hci Archive - NOWUSEIT.COM

A semi-coherent log for Martin Sønderlev Christensen – mixed with snipets of fun, critical thinking, love of all things connected and other browseworthy items.

Social Interaction Design

Haven’t been all the way through the text, but I do find Adrian Chans attempt to write up A Social Interaction Design (SxD) Guide on Social Media, Social Practices, Social Content, very interesting. Read it here..

We can no longer make sense of social software and related applications from a user-centric modelâ€â€at least not the model that has come out of cognitive science. That model has insisted on a rational user, a goal-oriented user interested in achieving his or her objectives. An application would either satisfy or confound the user, and designers could set about improving UX and UI until users were all happy.

But social technologies are different:

    • We often end up engaging in something that wasn’t on our minds when we started.

    • Transactions are not discrete, they’re ongoing and episodic.

    • More often than not we’re communicating with others, and communication clearly exceeds rational actor models of analysis (it’s psychological, it’s meaning-based, it involves self, other, performance, and so on).

    • Interaction with others is mediated and so therefore we need new practices and new etiquettes, or codes of conduct and behavior (even when these are tacit, as most of them are).

    • These technologies seem to have a relationship of observation and supplementation to real cultural phenomena and practices. Online dating does not replace dating. Online discussions do not replace real conversation. And the topics found in many of these services relate to real world news as if they are commentary on it.

    • These tools enable direct interaction with others but often in a kind of public context.

    • The activity on these applications is captured and then used by them, making social media dynamic (updated as they’re used): in short, a production medium that records as it produces.

    • Much of the social dynamic here, because it’s rooted in social action, involves attention: paying attention, sharing attention, getting attention. Attention is the scarcity of these economies, not goods and materials.

    • Where user interaction with non-communicating and non-social media is discrete, social interaction is ongoing. User actions don’t end with a function or operation’s conclusion; they solicit response from others. It is other users that pick up and continue a user’s action (that action being a communicative one: blog posting, video posting, commenting, etc.)

    • These media are distribution media as well as content media, and their distribution is handled in part by web protocols, in part by communication (email, sharing, etc.), making them quick to create or to lose audiences.

    • Any medium of experience structures experience according to its intervention in reality. Some part of our interaction is with the medium itself. For this reason we can’t ignore such simple things as pictures, text, links, etc., anymore than architects would ignore differences between surface materials like concrete, stone, glass, and wood. (Not to mention 50’s era carpeting.)

    • It’s possible that social media operate in a kind of tolerable and sustained failure mode, by which I mean that people often get engaged because they can’t tell what’s happened to their participation (dates don’t happen; jobs aren’t obtained; friends don’t communicate; blogs aren’t commented on). But the possibility of missing an opportunity, combined with the fact that there’s no way to know what’s going on online besides going online to check, creates traffic in and of itself!

I could make more distinctions here but the point should be clear now: architecture, design, and implementation of these things puts them in a category of their own, an admixture of social and technical practices best approached from a socio-technical orientation.

(via Klastrup)

Report: Aesthetic Approaches to HCI

This workshop advanced HCI aesthetics into a research agenda. It concluded by formulating foundations of HCI aesthetics (chiaesthetics?). These centred on developing a new vocabulary of interactive experiences that defines the material of presence grounded in research involving experiment, analysis and intervention.

John Knigth from BIAD UserLab, has put out a summary of the Nordichi 2004 workshop Finland on Aesthetic Approaches to HCI on Usability News. Yours truely is cited among a bunch of others excellent people working from a variety of fields, but none the less in the same direction of “chiaesthetics”, hmmm. John sums it up pretty good! go read it

sociability first…

…technology second
“Social tools don’t fit well into the HCI paradigm. While the interface is important, it is not as important as the way social relationships are negotiated. Napster was not a good interface, but the social desire to share overcame that. Many of the Articulated Social Networking tools are the same – a pain in the ass to use, but worth it because of the social component.” (Q-Link).

Point well taken! Following the entry on Social Tools at the ubiquitous Anne Galloway I was directed to some interesting thoughts at the Operating Manual for Social Tools and on to the very enjoyable read on Tracing the Evolution of Social Software – Browsing is great fun, and it makes you think! Following these fine entries, I might say, that from any perspective Social factors seems to have grown equally important than factors of i.e. Usability. Take the SMS service as an ample example of this, to my opinion it basically defies any law of usability and human factors, but still it has brought a multitude of smart-mobbing endavours, that in many respects lead and creates human culture. But how can we ever plan or design for these occurrences.
Firstly demystify technology – it’s nothing without people (- formerly known as users) coming together around it, we need human actors rather than human factors“.
Secondly we need more critical and reflective approaches to technology, no aspect of technological fit to users, is more precious or justified than the accidental social contextual (mis)use of technology.
And thirdly (and perhaps importantly) we need to deeper study of the true nature of human use of technology phenomenon! Care to join!?

Valuable words from Finland!

Having returned from the NordiChi conference in happening Tampere where the picture above is captured (+ a bit of Photoshopping) – things are slowly coming back to me. I truly enjoyed most of the sessions (all though there where also a few powernap-inducing once as well), but getting the opportunity to meet a lot of good, fun and clever people was an exciting honor.

The workshop was a success and promises a lot for the future of aesthetics in HCI approaches. We got (at least I think/hope we did) past the discussion on aesthetics as mere beauty and simplicity, a common definition in HCI that fits so nicely into the governing paradigms of traditional HCI i.e. usability. Rather the discussions circled about what kind of values, vocabulary, methods, ideals etc. are currently used about the use of information technology, and wheter this is a fruitful environment to understand, design and evaluate technology from or if new paradigms and other displines are in a better position to do this!? My own small contribution to this, the “excitability” term was well accepted, allthough I was ensured that it needs a lot of work to become a valuable contribution…!

The discussion from the workshop tied very well into the keynote speeches by professor Krisitina H��k (SICS Sweden) and especially the peptalk by Research Chair Gilbert Cockton (UK) raised the voice on a shift of paradigms in HCI. Having now read Gilberts paper in the proceeding, I think he sums it up nicely. Just to let you in, here’s the bit of the abstract:

“HCI is misdefined. We need to redefine it. HCI is misfocused. We need to refocus it. HCI has a window of opportunity to recreate itself as a design discipline. It must focus on the intention of gifted design, which is to improve the world by delivering new sources of value (…) We need to change because we must and because we can. We must change because we have exhausted all current intelletual trajectories. Our luck is running out with guidelines. Usefullness cannot be achieved solely through quality in use..”

If I’m getting the message here, I migth take the impression from Finland a little further in the polemic direction (correct me if i’m wrong). HCI is no longer JUST about ensuring that users hit buttons right on a website or find the easy way through a menubar without mental workload (refering to the current discussion on please-make-me-think). Usability is not enough to create values, in fact it may even devalue use. More over the future of HCI lies in handling the question on how i.e. a website or any system creates a value for the people (formerly known as users) who has a stake in it, and whether it creates valuable contributions to problems/opportunities that are identified – and perhaps even goes beyond and creates or “donate” (i like that word) unexpected new values to these ideals, and even invites new stakeholders to enter. This means that HCI needs to get an attitude, and not continues to beleive itself to be a indifferent, neutral, descriptive science – It is not!

Design is about creating a life-world value for the relevant people – nothing more or nothing less – it’s about making a different in the real world, by putting subjective, value-centered ideals into practice of the design. Understanding by measurment ease of use and fit to context factors will not do it, but taking the design into the messy world does – and that’s where it matters to people. HCI is still much based on the objective error-finding-correcting-validating of the measurable factores in the quality of use, this approach tends to look purely at the measurable. This is by any definition no longer a way to fully ensure peoples expectations and experiences to a design is meet. So all the usability heuristics and guidelines in the world can gather together and give me a transparent and smooth interface, but it means nothing to me if the design doesn’t add something “gifted” new and creates a value opportunity to my everyday life – many system designs does so by pure luck – but as Gilbert emphasized, luck often has the unfortunate virtue of running out!

recently bookmarked

  • Mapping Startups & Services Filtering For Relevance In A Matrix by @ScepticGeek 10 hours ago
    After looking at the different approaches to filtering for Relevance, I have been seeking a way to map them visually. There are many different startups competing in this space along with the giants, and a way to map them in a matrix would help us see the big picture of how the battle for relevance is evolving on the social web.
  • Social innovation: Let's hear those ideas | The Economist 2010/08/17
    In America and Britain governments hope that a partnership with “social entrepreneurs†can solve some of society’s most intractable problems
  • Showtime: Magic Highway USA | Beyond The Beyond 2010/08/11
    *It’s hard not to see this video as sinister, because it overlooks so many things that seem so obvious in retrospect. But there are some impressive guesses here — especially all that speculative stuff about electronic data in highways and cars
  • YouTube - Bill Moggridge: Designing Interactions 2010/08/10
    February 2, 2007 lecture by Bill Moggridge for the Stanford University Human Computer Interaction Seminar (CS 547). Bill, designer of the first laptop computer, introduces forty influential designers who have shaped interaction with technology.
  • Design Thinking: A Useful Myth - Core77 2010/08/07
    A powerful myth has arisen upon the land, a myth that permeates business, academia, and government. It is pervasive and persuasive. But although it is relatively harmless, it is false. The myth? That designers possess some mystical, creative thought process that places them above all others in their skills at creative, groundbreaking thought. This myth is nonsense, but like all myths, it has a certain ring of plausibility although lacking any evidence. Why should we perpetuate such nonsensical, erroneous thinking? Because it turns out to be a very useful way to convince people that designers do more than make things look pretty. Never let facts stand in the way of utility.
  • Links to Evernote Applescripts and Accessories-- Updated Regularly! | Veritrope 2010/08/07
    Evernote Applescript Resources (and Accessories)
  • We Are Friction – technogoggles 2010/08/01
    what it means to be social online.  A lot of this is, I believe, down to accepting the ‘norms’ of behaviour we take for granted.  And those are bound up in manners and etiquette.  Increasingly web apps, services and sites understand that manners and etiquette matter and we’re building good manners into what we make.
  • Building iPhone Apps with HTML, CSS, and JavaScript 2010/07/23
    Now web designers and developers can join the iPhone app party without having to learn Cocoa's Objective-C programming language. It's true: You can write iPhone apps quickly and efficiently using your existing skills with HTML, CSS, and JavaScript. This book shows you how with lots of detailed examples, step-by-step instructions, and hands-on exercises.
  • Twitter mood maps reveal emotional states of America - tech - 21 July 2010 - New Scientist 2010/07/22
    Computer scientist Alan Mislove at Northeastern University in Boston and colleagues have found that these "tweets" suggest that the west coast is happier than the east coast, and across the country happiness peaks each Sunday morning, with a trough on Thursday evenings. The team calls their work the "pulse of the nation".
  • Business and Web 2.0 An interactive feature - McKinsey Quarterly - Business Technology - Strategy 2010/07/22
    For the past three years, roughly 1,700 executives from around the world—across a range of industries and functional areas—have responded to a McKinsey survey1 on how organizations are using Web 2.0 technologies. This year we created an interactive tool that links the data from these survey results and charts it to the emerging trends in Web 2.0 adoptio