Tuesday, 27 December 2011

Week 12 log

Week 12

Beginning 26/12/2011
The week the general relationship between memory and HCI was explored. Our interaction with digital artefacts is governed by our memories, perception and learning abilities. Cognition i.e. reasoning, understanding and awareness etc. plays a part in all interactions. I explored different ways of interacting with digital artefacts; tangible and tactile interfaces i.e. touch field interfaces, chromarium cubes (tangible interfaces) and SAMSUNG i900 motion sense interface.  I also explored my work through prototype concepts; using music interpretation for social interaction.

Different types of data collection were explored and a few quick concepts developed. A concept explored was ‘emotional dating’-using heart rate monitors to give wearers true feelings away. Problems were identified though; that people may dislike such honesty. Another concept was titled ‘I’m sorry I missed you’ which identifies where users geographic overlap occurs to plan meetings. Another concept was ‘I’m missing you’ where two users get a tangible touch-activated interface. User 1 touches the interface when they’re missing the other person and person 2 is notified of it. This is an example of objects storing, sharing and reinterpreting memories.

Environmental attributes that could be captured by objects were explored and compared them with attributes that we usually capture for memory i.e. location, light and the idea of ‘souvenirs’. Memory doesn’t have to be static. Drawing and traditional means capture multiple states in time whereas photography only captures a single moment. Memory streams can be captured using photography.
The next week will involve examining the four areas of interest in more depth, doing more research and developing some working prototypes and mock-ups.

Saturday, 24 December 2011

Exploring Early Concepts

1. Exploring tangible interfaces lead to the development of the 'touch cube' concept. The idea is that a user can literally 'touch' a memory, and that you can 'spark' its existence by interacting with a box. It is a subversion of the concept that memories are 'sparked' by objects. The object itself stores various memories. Below is a youtube visualisation of the concept. It was made using stock images from the internet.



2. The concept of being able to create a physical representation of a tangible memory as well as the use of objects to create and reinterpret memories (type 2 and type 4). It is titled 'I'm missing you' and it connects two people together. Person 1 misses person 2, so touches their device and it sends a notication to person 2's device which lights up.

It could also be implemented as a wearable interface.

Below is a storyboarded scenario for the concept.


3. 'I'm sorry i missed you' - identifying where users journeys meet up and allowing them to use this information to plan meetings.

4. 'Music Dating'

a. musically talented users create their own pieces of music to go alongside their dating profiles OR users have their own music created based on physiological input i.e. heartbeat. These are broadcast among other users and it interacts with other users personal music. The idea is that if peoples music sounds good then they will be good together. A downside is that it could be gimmicky and irritating.

b. Emotional dating. Heart rate monitors give users true feelings away. Problems: users may dislike such honesty, and heart rate does not necessarily indicate attraction.

Memory and HCI

Memory forms a critical part of human computer interaction (HCI).

Our interaction with digital artefacts is governed by our memory, perception and learning abilities. Our acceptance of new interfaces and their effectiveness is closely linked to memory. Creating engaging experiences is an important aim of HCI.

A lot of research has gone into HCI and understanding how people work to improve how computers work. My User Interface Design lectures with Kate Devlin have been invaluable in improving my understanding of how memory influences design and how designers have worked with memory to create engaging user experiences. Designers use memory as a resource for their designs as well as use their understanding of human memory and cognitive processes to inform the way that their designs come to fluition.


Cognitive Process in HCI
• Cognition plays an important role in Human Computer Interaction.
• The term cognition includes understanding, remembering, reasoning, attending, being aware, acquiring skills and creating ideas.

INPUT SENSES: CURRENT Sight, Touch, Sound. FUTURE: Taste & Smell


There are lots of new ways emerging to engage with computers, and increasingly more tactile ways methods of interaction for example the gesture based input of the paper phone.

Wednesday, 21 December 2011

Tangible Interfaces: UID THEORY

Physical object memory & its relation to user interfaced design. Points and images taken from Kate Devlin's UID Lecture slides. Related slides found here http://www.doc.ic.ac.uk/~frk/frank/da/hci/Interaction%20Types%20and%20Paradigms.pdf

Sensor-based interaction where physical ojects i.e. bricks are coupled with digital representations
When a person manipulates the physical object/objects it causes a digital effect to occur i.e. an animation. Digital effects can take place in a number of media and  places or embedded in objects.

A physical exploratory system embedded in objects.

Examples

Chromarium cubes
– when turned over digital animations of color are mixed on an adjacent wall
– faciliates creativity and collaborative exploration


Flow Blocks
– depict changing numbers and lights embedded in the blocks
– vary depending on how they are connected together


Urp
– physical models of buildings moved around on tabletop
– used in combination with tokens for wind and shadows -> digital shadows surrounding them to change over time


Benefits-can be held in both hands and combined and manipulated. Multi person exploration possible & encourages alternative ways of exploring and representing a problem space. People see and understand situations differently-can lead to greater insight, learning and problem-solving than with different kinds of interfaces. Creativity and reflection.

Design issues-how to map between action and effect. What physical aspect to use.

Tuesday, 20 December 2011

HCI Resource, Gesture Interfaces & More

http://www.sigchi.org/

A fantastic resource for novel HCI projects and research. Taken from Kate Devlins UID lectures.

Shows different ways of interacting with objects and creating memories.

http://www.huffingtonpost.com/2011/05/05/paperphone-smartphone-e-ink-display_n_858114.html

Gesture interfaces.



Touch field interfaces

http://www.pcworld.com/article/227509/invisible_touch_interface_creates_multitouch_force_field.html

Touch screen in a 'frame'. Can be mounted on a surface or hung mid-air. Extremely futuristic and multi-touch. A new way of interacting with objects-also senses the size of the interaction i.e. width of the finger and reacts accordingly.

Garret Quote: Objects as experience creators

“every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.” (Garrett, 2003)

http://www.jjg.net/about/

Author of The Elements of User Experience: User-Centered Design for the Web

Source: Kate Devlins UID Lectures

Objects are considered of sources of experience and therefore memories. Designing objects to create a specific user experience is a common practise and forms part of every design process.

Monday, 19 December 2011

WEEK 11 LOG

Following a tutorial last week, four main areas of interest have been identified that need to be narrowed down;

TYPE 1: Memories stored in objects -> Intentional/Non-Intentional, Digital/Non-Digital
TYPE 2: Memories created by objects -> how humans and other objects interact and create memory
TYPE 3: Objects subverting memories -> Physical form & Informational
TYPE 4: Objects reinterpreting memories -> Purpose?? Methods?? Subject Matter??

Related designs and the importance of Memory within the development on design will be investigates and communities will eventually be identified. Mock-ups need to be created as part of the design process and continued investigation into technology is vital i.e. Pachube and Arduino (Pachuino). It was deemed beneficial for a Supervisor to be attained for assistance on the technical side of things although it is not necessary.

Achievements this week: Investigation into current works & research.

Goals for next week: Working mock-ups using Pachuino, Testing Wrangler, Models of concepts and ideas.

Goals for January; Narrow area of focus; define project proposal.