing systems prentending to operate on behalf of the user. He rather proposed to design system that extend human capabilities as also critiqued in Rob van Kranenburg's new online book The Internet of Things.
Then Liam did another jump to the topic of collecting data vs. forgetting information. Using Microsoft's MyLifeBits project he questioned the underlying assumption that collecting data is a good thing per-se. He emphasized that also forgetting is an important part of human life which also should be supported through technology, e.g. digital shelters.
The Liam jumped back to the previous topic of ambient intelligence and gave some good counter-examples of the stupid user always being supported by technology: user-generated content and open-source software just show the opposite, how the skilled users spread their ideas and collaborate through technology.

Human agency and technnologies have to come together. He referred to the Mc Namara-fallacy:
The first step is to measure whatever can be easily measured. This is OK as far as it goes.
The second step is to disregard that which can't be easily measured or to give it an arbitrary quantitative value. This is artificial and misleading.
The third step is to presume that what can't be measured easily really isn't important. This is blindness.
The fourth step is to say that what can't be easily measured really doesn't exist. This is suicide.
I find this a quite remarkable counter-position towards high-resolution management.

Interact 2009, Uppsala - KeyNote 1: Krista Höök "Mobile life - body and interaction"

Last week I could attend Interact2009. I was really thrilled by the huge variety in the program, six tracks in parallel - quite hard to not miss the most interesting talks;)
Anyway, at least the keynotes were in the plenary and not to miss:

First Krista Höök talked about the lasting challenge of coming up with new interfaces for new environments. She set out her talk with the confession that HCI research in the past would have lost it's relevance. As it has left the ground of reality needs.

The challenge - according to her - was to design interfaces in the wild for strange environments, e.g. video dj applications that allows to stream videos from various mobile phones' cameras of the audience to the big display [1]. At that point I was not sure whether Krista was pointing a way out of the crisis or rather wanted to illustrate the status of the HCI crisis.
She emphasized the difficulties of designing something new which might be even hard to describe in words, e.g. body expression. She proposed explanatory design, a playful way of associating technology with habits. She was talking about reptile owners that treat their animals as a living exhibition and she taking that as a motivation for designing a living wallpaper that gave birth to a flower fertilized by images the users had been uploading. Krista strongly voted for the ludic society, as social would be all life is about. Later in the discussion she even clearly outlined that supporting playful entertainment would be more important than solving a murder.
I really enjoyed when she was talking about the malleable experience and introduced Mobile2.0 [2], an environment that allows everybody to become a designer of pervasive games. She used the notion of "digital handicraft for all".
Finally, she mentioned the importance of the eco-systems of drivers, namely mobile network operators vs. google vs. application design. She proposed to start with the consumers' needs when designing applications. Interestingly, she didn't want to call the users 'users' but rather 'actors', as those themselves should apps in short cycles, as they know their problems best.
That was a nice message to follow, however, I didn't really see in the examples she gave herself following that advice.

[1] Engström, A., Esbjörnsson, M. and Juhlin, O. (2008). Mobile Collaborative Live Video Mixing. In Proceedings of MobileHCI 2008. ACM Press, pp. 157-166.
[2] Holmquist, L. E. 2007. Mobile 2.0. interactions 14, 2 (Mar. 2007), 46-47.

Thursday, December 18, 2008

User study: bar-code vs. epc-rfid vs. nfc

If you are an application designer concerned about which interaction modality (barcode/epc/nfc) consumers could favor most, have a look at this study we've just conducted lately: