2022年5月8日 星期日

week 13. threes paradigms of HCI

The Three Paradigms of HCI

1. p. 10

Paradigms compared:

Metaphor of interaction:

  • P1: Interaction as man-machine coupling
  • P2: Interaction as information communication
  • P3: Interaction as phenomenologically situated

Central goal for interaction:
  • P1: Optimizing fit between man and machine
  • P2: Optimizing accuracy and efficiency of information transfer
  • P3: Support for situated action in the world

Typical questions of interest:

  • P1: How can we fix specific problems that arise in interaction?
  • P2: (1) What mismatches come up in communication between computers and people? (2) How can we accurately model what people do? (3) How can we improve the efficiency of computer use?
  • P3: (1) What existing situated activities in the world should we support? (2) How do users appropriate technologies, and how can we support those appropriations? (3) How can we support interaction without constraining it too strongly by what a computer can do or understand? (4) What are the politics and values at the site of interaction, and how can we support those in design?
     
2. p. 11


"The primary challenge, however for the 3rd paradigm to
fully bloom is to break out of the standards which have
been set up by incompatible paradigms."

人誌學法還是被誤解為"抽取使用者需求" 的方法, 而非分析整個 HCI  基地的學門.
Dourish, for example, argues that 20 years after the
introduction of ethnography into the HCI canon it is still
systematically misunderstood as a method for extracting
user requirements rather than a discipline that
analyzes the entire site of human-computer interaction.


Thus, an ethnography, by itself, does not constitute
a legitimate CHI publication without an additional
instrumental component such as user requirements or
an evaluation of the interface using information processing
criteria. (還是回到 2nd Paradigm 的標準)

3. p. 13

Objective vs. Subjective Knowledge

The 1st and 2nd paradigms emphasize the importance of objective knowledge. The 3rd paradigm, in contrast, sees knowledge as arising from situated viewpoints in the world and often sees the dominant focus on objective knowledge as suspect in riding roughshod (馬蹄鐵上裝有防滑釘的) over the complexities of multiple perspectives at the scene of action.
...

A number of HCI researchers have taken it a step further, recognizing the subjectivity of the researcher and the relationship between the researcher and the researched; where issues of intersubjectivity (互為主體性) are common in anthropology, they are remote and difficult to address in the 2nd paradigm.

Generalized vs. Situated Knowledge


The 2nd paradigm values generalized models such as
GOMS. But because the 3rd paradigm sees knowledge
as arising and becoming meaningful in specific situations,
it has a greater appreciation for detailed, rich
descriptions of specific situations.

....we all now recognize that “externalities” are often central
figures in the understanding of interaction.

Information vs. Interpretation

The 2nd paradigm arises out of a combination of computer
science and laboratory behavioral sciences that
emphasize analytic means such as statistical analysis,
classification and corroboration (確證) in making sense of what
is going on at the site of interaction, often under controlled
conditions.
...

The epistemological stance
brought to this site is generally hermeneutic, not analytic,
and focuses on developing wholistic, reflective
understanding while staying open to the possibility of
simultaneous, conflicting interpretation.

“Clean” vs. “Messy” Formalisms

The 2nd paradigm, reacting to the a-theoretical orientation
of the 1st paradigm, values clean, principled, well-defined
forms of knowledge.


The difference between
these ways of thinking is rooted in whether researchers
place the cleanliness and certitude (確實) of formal
models at the center of their thinking or whether they
instead place an appreciation for the complexity of real-world,
messy behavior and activity at the center.


4. p. 16


We are not arguing that the 3rd paradigm is right, while
the 1st and 2nd paradigms are wrong. Rather, we argue
that paradigms highlight different kinds of questions
that are interesting and methods for answering them.


...
(不同的 knowledge 就用不同的 paradigm)

it would probably be unwise to attempt to uncover the
rich appropriations of a situated technology with an
objective laboratory test.


5. p. 14
     Epistemological distinctions between the paradigms


Appropriate disciplines for interaction 

  • P1:  Engineering, programming, ergonomics
  • P2:  Laboratory and theoretical behavioral science
  • P3:  Ethnography, action research, practicebased research, interaction analysis

Kind of methods strived for


  • P1:  Cool hacks
  • P2:  Verified design and evaluation methods that can be applied regardless of context
  • P3:  A palette of situated design and evaluation strategies

Legitimate kinds of knowledge

  • P1:  Pragmatic, objective details
  • P2:  Objective statements with general applicability
  • P3:  Thick description, stakeholder “careabouts”

How you know something is true

  • P1:  You tried it out and it worked.
  • P2:  You refute the idea that the difference between experimental conditions is due to chance
  • P3:  You argue about the relationship between your data(s) and what you seek to understand.

Values

  • P1:  (1) reduce errors (2) ad hoc is OK (3) cool hacks desired
  • P2:  (1) optimization (2) generalizability wherever possible (3) principled evaluation is a priori better than ad hoc, since design can be structured to reflect paradigm (4) structured design better than unstructured (5) reduction of ambiguity (6) top-down view of knowledge
  • P3:  (1) Construction of meaning is intrinsic to interaction activity (2) what goes on around systems is more interesting than what’s happening at the interface (3) “zensign” – what you don’t build is as important as what you do build (4) goal is to grapple with (搏鬥) the full complexity around the system



Final Project: (Deadline 5/30)
1. select an embodied design artifact
2. outline 3 different approaches of 3 paradigms for this artifact
3. conduct "micro" research with the above 3 approaches





2022年5月1日 星期日

week 12. temporal form

 1. 

Giving form to computational things  (
  • Vallgårda
  •  , 2014)

      interaction design = physical form + temporal form + interaction gestalt

    2. slow technology (2001)

     (1) Reflective technology
     (2) Time technology
     (3)  Amplified environments

    3. 
      slow interaction examples:

    similar: Olly Radio







    4. messages as examples of slow technology

    From 紙飛機 app to mettle




    2022年4月24日 星期日

    week 11. post phenomenology

    2009

            p. 4461  Technological Presence (技術"現身")

                Heidegger's phenomenological: readiness-tohand and presence-at-hand

                Ihde 3 human-technology relations: hermeneutic relations, and alterity relations 

             p. 4463  Amplifying the Agency of Things


    2011

            p. 2406 embodiment relation : a relation "through" a technology

            hermeneutic relations : “semi-opaque”,  one "with" or "towards" a technology

            alterity relations : a relation "to" a technology

            HUMAN-ELECTRICITY RELATIONS (how electricity technology presents itself)

     

    2013 (phenomenological methods for electricity)

            p. 120 Approaching electric technology phenomenologically

            A fundamental aspect of this approach is to “attend to the phenomena of experience as they appear”

            To describe rather than explain the phenomena 

            bracket

            Husserl: variational method for investigating phenomena 

            Husserl: imaginative variations; Ihde: perceptual variations


    2016

    Beyond a utility view of personal informatics: a postphenomenological framework

    2017

            p. 4489 postphenomenology: things and us are interdependent in that they mutually shape each other
            technology or designed things mediate the relations between our world and us

    2018

    2020 Entanglement HCI The Next Wave?


    2021 


    Questions:
    1. What is post-phenomenology? what difference with phenomenology?
    2. How to adopt post-phenomenology as a research method? How to conduct such research?
    3. How annotated portfolios interplay with post-phenomenology?
    4. How do you frame a research project with post-phenomenology? 

    References:
    Robert Rosenberger and Peter-Paul Verbeek. 2015. A Field Guide to Postphenomenology.

    Exercise 4: (Deadline 5/9)
    Doing Postphenemomenology through your own annotated portfolios

    2022年4月9日 星期六

    week 9. embodiment

    Part I. Students present Annotated Portfolios principles

    Part II. Intro. to Embodiment & Interaction


     Inquiry into Embodied Interaction Design


    1. What is "embodied interaction"

      A terms from Paul Dourish

      http://en.wikipedia.org/wiki/Paul_Dourish

      Where the Action Is: The Foundations of Embodied Interaction"  highlighting:
       Tangible Computing & Social Computing

      Tangible Interaction v.s HCI

    2. examples:
      
                        http://www.youtube.com/watch?v=VvE0_zba5h4

                    http://vimeo.com/19930744 (marble answer machine)


                    http://www.reactable.com/ 




     LABs & Web Resources:
    1. MIT Tangible Media group
    2. Copenhagen Institute of Interaction Design (CIID)
    3. Creative Applications
    4. Postscapes
    5. Interaction Design org (on Phenomenology)
    6. TEI Conference



    Reference Slides:
    1. http://www.slideshare.net/mprove/rse11-tanja-doering
    2. http://www.slideshare.net/chienta/embodied-interaction-1453200


    3. How to research "embodied interaction"?


    -------------------------------------------------------------------------
    Paul Dourish, Embodied Interaction: Exploring the foundations of a new approach to HCI

    Embodiement


    1. Embodiment is the property of being manifest in and of the everyday world. Embodiment constitutes the transition from the realm of ideas to the realm of everyday
    experience. (p. 8)

    2. Embodiment, then, denotes not physical reality but participative status. When I talk of “embodied interaction”, I mean that interaction is an embodied phenomenon. It happens in the world, and that world (a physical world and a social world) lends form, substance and meaning to the interaction. (p. 8)

    3. It (tangible computing) also tries to make computation manifest to us in the world in the same way as we encounter other phenomena, both as a way of making computation fit more naturally with the everyday world and as a way of enriching our experiences with the physical. (p. 8)

    5.1 The Phenomenological Backdrop

    1. Husserl argued that everyday experience is of concrete phenomena, and it is from such experience and phenomena that our conception of number and of mathematics exists. Phenomenology, then, was based in the phenomena of human experience, in contrast to the abstract entities at the heart of scientific and mathematical
    practice. (p. 9)

    2. For Heidegger, everyday experience happened not in the head, but out in the world.
    Heidegger’s “hermeneutic phenomenology” rejected the detached, mentalistic intentionality of Husserl’s “transcendental” form. (p. 9)

    3. Where Husserl had conceived of a progression from perception to
    meaning to action, Heidegger stressed how we ordinarily act in a world that is already organised in terms of meaning and purpose. Heidegger took “shoot first, ask questions later” not as an imperative, but as a description of our mode of being. (p. 10)

    4. Heidegger’s distinction between “ready-to-hand” and “present-at-hand.”
    Heidegger argued that the ontological structure of the world is not a given, but arises through interaction....The critical thing to observe here is that this can happen only through involved, embodied action. Winograd and Flores use this to illustrate
    that activity is constitutive of ontology, not independent of it. (p. 10)

    5. ...the concept of “embodiment” features perhaps most strongly in the phenomenology of perception developed by Maurice Merleau-Ponty (1962). Merleau-Ponty saw perception as an active process, and one carried out by an embodied subject. The embodied nature of action (and actors) was central to Merleau-Ponty’s philosophy. (p. 10)




    6. Foundations

    1. What does phenomenology have to tell us about interaction? For the purposes at hand, I take three main points from this work: that interaction is physically and socially embodied; that ontology arises out of activity; and that meaning subsists in embodied action. (p. 12)

    2. The relationship between action and meaning is, in many ways, the crucial one here...., the two pillars supporting a foundational model of interaction are intentionality and coupling. (p. 12)

    3. Intentionality, loosely, is “about-ness.” It describes a referential relationship between two entities. Words, images and ideas are intentional phenomena; they are about things, in a way in which rocks, carpets and trees are not. Intentionality is the essence of how entities bear meaning. Coupling refers to the degree of coordination of two elements, and to how that coordination is maintained. (p. 12)

    4. ...the meanings assigned to the objects in the interface depend on the coupling
    of actions. Coupling and intentionality are directly related. By implication, then, in order to manage meaning, we must be able to manage coupling.(p. 12)

    5. Coupling, then, is at the heart of our ability to work with artifacts and control them. Intentionality is an everyday phenomenon; arguably, it is the phenomenon of human experience, which works its way out in the interactions in which we engage with the world and with each other. It is rooted in our socialisation and our lives as social animals in a web of social and cultural relations which give meaning to everyday action. Fluid coupling provides us with the means to negotiate this web.
    Embodiment lies in the relationship between the two. (p. 12)

    6. What tangible computing does, by moving computation out into the world, is to open up new ways for us to be coupled to the intentional phenomena of computation.

    In particular, it provides new ways for us to explore them. What turns out to be important about tangible computing, then, is not the physical nature of the objects through which we interact, but with what they represent and how we use them.

    At the same time, social computing emphasises how context lends meaning, and places a primary emphasis on action rather than abstract representation.

    Embodied interaction provides us with a perspective on computational representation that takes action as a primary constituent.

    7. Conclusions



    Embodied interaction, then, suggests that the future of interaction lies not in the interface “disappearing”, but rather in the interface becoming even more visible, or rather, available for a wider range of engagements and interactions. The question is, what form will that heightened visibility take? (p. 14)


    Short report (within 300 words):



    Describe the above embodied interaction with a phenomenological approach.

    (note: you might identify possible terms first, for example, intention, coupling, meaning, everyday experience, human experience, social computing, embodied action, everyday world, phenomena, felt experience, encountering, rich experience, embodied perception...)

    2022年3月27日 星期日

    week 7. Form and Material

     I. Annotated portfolios Practice

    2 students in a group

    annotate a "common" artifact in advance

    each member selects another new artifact and annotate it

    together, make annotation of a group of artifacts

    sketch new ideas according to the annotated portfolios 

    II. 

    On the Foundations of Interaction Design Aesthetics: Revisiting the Notions of Form and Expression 

     (revisit Expression of Doorbell design)
    "function being what things do as we use them"
    "interaction referring to what we do when we use a thing"
    " interaction design form as the way in which the thing or system we design we design relates function and interaction to each other."
    "interaction design expression as that which displays interaction"

    interaction design variables:

    • Timing – the rhythm and meter of use we introduce.
    • Spacing – the space of use we introduce.
    • Connectivity – the connections of use we introduce.
    • Methodology – the ways of use we introduce.

    Timing – Relating function and interaction in use clearly has a temporal dimension; how is what I do to be related with what X does in time? 
    Spacing – Function and interaction in use clearly have a spatial dimension linked to what X does in space.
    Connectivity – Relating function and interaction in use is a matter of connecting; how does X relate what I do to with what X does?
    Methodology – Relating function and interaction in use is a matter method. How do I relate what I do with what X does?

    Take the automatic door as an example


    Questions: How to use these notions in annotated portfolios?

    Material & Interaction:

    Interaction Design as a Bricolage Practice


    Living Artefacts: Conceptualizing Livingness as a Material Quality in Everyday Artefacts (a set of selected artifacts framed with livingness, centered at the discussion of phenomenon)

    EX 3:

      Propose your own guidelines or strategies for annotated portfolios

    Deadline: 4/11, 2022

    2022年3月20日 星期日

    week 6. Verplank's framework & movement based IXD

    (I) students present annotated portfolios

    (II) Interaction Design vocabularies  based on Verplank's framework

    Open hci2011 (see p.18-29)
    1. How is "Design Basics" taught in design school?
    Examples
    Examples
    Examples
    設計是什麼
    2. What is the basics of "Tangible Interaction Design" as a design discipline?
    Interaction Design Process by Bill Verplank
    What are the significant contrasts for Tangible Interaction?
    What principles are applicable? For example, synectics triggers, (synnectics examples), basic systems in nature.

    3. Material
    "Materials touch directly on three major topics:
    1. A designer may be motivated and stimulated directly by a particular material.
    2. Materials are expressive, verying from fragile and refined to earthy and coarse.
    3.Certain materials are chosen for their inherent physical properties that relate directly to the function of the finished work."

    4. Expression
    "Expression. Basically it describes any outward, visible manifestation of an inward condition, feeling, or mood: a shrug, a frown, a grimace, a smile -- physical indicators of inner emotional states. In design, expression refers to the act of overtly communicating a visual idea." Stoops & Samuelson.

    "Three phases are involved in the design process, and each contributes to individual expressiveness:
    1. Recognizing and delimiting the visual problems to be solved, and deciding what sort of action is needed.
    2. Putting on paper a personal, imaginative, synthesis of ideas as the specific form and arrangement of the concrete physical solution develops. This middle phase, the imaginative, creative one, is the most characteristic phase of the whole design process. It embodies the designer's expression.
    3. Finally the design is translated, built, printed, constructed, woven, fabricated by the designer or under the designer's supervision." Stoops & Samuelson.

    "When designers reach the point in their creative development where considerations of placement, proportion, and empty space occur without conscious effort, their work may be called expressive." Stoops & Samuelson.

    如何用 expression 開展設計


    5. Function
    "Form follows function" is probably the most often repeated statement about design. Clearly, it means that the form of an object should be defined by the work it has to do."

    6. Form
    Tangible Interaction=Form+Computing

    7. Movement and Form

       "Some design researchers have come to investigate how form and digital behavior can be more closely coupled and how users could interact in richer ways with digital products (Djajadiningrat et al 2004; Jensen, Buur, Djajadiningrat 2005). "

      "Interaction designers have also developed an interest in bodily interaction, which can be pure movement (gestures, dance) or is related to physical objects (Hummels, Overbeeke, Klooster 2007)."


     Form-giving
     Meaning-making
     Movement-centered
     Bodily Rich Interaction

         reference:

    Tangible products: redressing the balance between appearance and action



    Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction



     Movement


    參考文獻:
    1.Caroline Hummels, Kees C. Overbeeke, and Sietske Klooster. 2007. Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction.Personal Ubiquitous Comput. 11, 8 (December 2007), 677-690.
    2. Baskinger & Gross, "Tangible = Form + Computing", Interactions, 2010.
    3. Heekyoung Jung and Erik Stolterman. 2010. Material probe: exploring materiality of digital artifacts. In Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction (TEI '11). ACM, New York, NY, USA, 153-156. 


    Practice :
     Reframe your annotated portfolios with Verplank's framework