user culture experience - jyväskylän...
TRANSCRIPT
culture User experience
Rebekah Rousi
ITKY104 IT kaikkialla
…and the issue of culture
human technology interaction
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Lecture structure
• Experience
• Human-technology interaction (HTI)
• User Experience (UX)
• And, the issue of culture
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Year of birth
Gender
Field of study
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Feelings
• Words to describe your emotions (x5)
– What comes to mind
– Why?
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• What kind of problems could this technology solve?
• What are its good points?
• What are its bad points?
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Source: http://www.telegraph.co.uk/technology/video-games/playstation/10459578/PS4-Playroom-Gamer-playing-with-virtual-robots-in-his-living-room-goes-viral.html
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HCI, HTI, HDI, CHI…
Human-Technology Interaction
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Interaction models
• HCI or CHI – Human Computer Interaction or Computer
Human Interaction
• HTI – Human Technology Interaction
• HDI – Human Design Interaction
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History
Vannevar Bush – War Scientist, at MIT (World War II)
• "As We May Think" (1945) – the Memex hypermedia system
– data is stored on microfilm
– data is accessible, linkable and programmable
key players
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Douglas Engelbart – HCI, Stanford University (1950s) – Inspired by Vannevar Bush – Head of Augmentation Research Center (ARC) in 1960s
• Computer as "augmenting" tool – “augmentation" as opposite concept of "automatation" -
empowering the people instead of replacing them
• ARC concepts and devices - Computer, keyboard and screen - Word processing Software - Mouse – point and click - Multiple Windows - Hypertext Software - Computer Conferences (text-based)
• Direct manipulation - interaction via natural gestures
History key players
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Ivan Sutherland
• ”Sketchpad”(1957) – drawing program
J.R.C. Licklider
• "The Man-Computer Symbiosis" – ideas of future data processing methods
History key players
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Until late 1970s • information technology professionals & dedicated
hobbyists. Later 1970s • emergence of personal computing • personal software (productivity applications e.g. editors
and spreadsheets, and interactive computer games) • personal computer platforms (operating systems,
programming languages, and hardware) • everyone a potential computer user • highlighting deficiencies of computers (as tools) - usability
Where HTI came from John M Carroll 2013
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An opportune time (end of 1970s)… • Broad project of cognitive science formed
– cognitive psychology, artificial intelligence, linguistics, cognitive anthropology, and the philosophy of mind
• To articulate systematic and scientifically informed applications
– to be known as "cognitive engineering"
• When personal computing presented the practical need for HCI • Cognitive science presented people, concepts, skills, and a
vision for addressing such needs
Where HTI came from John M Carroll 2013
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Source: http://www.interaction-design.org/encyclopedia/human_computer_interaction_hci.html#heading_Where_HCI_came_from_html_pages_35313
Human Processor an early cognitive engineering model
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Overlapping developments in engineering and design areas alongside HCI
– Human factors engineering and documentation development
Human factors had developed • empirical and task-analytic techniques for evaluating human-system
interactions – aviation and manufacturing
• interactive system contexts where people used greater problem-solving discretion
• documentation development was moving – beyond systematic technical descriptions – toward cognitive approach incorporating theories of writing, reading,
and media, with empirical user testing – ease-of-use of documentation
Where HTI came from John M Carroll 2013
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Software engineering - unmanageable software complexity in 1970s (the “software crisis”) • started focusing on nonfunctional requirements
– usability and maintainability, and empirical software development processes relying heavily on iterative prototyping and empirical testing
• Computer graphics and information retrieval had emerged in the 1970s,
• interactive systems were key to progress • the way forward for computing meant understanding and
empowering users.
1980 • a huge burst of human energy • a highly visible interdisciplinary project
Where HTI came from John M Carroll 2013
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HCI or CHI
Inter-disciplinary – engineering, computer science, psychology,
cognitive science, design, ergonomics, sociology, information science, artificial intelligence etc.
Concerned with
– design, evaluation and implementation of interactive technology
Aims – technology matches people's needs, capabilities
and limitations (http://www.ergonomics.org.au/chisig/resourcelib/what-is-hci.aspx)
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HCI or CHI cont…
Goals and Aspects of HCI • to improve interaction between user and computers • to design computers that can be exploited to their fullest
potential
HCI is concerned with • methodologies and processes for designing interfaces • techniques for evaluating and comparing interfaces • developing new interfaces and interaction techniques • developing descriptive and predictive models and
theories of interaction
(source: http://facweb.cs.depaul.edu/sgrais/human_computer_interaction.htm)
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Source: http://titanaura.deviantart.com/art/Clippy-is-an-Asshole-AutoCorrect-278924051 IT Kaikialla
Relationship between UX and HCI
Complex relationship • user experience (UX) and HCI
• both fields share boundaries with other fields (including each other) – can resemble anthropology, cognitive psychology, industrial
design, computer science
– customer relationship management
Kuniavsky 2005 - draft
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User experience - broader considerations than HCI
• aggregates and contextualizes HCI (considering users and organisations)
• consists of all factors influencing the relationship between end-user and organisation (product or service)
Particularly:
• when a product mediates the relationship
Relationship between UX and HCI Kuniavsky 2005 - draft
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UX in relation to HCI
Early days – HCI focused mainly on achievement of
behavioural goals (work settings)
– Task-based usability testing
– The task became the pivotal point of user-centred
Hassenzahl and Tractinsky 2006
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Challengers to this – Alben (1996) identified beauty (i.e. aesthetics) as an
important quality of technology • intrinsic value (Postrel 2002), beauty as a general human
need (Maslow 1954)
– Gaver and Martin (2000): importance of a range of
specific non-instrumental needs • surprise, diversion, intimacy
UX in relation to HCI Hassenzahl and Tractinsky 2006
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Hassenzahl (2003)
• future HCI must be concerned with pragmatic aspects of interactive products and hedonic aspects
– i.e. its fit to behavioural goals
– stimulation (i.e. personal growth, an increase of knowledge and skills)
– identification (i.e. self-expression, interaction with relevant others)
– evocation (i.e. self-maintenance, memories)
UX in relation to HCI
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“…feeling-life does not begin and end with the immediate quality of an experience, rather it extends
across space and time to the sense we make of experience in terms of our selves, our culture, and our
lives.” (McCarthy & Wright 2004)
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a dictionary definition
noun • 1 [mass noun]
– practical contact with and observation of facts or events – the knowledge or skill acquired by a period of practical
experience • 2
– event or occurrence which leaves an impression on someone: audition day is an enjoyable experience for any seven-year old
verb – [with object]encounter or undergo – feel (an emotion or sensation)
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http://oxforddictionaries.com/definition/english/experience?q=experience
Experience
Experience in technology context
Experience is continuous from user perspective – Product, immediate environment, and life all interact
What someone understands affects what they find
– In terms of: i.e. attractiveness and willingness to understand
Everything matters – Looks and functionality etc.
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Kuniavsky 2005 - draft
Source: http://dl.acm.org/citation.cfm?id=1015549 IT Kaikialla
Four threads of experience McCarthy&Wright 2004
Compositional
Establishing the coherent whole – narrative structure
– action possibility
– plausibility
– consequences
– explanations of actions
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Sensual
concrete, palpable, and instinctive character of experience • sight, smell, sound, touch, taste
• pre-reflective - immediate
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Emotional
• value judgments – frustration
– satisfaction
• emotional quality of experience
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Spatio-Temporal
quality and sense of space-time that pervades experience
– time may speed up or slow down
– pace may increase or decrease
spaces may open up or close down
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Experience is actively constructed or made sense of
– Reflexively and recursively
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Four threads of experience McCarthy&Wright 2004
Six inter-related, non-linear, sense-making processes
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Interpreting
Recounting
6 toisiinsa liittyvää, epälineaarista, sense-making prosessia
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Tulkinta
Kertominen
• Odotukset, mahdollsuudet ja sense-making keinot
– Liitetään ilmiöt aiempiin kokemuksiin
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?
• Välitön, etu-käsitteellinen ja etu-kielellinen käsitys tilannesta.
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?
• Havaita kertomuksen rakennetta
– Tekijät ja toiminta mahdollisuudet
– Mitä on tapahtunut ja mitä tulee tapahtumaan?
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?
• Voidaan ajatella:
– Miksi ei ole mahdollista suorittaa samanlaista tehtävää kahdessa eri tilannessa
– Tyydytys silloin kun ratkaistetaan vaikea ongelmaa
– Turhaitumista tai nautintoa kokemuksesta
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?
• Tehdään kokemuksen omaksi
– Liitetään kokmuksen omaamme ‘sense of self’ (henkilökohtaisen historiaan ja tulevaisuuteen)
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?
• Kerrotaan toisille ja itsellemme kokemuksesta
– Kokemuksen merkitys voi muuttaa ja voi avata uusiin kokemusten mahdollisuuksiin
– “word-of-mouth”
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?
Designing from UX
• Life-based design (Leikas)
• Experience design (XD)
• Designing for experience (Roto)
• Co-design, co-creation and co-experience (Battarbee)
• Prototyping, scenarios and story-boards
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Related fields
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• Emotional usability and emotional design – See Don Norman http://www.jnd.org/
• Kansei engineering – Mitsuo Nagamachi
Culture Software of the Mind
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Culture
noun
• arts and human intellectual achievement
• ideas, customs, and social behaviour – questions about a society's culture, social life, and public sphere.
according to Askoxford
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Middle English • (cultivated piece of land):
– noun from French culture or Latin cultura 'growing, cultivation‘
– verb from obsolete French culturer or medieval Latin
culturare, both based on Latin colere 'tend, cultivate' – Late Middle English - 'cultivation of the soil' and from
this (early 16th century), arose 'cultivation (of the mind, faculties, or manners')
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Western languages (culture one)
– 'culture' means 'civilization' or 'refinement of the mind'
– results of refinement - education, art, and literature.
Culture as mental software (culture two)
– broader use of the word common social anthropologists
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Cultures and Organisations Geert Hofstede
• Geert Hofstede
• Edward T Hall
• Stuart Hall
• Shalom Schwarz
• Aaron Marcus & Valentina-Johanna Baumgartner
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Questions? Rebekah Rousi [email protected] Tel.: 040 805 3100
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Check out these articles
• Carroll, John M. (2013): Human Computer Interaction - brief intro. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-Computer Interaction, 2nd Ed.". Aarhus, Denmark: The Interaction Design Foundation. Available online at http://www.interaction-design.org/encyclopedia/human_computer_interaction_hci.html
• Myers, Brad A. (1998): A Brief History of Human-Computer Interaction Technology. In Interactions, 5 (2) pp. 44-54
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References
• Battarbee, K. (2006). Co-Experience. Understanding user experiences in social interaction. Dissertation. 2nd ed. Univ of Art and Design, Helsinki.
• Buchenau, M. & Suri, J.F. (2000). Experience Prototyping. Proc Designing Interactive Systems: processes, practices, methods, and techniques: 424–433.
• Forlizzi, J. & Battarbee, K. (2004). Understanding Experience in Interactive Systems. Proc Designing Interactive Systems: processes, practices, methods, and techniques. Cambridge MA, USA: 261–268.
• Forlizzi, J. & Ford, S. (2000). The Building Blocks of Experience: An Early Framework for Interaction Designers. Proc Designing interactive systems: processes, practices, methods, and techniques. New York NY, USA: 419–423.
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• Hassenzahl, M. (2003). The Thing and I - understanding the relationship between user and product. Funology – from usability to enjoyment. Retrieved 10.1.2013, from: http://www.mendeley.com/catalog/thing-i-understanding-relationship-between-user-product-3/#.
• Hassenzahl, M. (2004). The interplay of beauty, goodness and usability in interactive products. Human Computer Interaction, 19, 319 – 49.
• Hassenzahl, M. & Tractinsky, N. (2006, March-April). User Experience –
a research agenda. Behaviour & Information Technology, 25 (2), 91 – 97. Retrieved 11.1.2013 from: http://www.uni-landau.de/hassenzahl/pdfs/hassenzahl_LR_91-98.pdf.
• Kuniavsky. M. User Experience and HCI – an introduction [draft].
Retrieved 11.1.2013 from: http://www.orangecone.com/hci_UX_chapter_0.7a.pdf.
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• Lavie, T. & Tractinsky, N. (2004). Assessing dimensions of perceived visual aesthetics of websites. International Journal of Human-Computer Studies, 60, 269 – 98.
• McCarthy, J. & Wright, P. (2004, September - October). Technology as
Experience, Interactions – Funology. Retrieved 10.1.2013, from: http://dl.acm.org/citation.cfm?id=1015549.
• Roto, V. (2006). User Experience Building Blocks. COST294-MAUSE Workshop on User Experience – Towards a Unified View. In conjunction with NordiCHI'06 conference.
• Salgado, L., Souza, C. & Leitão, C. (2011). Using metaphors to explore
cultural perspectives in cross-cultural design. Proc. HCII'2011 - HCI International. Retrieved 8.1.2013 from: http://www-di.inf.puc-rio.br/~clarisse/docs/HCII2011-salgado2011.pdf.
• Wright, P.C., McCarthy, J.C., & Meekison, L. (2003). Making sense of
experience. In M. Blythe, A. Monk, C. Overbeeke & P.C. Wright (Eds.), Funology: From usability to user enjoyment. Dordrecht: Kluwer, 43-54.
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