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culture User experience Rebekah Rousi ITKY104 IT kaikkialla …and the issue of culture human technology interaction IT Kaikialla

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Page 1: User culture experience - Jyväskylän yliopistoappro.mit.jyu.fi/it_kaikkialla/2014/luento8/UX_HTI_Culture1802014... · User culture experience Rebekah Rousi ITKY104 IT kaikkialla

culture User experience

Rebekah Rousi

ITKY104 IT kaikkialla

…and the issue of culture

human technology interaction

IT Kaikialla

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Lecture structure

• Experience

• Human-technology interaction (HTI)

• User Experience (UX)

• And, the issue of culture

IT Kaikialla

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Year of birth

Gender

Field of study

IT Kaikialla

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Feelings

• Words to describe your emotions (x5)

– What comes to mind

– Why?

IT Kaikialla

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• What kind of problems could this technology solve?

• What are its good points?

• What are its bad points?

IT Kaikialla

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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

IT Kaikialla

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IT Kaikialla

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HCI, HTI, HDI, CHI…

Human-Technology Interaction

IT Kaikialla

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Interaction models

• HCI or CHI – Human Computer Interaction or Computer

Human Interaction

• HTI – Human Technology Interaction

• HDI – Human Design Interaction

IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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)

IT Kaikialla

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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)

IT Kaikialla

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Source: http://titanaura.deviantart.com/art/Clippy-is-an-Asshole-AutoCorrect-278924051 IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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

IT Kaikialla

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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)

IT Kaikialla

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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)

IT Kaikialla

http://oxforddictionaries.com/definition/english/experience?q=experience

Experience

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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.

IT Kaikialla

Kuniavsky 2005 - draft

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Source: http://dl.acm.org/citation.cfm?id=1015549 IT Kaikialla

Four threads of experience McCarthy&Wright 2004

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Compositional

Establishing the coherent whole – narrative structure

– action possibility

– plausibility

– consequences

– explanations of actions

IT Kaikialla

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Sensual

concrete, palpable, and instinctive character of experience • sight, smell, sound, touch, taste

• pre-reflective - immediate

IT Kaikialla

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Emotional

• value judgments – frustration

– satisfaction

• emotional quality of experience

IT Kaikialla

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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

IT Kaikialla

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Experience is actively constructed or made sense of

– Reflexively and recursively

IT Kaikialla

Four threads of experience McCarthy&Wright 2004

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Six inter-related, non-linear, sense-making processes

IT Kaikialla

Interpreting

Recounting

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6 toisiinsa liittyvää, epälineaarista, sense-making prosessia

IT Kaikialla

Tulkinta

Kertominen

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• Odotukset, mahdollsuudet ja sense-making keinot

– Liitetään ilmiöt aiempiin kokemuksiin

IT Kaikialla

?

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• Välitön, etu-käsitteellinen ja etu-kielellinen käsitys tilannesta.

IT Kaikialla

?

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• Havaita kertomuksen rakennetta

– Tekijät ja toiminta mahdollisuudet

– Mitä on tapahtunut ja mitä tulee tapahtumaan?

IT Kaikialla

?

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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

IT Kaikialla

?

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• Tehdään kokemuksen omaksi

– Liitetään kokmuksen omaamme ‘sense of self’ (henkilökohtaisen historiaan ja tulevaisuuteen)

IT Kaikialla

?

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• Kerrotaan toisille ja itsellemme kokemuksesta

– Kokemuksen merkitys voi muuttaa ja voi avata uusiin kokemusten mahdollisuuksiin

– “word-of-mouth”

IT Kaikialla

?

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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

IT Kaikialla

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Related fields

IT Kaikialla

• Emotional usability and emotional design – See Don Norman http://www.jnd.org/

• Kansei engineering – Mitsuo Nagamachi

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Culture Software of the Mind

IT Kaikialla

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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

IT Kaikialla

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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')

IT Kaikialla

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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

IT Kaikialla

Cultures and Organisations Geert Hofstede

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• Geert Hofstede

• Edward T Hall

• Stuart Hall

• Shalom Schwarz

• Aaron Marcus & Valentina-Johanna Baumgartner

IT Kaikialla

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IT Kaikialla

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IT Kaikialla

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IT Kaikialla

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IT Kaikialla

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IT Kaikialla

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IT Kaikialla

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IT Kaikialla

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IT Kaikialla

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IT Kaikialla

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Questions? Rebekah Rousi [email protected] Tel.: 040 805 3100

IT Kaikialla

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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

IT Kaikialla

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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.

IT Kaikialla

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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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