Review for Principles of Interaction design

  • Interaction:
    a set of actions that are affected and effect each other.
  • Modalities:
    means the channel through which communication takes place.
    audio ---- Loudness of voice, you can speak loudly or whisper
    touch/tactile ---- For example, in close conversations a person can touch another oerson’s shoulder to convey compassion or closeness.
    text ---- You can use smaller or larger font in text modality.
    Spoken words, tones and other qualities of voice, gestures, facial expressions…
    richness about modalities
    physical presence-4
    video conferencing-3
    audio conferencing-2
    text only-1
  • Back channel
    is part of natural interaction and doesn’t interrup the active speaker, it mainly serves two purposes:
  1. help the speaker to make sure the listener is listening and understanding the speaker is saying.
  2. help the speaker to notice that the listener would start to speak they have something in their mind.
    tones of voice 嗯哼 is a audio back channel
    audience raising a hand is a signal in back channel that yes I have been listening but now I would like to say something. This is a visual modality that can give much richer back channel capabilities.
  • Real Time and Space
    synchronous, asynchronous and real time are qualities of interaction.
    You could not step twice into the same river.
    Even in a digital system where you have an undo option.
    When you go to an ATM machine to withdraw money with your bank card, you have the memory of past interactions with this system and an experienced user does not need as much from the system what to do right now, actually excessive information maybe disturbing to the user and hindering the user. If the machine takes its own time to explain that you now have to press this button. It is uncomfortable interaction for the user.
    Asynchrony, at anytime you can be interrupted, at any time you can interrupt something, you don’t have to wait for the other person to fininsh what they are doing.
    realtime: for the design of the system that the user can no longer perceive how fast the system responds feels like a real-time response. for the user, designing a digital interaction system is designing a non-real-time synchronous system that interacts fluently in a suit in the asynchronous real-time world of the users.

  • Meaningful and Mere Interactors
    Meaningful and mere interactors are based on the idea of experiences being either mere experience or sth with a bit more meaning. Mere experience is the way you are sensing the temperature in the room. You are experiencing them but the experience is mere. You do not pay attention to those thing and you do not remember them after even several minutes.
    Mere Interactors:
    Physical objects(a rock)
    Tools and machines(lawn mower)
    Dead interactors(non-sentient, do not have enough cognitive power in their brain)
    Meaningful Interactors
    Humans
    Animals
    Sentient interactors
    Systems and Organizations
    MEANING OF A SYSTEM
    1.Technology and interaction systems are not to be developed just for the sake of technology.
    2.Laws and systems serve meaningful interactors.
    3.A system should employ mere interactors to serve meaningful interactors.
    4.The purpose and meaningful of a system can only come from a meaningful interactors.

  • Anthropomorphism
    Anthropomorphism means something that has human-like qualities and features attached to it.
    Many Disney’s characters anthropomorphised.
    For example, you can take some thing like a printer. You can say that the printer is on a bad mood today for it refuse to cooperate.

  • Contextual Experience Models
    the anatomy of user experience.
    Museum Experience
    [Physical Context]
    Is the person in good health?
    What is the weather like? Is it very hot?
    [Personal Context]
    Is this a person who is very interested in the museum?
    Is this a child who has never been to a museum before?
    Is this a person who is interested in the topic of this exhibition?
    [Social cultural Context]
    a gang member with poor education, he don’t see his gang members visiting museums, so he is likely to avert going to museums.
    Conceptual Game Experience Model
    [Immediate Personal Context]
    (same as above question-Personal Context)
    What you been doing today?
    Are you in a hurry?
    Do you have friends with you?
    [Immediate Social cultural Context]
    What do my friends at school play?
    Is this game acceptable by my family and friends?
    [Context From Earlier Experiences of Game and Play]
    我玩过第一代游戏,我很可能去玩第二三四代,因为我熟悉这个游戏,并且下一代会做的更好;一种游戏我从来没有接触过类似的,给我全新的体验。
    [Context for Digital Games’s Production]
    So it affects my game experience knowing that there is something like the game Sims and I can identify hey these are features that are kind of like that you would have if you would playing Sims game.
    [wider context of social norms and values]

  • Scripting the Interactor
    Embedding the instructions in the design.
    Like the cup of soft drink is grabbable. Scripting makes the user using without needing to read the manual.
    The designer needs to understand how people tend to naturally work and how they think. The designer needs to try to predict that if his design has a certain part how will people react to that. Will they make the proper correct choice that they want in order to use the system properly or will they be confused and misunderstanding what is going on.
    For example, you are designing a software, you can make a design that ctrl + z equal undo.

  • Affordances
    由物品的品质,和与之交互的主体的能力共同决定。
    An affordance is a relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used.
    The properties of sack: a sack is made out of cloth. It is sturdy so that it can hold the weight of potatoes. A sack has gaps, which can be used to maintain ventilating.
    The capabalities of potatoes: they need to hava ventilation so that they do not start to get in mold.
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    The spatial of affordance is about being present in space knowing where you are and where other things are.
    encyclopedic meaning that digital medium is very good in storing information.
    the digital medium processes. Encoders, A video in a certain format, then it processes it into another format, video that can be stored in a smaller space. Simulators, you enter a lot of data into the encyclopedia of the digital medium like …then you start a simulation that runs a procedure with the procedural affordance to show that within the next hour where will these celestial bodies be whether .
    participatory, not only other processes and procedures but there is also participation by the user, the user can control the simulation.
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  • Agency
    Agency is the satisfying power to take meaning action and see the result of our decisions and choices. We need to find a agency balance between the designer and users.
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    Storyteller and audience. if the storyteller has all the control the story, that can be interesting. but the audience is not feeling agency because they only follow this story instead of affecting the story; if the audience has the full control they are careful avoiding failure and the story not be interesting. So the storyteller must have the agency of directing the story and the audience must have an agency of being a part of an interesting story where there and others in actions are intererting. who has more agency, more power and freedom of experiencing a story in here.

  • Design
    design is connected to visual design and practical design.
    Two important characteristics of good design are discoverability and understanding. Instructions embedded in the design.
    Interaction design: understand the purpose of the interaction in the system and the affordances of the interactors.

  • Aesthetics
    Aesthetics actually means the whole of the way we experience something. Nature can be aesthetic, a painting can be aesthetic. anaesthetic, completely removes the sensation of a person, the people do not experience anything.
    Aesthetics are delivered through sensory experience, visuals, audio and so on. scared movie should scared, it is good aesthetics.

  • Episodic Memory
    Episodic memory is the memory that people apply when remembering sequences of actions and help people remember what happen first and what happen next.

  • Combinatorial Explosion
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    When designing a interaction system,we need to be able to predict all possible actions users might be doing in the system. More choices will lead to greater complexity of the future situation.To reduce the complexity of the system, you can hide unnecessary choices or highlight necessary choices.Another approach is to use a network diagram instead of a tree diagram.
    If a story with 10 scenes and one choice at each scenario, there will be 1 result. But if each scenario has 3 choices for the user to choose from, there will be three to the power of ten.
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    This flying wedge is about combinatorial space of possibilities. In the beginning the user has the greatest power of different possibilites, once a choice has been made that cuts out a lot of potential options. If in a story a character kills another character that other character cannot be interacted anymore.

  • Suspension of Disbelief
    How people are ready to accept a story even though it has unbelievable features. For example in an action movie a character may be thrown out though the window from the second floor, land down on the hard ground and just stand up and return into the building. The question is will the audience say this cannot be true, this is ridiculous and walk out, or will they suspend their disbelief and keep following the story.
    TAM(Technology Acceptance Model)(Figure)
    External variables:how the users feel about new technology?Do they want to start a new technology?
    Percieved usefulness: Users predict whether it will be useful.
    Percieved ease of use:Users predict whether it will be easy to use the system.
    Attitude towards use:Positive attitude will make people accept the new system more easily.
    Intention to use:People want to use the new system.
    Actual usage: People are actually using the new system.

  • Hero’s Journey / Monomyth
    Hero’s Journey is a pattern repeating in many different stories. The structure of these stories is such that the main character lives in a safe known world where the character receives called adventure. They are then typically offered supernatural aid which they tend to refuse and with the called adventure they alone in this situation face some kind of threshold guardian which they have to pause in effort to travel to the unknown world. In the unknown world the hero is traveling and facing challenges and temptations. Their transformation has begun because they are now in the unknown world where the known rules and routines will not work. They will encounter helpers and mentors, and finally they will enter abyss. This abyss and combination of death and rebirth is called revelation. They are learning something new, this revelation leads into a personal transformation. Then is the atonement and return the known world. It is same as the human growth story.
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  • Psychological Projection
    Psychological projection is one basic mechanism for how people perceive reality and how they understand other people and how they understand the working of the world. If I were behaving like that, what would be going on in my mind? what is happening in that person’s mind? In interaction design, we need to understand how users will project their thinking into the system. We need to figure out how to help people to understand the design of this system.

  • Introspection
    Introspection is a psychological skill, Mature capacity of self-assessment.You are able to understand how you behave in a situation, and what are the consequences of your actions.
    in ineraction system,we should consider how users use their introspection to use the system,as the designers ,we also need to have introspection so that we can design a better system.
    Mature capacity of self-assessment.

  • The Uncanny Valley
    The uncanny valley is a psychological phenomenon, is a concept that is very important when doing anthropomorphizing of a design. The uncanny valley is stating what happens when a design is being made to resemble a healthy human being. When the design level is slightly similar to people, it improves the user experience. But after a certain point, corpse, user experience decrease sharply, until the design is very similar to human. Because you can’t predict what the corpse will do in the next second.

  • Motivation
    motivation is one particular feature of human psychology.
    Motivation is kind of factor that make people to do things, use a design or make choices in interaction.
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  • Four eras of recorded history

  1. The era of oral history. It’s the time when it was not recorded as a hard copy, but people remembered history and told it to new people who then remebered the stories. The historical information was passed on as stories. Rhymes-Pictures-Rituals
  2. writing history: permanent, error-free,strong recording
  3. printed history: copies, one typical product : phonograph
  4. digital history : copy without error,mash-up
  • Inscription, Transmission, Representation
    In any modality, a digital media can be divided into three different components: the inscription method, the transmission code, and the representation model.
    Inscription method: how to leave a mark
    Transmission code: how to formulate a mark
    Representation model: how to compose marks together.
    (inscription method)Right now I am using my vocal cord, and my lungs to inscribe, into air, vibrations.
    (Transmission code)I am using English language.
    (Representation model) This is a lecture video, where I am performing a lecture.
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    Transmission code: what is the mark symbolizing, what is the content within it?
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    Representation model: What it is used for and how?
  • Prejudice
    A prejudice could be described as an opinion that we have on something, before we know almost anything about that thing.
    In interation design, we need to presume what are people’s prejudice, we can make the design can be accept properly. New systems are difficult to learn and give more problem that they solve, so we need to give information, and break that prejudice.
  • The psychology of reading
    Reading and writing are interesting phenomenon of extending our thoughts from our mind and our bodies, into the bodies and minds of others. Writing is still a fundamental part of even digital media, and without it we wouldn’t have our culture such as it is.
    We use the landscape instinct to read text. If you were dropped on your home street, you would very quickly identify the scenery around you and know where you are. These mechanics are used to read text. The language effects strongly our culture and the way that we perceive and design things. Having a multicultural and multi linguistic team to design things, will provide better designs.
  • Segmentation
    How people know, where to find information they want?
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    How people know, where to find which information? There are two fundamental strategies for how to segment data. Semantic Segmentation and Non-semantic segmentation.semantic segmentation contains information about content. We will understand the general content after read the title. We should design semantic labels.
  • Granularity
    How much of these chunks there are, and how to get to them?
    How to provide information to the user?
    comfortable sized pieces that a person is capable of handling.
    It’s part of the designer’s task to understand, how users currently access information and also, how they would prefer to access it, if offered greater flexibility.
    You have to analyze the kind of data you are giving to the users. You have to evaluate, what king of a user you will have there and what are the users demands.
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  • Faceted Search
    Faceted search is like looking into a diamond that contains information. A dimong consists of several facet. You can look through one or more of these facets, and see different things based on which facets you are looking through. Yellow filter only shows yellow things.

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问用户哪几种是一类,凭直觉。

  • The Dublin Core
    Poor Taxonomies(overlap and obscure)
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    A proper taxonomy covers completely the whole field, and it doesn’t have overlap.
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    Flok+sonomies and Dublin Core
  • Agile
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    you first do a week of designing, a week of doing, a week of testing, a week of designing…
    keep thinking and be agile.
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    一种团队工作方式,大家坐一起讨论设计,program,be aglile.
    They are essentially trying to get the people to think and be agile. To break away from the old routine, where everybody was sitting, just with their own computer each person, and maybe in their own peace and quiet.
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  • Emergence
    Something emerges in the design that is unexpected and has not been foreseen. so we should pay attention to the emerging situation.
  • Design Science Research
    Design a new artefact to improve the organization.
    控制变量
    Scientific method should always make a controlled change in the system that the results of which can be measured and seen.
    This involves that the changes should happen in a limited part of the system that you can see that which change affected the outcome, and their magnitudes can be measured.
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    It is quite close to the agile method thinking.
  • Co-Design
    By involving the users in the design project process, throughout the whole of it.
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    All the stakeholders together, in every step along the way.
  • Models of Interaction
    Tool model: rely on the skills of user, scissor, spade.
    Machine model: the user instructing it, and the machine is operating on its own, such as printer.
    Companion moodel: do reminders for the users in a proper time, such as calender services in the smart phone.
    Game model: similliar to the AI model, it is initiated by system completely.
  • Application Postures
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    Sovereign posture: Users constantly interact with the application.
    transient posture: it is a alternation between the sovereign posture and demonic posture.
    Demonic posture: applications are not interacting with you directly. They are runing in the background, and you only observe the end result of those applications.
  • Represented Model
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    User has a Mental Model, how the application should function. The system should be such that you only press a single button, and then the system perfectly serves your needs, and functions perfectly, doing excellent work. However, the designer , enginner, and all the skateholders in the design recognize that the design is very complicated. The operation needs lot of information. But this is the furthest form what the user wants to have. The final represented model for the system is somewhere in between these two, which is suitably simple and usable functinal for the user, and still controllable as a design engineer to tackle all the challenges. You have to try to push your own skills in engingeering to find a solution that is as close as possible to the mental model.
    Uers have a mental model, it is very simple, uers want only press a button and then get a perfect result. But designer think that the model is very complex, it need many informations. The final represented model is somewhere between these two.
  • Modding
    Building modifications in games.
    Applications need to be modifiable in a way to suit each user’s particular needs.
  • Turing Test
    如果一台机器能够与人类展开对话(通过电传设备)而不能被辨别出其机器身份,那么称这台机器具有智能。
  • Intelligence
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    You are not necessarily focusing your attention on a thing, but you are aware of the things.- Awareness
  • Consciousness
  • Artificial Responsibility
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    We are having a trolley car on a track heading towards a group of people. And there is a switch you can use to turn the trolley car onto an other track. But unfortunately, on this track there are two people.
    Artificial responsibility is a moral issue in AI, in Trolley Car Question, if the trolly car is self driving, and system turn the trolley car onto another track and kill two people in this track. Who should take responsibility?
  • GEM – Game Experience Model
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    Mechanices concerns the game rules - what is supposed to be done in the game to win the game.
    These rules are realized in Action.
    Narrative is the pieces of story that is provided to the user.
    Fantasy is higher abstraction level. It is the whole of the game behind the narrative. Something can’t be saw but can be imagined.
    Sensory stimulus is the concretization of the Aesthetics of the game.
    Aesthetics
  • Schell’s Lenses
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    They are a tool to help a designer to take a fresh perspective to their design, particularly if they are not seeing which would be the next beneficial thing to do in the design.
  • Persona
    When you design a system, you should inter
    The persona is the idea that you should interview a lot of customers, and find out their opinions and what they want. And you should summarize these hundreds of interviews into individual personas.
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    Bob is actually not a persona for Civilization VI.
  • Interface
    Interface is an abstract term, which you need to explain to the users. For example, there is a man who use a controller to control a car, the interactions between the car and controller is interface.
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    These three interactions could be interface.
    Interface is a higher abstract of interaction. such as the nodes map of controller and the robot, the interactions between user and robot there would be the interface. The interface is the protocol of that interaction.
    The user is controlling the robot on the other side of the world, then you can identify that you need to have maybe internet connection between the two systems.
  • Mixed Reality
    Having these Virtual Reality and Augmented Reality, Physical Reality and other technology mixed together, we get mixed Reality.
  • Bandwidth of Trust
    You can learn to understand better that what king of a person this is that you are sending the message to. How do they react to messages.
    The Bandwidth of Trust has to do with the question:" I have asked my friend to do something. Will my friend be delivering?" So, If am asking a friend next to me that:" Would you print out this document for me ", I can observe this person doing the activity, but if I am sending this as an email,
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