Saturday, April 18, 2009

Designing Interactions: Multisensory and Multimedia

Chapter Takeaways
  • We are only beginning to take advatage of our senses in the digital space.
  • We are spacial thinkers - helps orient and remember.
  • Tactile qualities convey significant amount of information.
  • Tagible User Interaces (TUI) are currently real input and fake output.
  • Abacus as an example of a true TUI with sound and physical form providing both input and output.
  • Create and utilize environmental affordances.
  • We remember things if they are repeated or if they are suprising.
  • Even if the design is good, must remember to include engaging content.
  • Do user research, but also include business input.
  • Go against convention.
  • All design, visual and audio, has an emotional component. Use it.

Introduction

  • We have 5 senses, how sad our connection to computers is "sensory deprived and physically limited".
  • Chapter to explore opportunities for interaction design to become multisensory and take advantage of multimedia.
Vision
  • Why stay chained to your computer?
  • Why not break away, carry a system with you that augments your vision?
  • We are spatial animals.
  • Must match spatial representation with the cognitive structure of what you're doing, so that it actually makes sense.
  • IDEO takes advantage of this through Project Rooms, engulfing the inhabitant with the richness of information.
  • Heads-up display for fighter pilots has been augmenting vision with information for decades, but the consumer version for cars and eyeglasses have not been designed well.
Touch
  • Tactile qualities of an object mean a lot to us.
  • Cell phone - example of convergence of digital and physical interaction - sight, sound, touch.
Hiroshi Ishii
  • Professor of the Tangible Media Group at MIT Media Lab
  • Degrees in electronic and computer engineering.
Tangible Bits
  • Tangible Bits give physical form to digital information, making bits directly manipulable and perceptible.
  • GUI (graphical user interface): key feature is the separation of intangible representations from general purpose remote controllers, which enables flexibility and malleability.
  • TUI (tangible user interface): key feature is to give physical form to information.
Abacus
  • Simplest form of digital computation device.
  • In a GUI, big divide between the pixel representation and the controllers like a mouse.
  • Coouled manipulation and control.
  • Even the sound it makes, can be a far away indication that someone is working.
Ping Pong
  • Paddle handle melts into his body as an extension of his arm and hand.
  • Player can consentrate on the main task, playing and hitting the ball.
  • Good fit to the body is critical to making the interface transparent.
musicBottles
  • http://tangible.media.mit.edu/projects/musicbottles/
  • Using simple glassb ottles as containers and conduits of online digital information.
  • Utilizing the simple affordance of opening and closing bottles.
  • Can put anything inside the bottle.
Tangible Media Group
  • Building connections between media and ading tactile qualities to the interface between people and computer systerms, demonstrating that multisensory and multimedia interactions can be fun and help us do things better.
Durrell Bishop
  • Designed the game Tea Diving for a CD-ROM within an issue of design magazine, ID.
  • Studied industrial design in London.
  • In 1991, went to Royal College of Art for a master's in interaction design.
  • Worked at IDEO twice, and his now on his own helping clients get the most out of highly interactive products and media.
Things Should Be Themselves!
  • Digital things are often just black boxes with labels. The physical design should say what it is and what it does, like it is in everyday objects around us.
  • One method - picking up tagged meangingful objects.
  • Or tying in an interaction, a movement, with a function. It may be abstract at first, but the spacial relationships become memorable with time.
  • Adding twists of humor and suprise.
  • We remember things if they are repeated or if they are suprising.
Joy Mountford
  • Engineering Pychology PhD from U of Illinois.
  • Creater and Manager of the Human Interface Group at Apple Computer, that included inventing QuickTime.
  • Founding principle of Idbias, an interaction design partnership.
QuickTime
  • Goal for her at Apple was to release the human interface guidelines in 1986.
  • To be used for Apple's developers for consistency.
  • "Why would I want to do just paperwork on a computer?"
  • Head presentation on dynamic documents presented by Professor Michael Mills and asked him to come for his sebatacle at Apple. Ended up staying at Apple for 6 years.
  • Mike and Joy create many prototypes that eventually led to QuickTime.
  • Put together lot s of illustrative samples of prototypes to show alternative video controls.
  • User studies for test video controllers showed initial ideas were too sophisticated. The designers had in reality been designing for themselves.
QuickTime VR
  • Joy maintained strong connections to academia throughout her career, teaching and bringing in interns.
  • An intern took pictures from one point in an intire room.
  • At the same time, the Human Interface Group released a version of the virtual sphere code, which allowed for a one-button mouse to change orientation of a 3D object.
  • This was flipped inside out and "navigable movie" was created.
  • Content matters - the first example was the intern's kitchen. Apple scaled the Golden Gate Bridge and took pictures from there to create a more interesting example for people.
  • "Navigable movies" became the birth of what later became QuickTime VR.
  • Joy had a knack for promoting these concepts.
The Bead Box
  • Moved beyond video to audio and music.
  • Left Apple Compute rto join Interval Reseach.
  • Found 70 percent of the population think they're amteur musicians.
  • Many people jam without being able to read music.
  • This led to design of Bead Box, a device for people who want to make music but have not mastered a conventional instrument notation.
  • Picked a bead to represent music because it is something small, collectible, holdable.
  • See the piece that you want, put is somewhere and control that space.
  • For younger children, beads represented body noises, for older rock and roll sounds.
  • Appealed to young and old. Added recording capability as adults wanted personalized sounds.
  • Design was too abstract for toy store shelves. Needed a captive audience to watch & listen.
  • More and earlier input from business and marketing folks in the retail toy space might have helped the product succeed. Was too reseach-focused, so good concept did not succeed in market.
Bill Gaver
  • Graduate student in psychology with Don Norman studying perception.
  • Concluded that by thinking about the dimensions of sound-producing events, you should be able to make very simple mappings to events in the interface. Led to his work in Audiotory Icons.
  • Developed SonicFinder at Apple.
  • Became interested in broader issues concerning mediated social behavior.
  • One of the founders of Equater Project, whose research involved design-driven reseach techniques called "Culture Probes" to uncover people's values and activities.
Designing Sound
  • As an intern, started talking with Finder software group about adding sounds.
  • Walked through Finder with programmer who taught him how to add sounds.
  • At the time, 2 schools of though dominated work on the psychology of sound: (1) understanding how music works and (2) learning basic wasy the ear picks up sound.
  • Bill thought that whn people listen to sound in the world, they did not listen to the dimensions that the psychologists were interested in.
  • Wanted to make sounds that represent the physical world.
  • Was alerted by a sound affects artists that his icons had emotion - humor.
  • His research fell into the bakcground for 10 years until Finder 8.5 was released.
Affordances
  • After 1.5 years as Intern then Consultant, moved to Xerox EuroPARC.
  • In 1979, perception theorist JJ Gibson wrote his book, The Ecological Approach to Visual Perception.
  • He asserted that percepton is designed for action, claiming that our whole evolution has been geared toward perceiving useful possibilities for action.
  • Can also apply to visual elements on the computer.
Equator Project
  • A 6-year interdisciplinary research collaboration.
  • Bill's group looked at new technologies for the home.
  • History Tablecloth: uses weight sensing to measure how long things have been left there. Objects left a long time have a halo under them. Surfaces are already used as a way to organize information. This idea was an accessory with a purposeful function.
  • Key Table and Picture Frame: Measures the energy with which something is thrown down. Triggers reactions to emotional entransces in a variety of ways to warn others (ie. picture frame will tilt).
  • Drift Table: Drifting image on coffee table. Zooms in around the object placed on it. Entertaining - soothing and engaging.

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