Wednesday, February 5, 2014

Interaction Design Sketchbook, Bill Verplank

Interaction Design Sketchbook, Bill Verplank- Notes

Frameworks for designing interactive products and systems.
1. SKETCHING – beyond craft to design – the importance of alternatives.
2. INTERACTION – do? feel? know? Products, computers and networks.
3. DESIGN – motivation, meaning, modes, mappings.
4. PARADIGMS – brain, tool, media, life, vehicle, clothes.


Sketching-
Design is what people do.
Sketching is almost always the first step in design.
Computers have changed this as they are a tool to copy, modify, mimic and adapt, and evolve from 'working code' to the iteration of a system- making faster results, directly with materials. This makes for a craft tradition.
Learning is by doing.
It is also by anticipation and reflection.
Interaction Design is design for people- human use.

Sketches are an essential designer’s tool for capturing preliminary observations and ideas.
If they are fluent and flexible they support creativity. Sketches can be concrete or abstract,
representational or symbolic, loose or tight, improvisational or rehearsed.

Seeing feeds drawing, drawing improves seeing.

Brainstorming is such a mode where the goals are
fluency and flexibility – quantity and variety. If an idea is criticized before being
expressed it dies prematurely. Design as opposed to craft has this quality of separate
phases or modes. For example, an Express mode, producing many choices can be
followed by a Test phase, followed by a Cycle phase where the next strategy is chosen.

The basic design process is seen as cyclic or iterative, with distinct phases or modes;
Express mode- producing many choices >> Test phase >> Cycle phase- the next strategy is chosen

There is danger in iteration if alternatives are not considered.
One design at a time can inhibit the opportunity to discover/generate alternatives, prototypes, and design test. Multiple considerations and comparisons are suggested.
Avoid a fixed orbit- market, with values, and a paradigm. 'Transfer orbit' gets us out of a small orbit into a larger one.

Interaction-
Interaction Design & Industrial Design
modes and mappings: the plasticity of computers

Industrial design:
- profession grown up in 20th century
-response to the design freedom provided by modern materials & manufacturing process (plastics)
-Plastics: product of any shape, color, pattern; mimic wood or metal, appear sleek/substantial,reveal/hide.

Interaction design:
-profession that will mature in 21st century
- how to design for people? physical & emotional needs, increasing intellect.
-computers: make any product for nearly any behavior

Interaction designers: 3 questions;
How do you do?
How do you feel?
How do you know?
*the longer the delay between doing and feeling, the more dependent on having good knowledge.

handles/buttons- buttons for precision, handles for expression

The choice of senses (hearing, seeing, touching, etc) determines what we feel about the world. 
“The medium is the message.” 
hot media: too 'hot' to touch; definitive and ready to complete, discourage debate
cool media: invite completion and participation
Designers continually faced with choice of suggestion/clarity, metaphor/model, poetry/law

New challenge for Interactive Design is the complexity of behavior with ubiquitous computers. 
-theory of how people know is useful
-conscious consideration of expectations for the user is essential
- easiest interaction needs one step at a time- path knowledge
-in some cases immediate performance is crucial (emergency situations); step by step instruction is required
-some instances map knowledge is suitable; best urban planning supports efficient paths & mental maps- Kevin Lunch, city planner, called this quality "imaginability"
> Lynch: classify Landmark, District, Edge, Path, Node; imageable cities include relationships between districts that can be seen & landmarks at nodes which can be used for navigation.
broad range of interaction designs; examples: word processor, watches, web browsers, radio
Paths- sequences of actions or commands
Districts- modes or choices
Edges- if they are visible, the a chance for constructing a complete map while various paths are followed can occur
Memorable graphic devices at places in the interface aid users in constructing coherent mental models from which news tasks and uses can be inferred
Good interactions are the appropriate styles of doing, feeling and knowing plus the freedom to 
move from one to the other.

Design-
Framework for successful interaction design & checking to see if concerns are addressed involves balancing a variety of concerns by utilizing a range of methods or representations. Use framework to check the balance of approaches from invention to implementation & overviews to details; as well as communicating a finished design, however, quick sketches in early stages of design can be preferred.

motivations, meanings, modes, mappings >> observation, invention, engineering, appearance
resulting in displays & controls and the behaviors that connect them (mappings).
- to create coherent implementation: both a task
analysis of the step-by-step interactions as well as an over-all conceptual model that
organizes the behavior (modes) both for implementers and for users is necessary.
-invention of an interactive scenario involves: one compelling scenario, unifying metaphor, as well as consideration of a wide variety of scenarios & a wide exploration of alternative & mixed metaphors.
-Idea, metaphor, model, display, error, scenario, task control

Paradigms-
Human & computer interaction: a competition between 3 paradigms: brains, tools, media
Everything that comes between an individual's environment and themselves presents an interaction design problem; "extensions"
electronics>> our senses (media)
clothing>>skin (fashion)/ architecture>skin
cars>> vehicles, infrastructure
What happens when clothing has computers in it? What happens when we think of computers as clothing?


Human-Computer Interaction ---> competition between 3 paradigms: brain, tools, media

Computers are electronic brains; artificial intelligence
- next challenges with this: affect (emotional computers), consciousness (self- aware computers), soul (spiritual computers)

Names: agent, recognition
Goal: intelligence and autonomy
Style: dialog and language, recognition, multi-modal
Result: better models for people (linguistics, cognitive science)
Failure: promises (anthropomorphism and animism)

To develop these machines will only create a mirror of ourselves- this may not help humans to gain a better understanding of the world and how we may fix it.

Computers are tools; executing tasks
In reaction to the idea of A.I., Doug Englebart created a group dedicated to what he calls “augmented intelligence”. Englebart set in motion a style of human-computer interaction >>>that has become the norm: direct manipulation.

Names: tool, task, use, HCI
Goal: empowerment, usability
Style: graphical user interfaces, direct manipulation, point and click
Result: personal computers, word processing and desktop publishing, the web
Failure: no fun, “user friendly”


Computers are Media; communication and expression
Computers used for entertainment, communication- computers have invaded every avenue, i e: telephones, televisions, advertising, education

Names: multi-media, the web, “being digital”
Goal: engaging, compelling, attention, expression
Style: flash, magic
Result: interactive TV
Failure: digital divide


Computers are Life

Names: Artificial Life, Chaos,
Heroes: R.Brooks, C.Sims
Goal: play god, evolution
Style: evolution, simple rules / complex behavior
Result: pretty pictures, Rorschach
Failure: no generalizations, no understanding

Computers are Vehicles; metaphorically
Vehicles of thought and expression & infrastructure
Roadways differ upon task being executed.. example: text edit in Word, sent to printer, shared file with someone

Names: standards, infrastructure, super-highway
Heroes: ARPA, Berners-Lee
Goal: inter-operability, freedom/ownership/, compatibility
Style: open, dominance
Result: PC, Ethernet, Kanji/English
Failure: digital television, Microsoft

Computers are Fashion

Heroes: Jobs
Names: wearables
Goal: belonging, recognition
Style: style
Result: pleasure
Failure: waste

****Don't take paradigms too seriously. Beware & ignore fanatics. Invent your own "interaction design".
Live and thrive with the reality of multi-disciplinary teamwork. With metaphors, keep this is mind: representation for manipulation. Computers are simulators. Computers represent things both imaginary and real. Representations are not arbitrary and the best representations are compact, extensible, efficient, and widely available. Representation's goal is some form of manipulation or translation.

Piaget described three stages of learning. We are born with ENACTIVE or kinesthetic 
knowledge; we know how to grasp and suck. At a certain age we pay more attention to 
how things look; our ICONIC thinking is mistaken for example by a tall glass as “more”. 
Only at a certain age do we understand conservation; then we are ready for SYMBOLIC 
thinking.

Computer-as-person motivates dialog where the goal is autonomy and intelligence. 
Computer-as-tool motivates direct manipulation where the goals are efficiency and 
empowerment. Computer-as-media motivates expression, engagement and immersion. In 
the expressive realm, beyond media are all the notions associated with fashion with 
wearables as the most obvious implementation. Underneath tools are all the vehicles that 
depend on infrastructure. Extending the autonomy realm are self-evolving computers that 
are thought of as forms of life.




No comments:

Post a Comment