Taken from: Interaction Gestalt And The Design Of Aesthetic Interactions
LIM, Y., STOLTERMAN, E., JUNG, H., AND DONALDSON, J. (2007) Interaction Gestalt And The Design Of Aesthetic Interactions. In Proceedings of the 2007 Conference on Designing Pleasurable Products and interfaces (Helsinki, Finland, August 22 – 25, 2007). ACM, New York, NY, pp239-254
Bibliographical Annotation
Lim builds upon the work of Petersen and Fiore attempting to align, or at least draw from, more qualitative design disciplines’ use of Aesthetics. Lim et al identifies a gap in practical knowledge in designing for the Aesthetics of Interaction. Attributes of design, in their argument, are a way to re-address this lack of practical knowledge by manipulating them to explore and shape the ‘interaction design space’. This manipulation is through a gestalt framework where the sum of the manipulations creates an interactive experience greater than the attributes (p239). This gestalt is experiential, as both Petersen and Fiore have argued based upon the Pragmatist philosophy of Dewey and Shusterman. Lim identifies that what is lacking in this ‘interaction design space’ is designers’ ability to explicitly shape interactions in an aesthetic way, rather than in an implicit way. HCI is striving for a quantified hermeneutical advance, for something that is qualitatively defined through personal experience and critique (pp239-240). Ideally Lim hopes that Interaction Gestalt can become a conceptual tool (p241), to create a framework upon which the internalized knowledge of aesthetics that graphic and interior designers work from (and to an extent product designers and architects,) can be appropriated into Interaction Design. The material used to create the designs in IxD is not the same they are distinctively different (p441 & p245).
Using Norman’s suggested three levels of perceiving beauty (visceral, behavioural, and reflective), Lim positions Interaction Gestalt as a framework to achieve the first, surface, visceral level of perception of aesthetics; whereas they position Petersen at the higher levels of behaviour and post-experience reflection (p244). In saying that, Lim still follows Dewey’s pragmatism as aesthetics as a holistic, whole experience (p234). Therefore, they argue, the attributes of Interaction Gestalt are contingent into being shaped by, and translated into the properties of the interactive prototype. Only then can users perceive and experience them. This relies upon a designer anticipating how an eventual user will experience the Gestalt. The designer then enters an iterative cycle to shape the gestalt (pp245-246). The attributes that form the interaction are descriptions of the shape of the interaction and not qualities of the experience (p249). This separation is akin to the Modernist design maxim of Form and Function. Two different parts, that when in relationship or flow, in a way creates a design Gestalt.
Where I begin to have reservations about this informative paper is, unfortunately, in its comparisons to the ‘visual’ design (graphic design by yet another term). The attributes of an interaction and the designer’s manipulation of them, is by Lim, equated to the manipulation by a [graphic] designer of a margin within page layout (p250). My problem is not one of fundamental disagreement but more that I currently perceive this as a tenuous link. I think I would have less of an issue if Lim et al had identified what the attributes of interaction are first. Then the comparison would be more transferable.
In my own research into repositioning VisCom into IxD, this paper is useful in presenting a possible theoretical and conceptual framework I can build upon. The term coined by Lim of “interaction design space” in which the attributes are manipulated is conceptually useful. Their positioning of the Interaction Gestalt only to Norman’s lower level of aesthetic appreciation is disappointing, as this would mean that VisCom influence could be restricted to the ‘visceral’ surface again.
Useful Quotes
“Although there has been a drastic increase in the research of aesthet-ics of interaction, we still lack well-defined practical knowledge of how to design aesthetic interactions. In order to develop such knowledge, we adapt three important ways of thinking in designing interactions influenced by traditional design disciplines, namely, 1) understanding what it is that is designed—i.e. interaction, 2) knowing what is possible to be manipulated when designing interactions—i.e. attributes of interaction, and 3) mastering how to manipulate the attributes to shape the interactions.” (p239)
“Although these directions of research are crucial to understand the role of aesthetics in HCI design, it is still not clear how practical and useful such approaches are in terms of designing aesthetic interactions.” (p239)
“We argue that any interaction takes on a gestalt, a composition of qualities that “creates a unified concept, configuration or pattern which is greater than the sum of its parts”[A]. In this paper, we argue that this way of thinking about interaction as an interaction gestalt better invites designers to more concretely and explicitly explore the interaction design space to create aesthetic interactions, especially when comparing to current approaches that blur the relationships among user experience, interaction and an interactive artifact. In any interaction, the interaction gestalt is experienced by a user and evokes the user’s subjective experience of the quality of the interaction [B,C]. However, only thinking about the user experience cannot fully guide design-ers to explore a design space of possible aesthetic interactions in a concrete way. This means that designers should have knowledge of how to shape aesthetic interactions in a more visible, explicit, and designerly way. This is a kind of knowledge we are currently missing in HCI.” (pp239-240)
(A) Wiktionary, Wikipedia.org (25 February, 2007)
(B) Löwgren, J. and Stolterman, E.: Thoughtful Interaction Design: A Design Perspective on Information Technology. MIT Press, Cambridge, MA (2004)
(C) Svanæs, D.: Kinaesthetic Thinking: The Tacit Dimension of Interaction Design. Computers in Human Behavior. 13, 4 (1997) 443 – 463
“The basic principle guiding our re-search is that we want to adopt and adapt certain ways of thinking through the use of a design language1, similar to what can be found in established design disciplines. This language includes: (1) a good sense of what it is that is designed—i.e. a design target—in our case the interaction itself which we call interaction gestalt, (2) a good sense of what is possible for a designer to manipulate when designing the design target—in our case, the attributes of the interaction gestalt, and (3) a good sense of how to manipulate these attributes in order to shape a specific design—the interaction gestalt.” (p240)
“shaping the gestalt involves both imaging how the gestalt should be manifested in an interactive artifact as well as anticipating how users will experience the gestalt.” (p241)
“When we discuss aesthetic aspects of interactions, we are not concerned with the aesthetics of everything. We focus solely on interaction, and how aesthetics can be understood in relation to that. To that end, our research is not about arguing the importance of aesthetics. What we are proposing is a conceptual tool that can practically guide and inspire designers in their design of interactions.” (p241)
“When we look at traditional design disciplines—e.g. product design, visual design, interior design, and architecture, the knowledge similar to what we are proposing has been established, educated, and discussed for a long time. For example, visual designers know that they should be able to manipulate key attributes of visual products such as margins, shapes, typefaces, and spatial layouts in order to design the gestalt of the visual product. In a similar way, a skilled carpenter has intimate knowledge of his material and how to manipulate that material. However, the carpenter usually has no theoretical knowledge of use experience in any research manner. The carpenter trusts his or her deep internalized knowledge of what can be done and how it can be done with the material at hand in order to create something that is both beautiful and functional. The knowledge about materials for design has been a core part of training and education in traditional design fields [A]. We claim in our research that we need this kind of (internalized or internalizable) knowledge for interaction design as well. However, interactive artifacts are not the same kind of artifacts that are primarily tackled in traditional design disciplines. The dynamics, flexibility, and intelligence enabled by computing technologies embedded in interactive artifacts make the characteristics of such artifacts distinctive from other types of non-computing technology artifacts.” (p241)
(A) Ashby, M. and Johnson, K.: Materials and Design: The Art and Science of Material Selection in Product Design. Butterworth-Heinemann, Boston, MA (2002)
“In the special section on aesthetics in HCI in Human-Computer Interaction (HCI) Journal, Volume 19(4) published in 2004 [A], Norman started the introduction to the section by describing the significant contrast between psychologists’ view and art historians’ view on aesthetics—beauty. The psychological perspective views and analyzes aesthetics through the objective and scientific account of how people perceive it—i.e. through which mechanisms people perceive beauty, or think that they perceive beauty. For example, Norman suggested three levels of perceiving beauty including visceral which is the most “surface” level that is tightly related to human sensory perceptions, behavioral which is the second level where people perceive aesthetics through operation- and action-based perceptions, and reflective which is the deepest level in which people go beyond their immediate perceptions of beauty and form their own meaning of beauty through intellectual judgment [B].” (p242)
(A) Norman, D. A.: Introduction to This Special Section on Beauty, Goodness, and Usability. Human-Computer Interaction. 19, 4 (2004), 311-318
(B) Norman, D. A.: Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books, New York, NY (2005)
“Although these studies have helped designers understand that there are different types (or levels) of users’ perceived qualities when they interact with products, and also have helped to see that these qualities relate to different aspects of artifacts, this knowledge does not yet directly provide usable knowledge for designers to creatively figure out how to embody aesthetic qualities into their design ideas.” (p243)
“In this line of research, aesthetics is instead viewed as a holistic experiential outcome which cannot be separately treated as one type of component in addition to others. Aesthetics is equal to the most desired fulfilling whole experience. This view is much influenced by Dewey’s pragmatism [A]. The approaches dominated by psychological perspectives described in the previous sub-section do not deeply consider or discuss the holistic notion of aesthetics as a whole as experience.” (p243)
(A) Dewey, J.: Art as Experience. Perigee Trade, New York, NY (2005)
“Petersen et al. [A] emphasize the importance of aesthetic experience as interdependency between mind and body experiences, and claim that the aesthetic interac-tion is not to be found in the artifacts but is what “emerges from the personal and interpersonal sensations, experiences, and reflections that is connected to the system […]. [A, p.271]” This perspective supports our perspective of interaction, which is that interaction is not something inherent only to the artifact but something that emerges through the inter-plays between people and artifacts. However, our proposal in this paper focuses more on the design of the immediate level of interactions and less on the high-level experiences that encompass lengthy socio-cultural contextual experiences over time. We also claim that these high-level experiences can only be formed by the collections and integrations of such immediate levels of interactions.” (p244)
(A) Petersen, M. G., Iversen, O. S., Krogh, P. G., and Ludvigsen, M.: Aesthetic interaction: a pragmatist’s aesthetics of interactive systems. In Proc. of DIS 04. ACM, New York. (2004) 269-276
“To develop such insights about material properties is not easy, especially when it comes to interaction. The material we deal with is not tangible like plastic, metal, wood, or visual elements that constitute familiar building blocks in traditional design fields. The material we need to understand for interaction design is flexible, ungraspable, and phenomenal.” (p245)
“it is essential to define and research what the shape of interaction is, which we call interaction gestalt, so that we can help designers articulate and manipulate this unusual type of phenomenon which does not have tangible shapes, and is flexible, ungraspable, and easily changeable [A].” (p245)
(A) Löwgren, J. and Stolterman, E.: Thoughtful Interaction Design: A Design Perspective on Information Technology. MIT Press, Cambridge, MA (2004)
“The pragmatic perspective of aesthetics especially works well when we try to explain the aesthetics of interaction that does not have tangible properties because it emphasizes that the aesthetics is not intrinsic to the artifact itself, but to the way people experience it. As we emphasized before, interaction is basically viewed as a phenomenon that emerges in-between people and digital artifacts. It is not inside of the artifact. It is continuously going on and changing over time. Unlike physical and tangible gestalts, interaction gestalts are dynamic and difficult to grasp.” (p245)
“The interaction gestalt also has its own types of attributes which can be used to shape, describe, and analyze the interaction gestalt. (…) The interaction gestalt is shaped by a set of interaction attributes that must be translated to and manifested in the interactive artifact properties in order to be communicated, perceived, and experienced by users. The interaction gestalt also has to be designed in a way that will evoke the desired user experiences. The designer has to anticipate how a certain gestalt will be experienced by a user, and that anticipation has to be translated back into ideas on how the gestalt should be shaped.” (p246)
“Traditionally in HCI, interactions have been described by languages of 1) interface styles such as WIMP (widows, icons, menus, and pointing device), 2) forms of interface devices such as tangible interfaces and graphic user interfaces (GUIs), 3) actions that are supported by interfaces such as instructing, conversing, navigating, and browsing [A], and 4) object-based concepts such as spreadsheet applications designed following traditional ledger sheet forms [A]. Although all these approaches have helped conceptualizing and shaping interface designs, they have not directly supported the aspect of aesthetics when designing interactive artifacts. Major approaches for supporting aesthetics in interaction design have primarily focused on providing indirectly influential techniques such as storytelling [B]” (p246)
(A) Preece, J., Rogers, Y., and Sharp H.: Interaction Design: Beyond Human-Computer Interaction. John Wiley & Sons, Inc. New York, NY (2002)
(B) Fiore, S., Wright, P., and Edwards, A.: A pragmatist aesthetics approach to the design of a technological artifact. In Proc. of the 2005 ACM Decennial Conference on Critical Computing: between Sense and Sensibility. ACM, New York. (2005) 129-132
“The concept of interaction gestalt will lead us and hopefully other interested researchers in near future to contribute to develop an interaction design language as with, for example, visual designs—visual literacy [A]—which has been established, educated, and significantly contributed to shape aesthetics of visual designs.” (p247)
(A) Wilde, J. and Wilde, R.: Visual Literacy: A Conceptual Approach to Graphic Problem Solving. Watson-Guptill, New York, NY (2000)
“We distinguish the dynamic aspect of the interaction gestalt as the nature of interaction from other types of gestalts. In Löwgren and Stolterman [A], a gestalt for interactive artifacts is defined as “dynamic gestalt” which “emerges in the interaction with the user over time (p.137).” This dynamic aspect of interaction has been emphasized by many researchers in different ways such as kinetic aesthetics focusing on bodily movement [B,C] and speed of artifact behaviors with a notion of “slow technology” introduced by [D]—i.e. creating a slow movement and transition of technologies which give time for reflections in order to create more aesthetic experience. All of them have emphasized the notion of time when describing the nature of interaction. The importance of the time aspect of interaction is also emphasized by [E,F,33]. The concept of the “dynamic gestalt” with the emphasis on time has influ-enced our definition of the interaction gestalt.” (p247)
(A) Löwgren, J. and Stolterman, E.: Thoughtful Interaction Design: A Design Perspective on Information Technology. MIT Press, Cambridge, MA (2004)
(B) Moen, J.: Towards people based movement interaction and kinaesthetic interaction experiences. In Proc. of the 2005 ACM Decennial Conference on Critical Computing: between Sense and Sensibility. ACM, New York. (2005) 121-124
(C) Svanæs, D.: Kinaesthetic Thinking: The Tacit Dimension of Interaction Design. Computers in Human Behavior. 13, 4 (1997) 443 – 463
(D) Hallnäs, L. and Redström, J.: Slow Technology – Designing for Reflection. Personal and Ubiquitous Comp. 5, 3 (2001) 201-212
(E) Davis, M.: Theoretical foundations for experiential systems design. In Proc. of SIGMM03. ACM, New York. (2003) 45-52
(F) Hallnas, L. and Redstrom, J.: From use to presence: on the expressions and aesthetics of everyday computational things. ACM TOCHI. 9, 2 (2002) 106-124
(G) Petersen, M. G., Iversen, O. S., Krogh, P. G., and Ludvigsen, M.: Aesthetic interaction: a pragmatist’s aesthetics of interactive systems. In Proc. of DIS 04. ACM, New York. (2004) 269-276
“three key factors of interaction emerged as fundamental, namely time, space, and information. Time is already proved to be an important factor of interaction as we discussed above. Space is another key factor of interaction which we believe is critical. Although space is an important factor in any types of artifacts we design, we think that the way of conceptualizing space for interactive artifacts is quite unique comparing to other types of artifacts. It often connects physical and virtual spaces at the same time, and, even within a virtual space, the way of creating and feeling space is very different from what we do with physical artifacts. When virtual elements in an interactive artifact are combined with the concept of time—for example, movement, it also creates a kind of spatial perception even though it is only an illusion.” (p247)
“An important character of these attributes is that they are not experience qualities. They are simply descriptions of the shape of the interaction, and not emerging experience qualities. Experience qualities are, as we discussed earlier, connected to personal judgment such as fun, engaging, comfortable, pleasant, excited, and etc., which do not describe the interaction shapes, but describe overall qualities of user experience.” (p249)
“Our approach leads designers to think about interactions themselves without even thinking about the artifact properties. For example, if a designer considers movement as one attribute of an interaction gestalt he or she tries to design, he or she will explore a design space for the interaction gestalt from static to dynamic movements that can be shaped as an interaction both by a user’s input behaviors toward the artifact as well as by the artifact’s output behaviors shown to the user. Designers basically apply the attributes to manipulate both ‘input’ behaviors from users and ‘output’ behaviors through interactive artifacts. This process corresponds to visual designers’ manipulating the margin value from small to large, which is one attribute they deal with in the design of a 2-dimensional visual artifact.” (p250)
“The most significant benefit of introducing this concept for aesthetics of interaction is that it enables designers to understand the effects of interactions themselves as their design target when exploring a design space. We believe that it will open up designers to think more clearly about the dynamic nature of interactions, and to explore various different forms of emerging behaviors over time through interactions.” (p250)
“What designers explore with the idea of interaction gestalt is the space of emerging shapes of interactions; it is not about how interfaces look like or what features need to be implemented.” (p250)
“fine the ideation of interaction gestalts. But attributes guide the conceptual directions of the intangible phenomena of interaction gestalts the designer wants to realize by manifesting them through the actual interactive artifacts. It is important to understand that the attributes are not supposed to be used individually. As the original meaning of gestalt tells us, the sum is different from the whole. The ways of combining attributes should be constantly explored and examined to establish useful interaction design principles, as we see from traditional design examples—e.g. various visual design principles such as juxtaposition, symmetry, contrast, and harmony.” (p251)
“• Implementing design cases that apply these attributes for actual interaction design projects,
• Establishing a deeper understanding of the meaning of interaction itself from the design perspective.” (p251)
**A Pragmatist Aesthetics Approach To The Design Of A Technological Artefact [Fiore, S.]
Taken from: A Pragmatist Aesthetics Approach To The Design Of A Technological Artefact
FIORE, S., WRIGHT, P. AND EDWARDS, A. (2005) A Pragmatist Aesthetics Approach To The Design Of A Technological Artefact, In Proceedings of the 4th Decennial Conference on Critical Computing: Between Sense And Sensibility, August 20-24, 2005, Aarhus, Denmark
Bibliographical Annotation
Fiore et al builds upon Petersen et al’s (2004) paper developing the dialogical experiential, embodied aspect of pragmatist aesthetics, and introducing ‘appropriation of objects as the aesthetic products of experience’ (pp129-130). Fiore et al see that with HCI adopting pragmatist aesthetics the discipline are opening up the scope of what behaviour and usability can be beyond what Don Norman defines as the first of three levels of beauty – the ‘visceral’ surface level (Emotional Design, 2005). Fiore positions Aesthetics as situational (a SITUATED ACTION?), an intrinsic resulting component of experience just as much as consummation and fulfilment. It is a reflective quality that emerges out of the experience, and only identifiable once the experience is exited. Therefore, they argue an object IS an event (p130). The meaning communicated by an object emerges out of how we use it, its social-cultural affordances and semiotic signifiers embodied in its form. Its significance and meaning is an appropriation through its creation, active use, and critique (p130). This aesthetical appropriation of an object therefore blurs the line between the user and designer, but connects the two in a creative act.
Useful Quotes
“Aesthetics is a domain with an extensive genealogy which is reflected throughout the historical developments in design practice. In the context of this research, we are specifically concerned with the aesthetics of interaction, in which we see a broad distinction between the analytic, emphasising a view of humans as disembodied processors able to construct independent realities in the mind, and the pragmatic, which instead emphasises how people experience the world dialogically as embodied subjects. The critical difference between the two perspectives is in their legacy on our understanding of design: The former lends support to cognition as the foundation of interaction and a view of the designer as analyst aiming to meet objectively identifiable requirements in design, whereas the latter supports a more artistically-oriented idea about design, more able to account for the roles of emotion, engagement, the separation between objects-subjects and events unfolding unplanned as a normal feature of the instability of existence. Our preference towards pragmatist aesthetics emerges out of discontent with how approaches to design underestimate the relevance of fundamental characteristics of experience and understanding.” (p129)
“A pragmatic aesthetics of interaction provides the basis for exploring an alternative conception of design based on understanding others (rather than interpreting observed behaviours or accepting propositional knowledge as certainty) and appropriation of objects as the aesthetic products of experience. Our work here involves theoretical and practical examination of how such an aesthetics can allow us to think more clearly about empathy in design. We explore a means for sighted designers to express their understanding of blind experience through the construction of artefacts and draw on appropriation, a fundamental process in aesthetic experience, as the basis for design empathy. Taking Dewey’s pragmatist aesthetics [A][B] and the related works of Shusterman [C][D] and Jackson [E] as a basis, we build on contributions seeking more holistic approaches to understanding and supporting experience in design [F][G][H] as well as others who reflect in design the details and subtleties of everyday life and blur the boundaries between
the ‘scientific’ and the ‘artistic’ [I][J].” (pp129-130)
(A) Dewey, J. (1958). Experience and Nature. Dover
(B) Dewey, J. (1934). Art as experience. Capricorn
(C) Shusterman, R. (2002) Surface and Depth. Cornell
(D) Shusterman, R. (1992). Pragmatist aesthetics: Living beauty, rethinking art. Blackwell
(E) Jackson, P. W. (1998) John Dewey and the Lessons of Art. Yale Univ. Press
(F) Fiore, S. G. (2004). From designing for function to designing for meaning. In Proc. ECCE-12
(G) McCarthy, J and Wright, P. (2004b). Putting ‘felt-life’ at the centre of HCI. In Proc. ECCE-12.
(H) Petersen, M. G., Iversen, O. S., Krogh, P. G. & Ludvigsen, M. (2004) Aesthetic Interaction – A Pragmatist’s Aesthetics of Interactive Systems. In Proc. DIS2004.
(I) Dunne, A. & Raby, F. (2001). Design noir: The secret life of electronic objects. Birkhäuser.
(J) Gaver et al (2004) Cultural Probes and the value of uncertainty. In Interactions. September/October. 53-56.
“Adopting a Pragmatist Aesthetics of Human-Computer Interaction prevents denigration of the senses to visceral satisfaction and is inconsistent with conceptions of interaction as the purely rational execution of routines. We are drawn towards an understanding of experience that holistically incorporates thinking, feeling, doing and effecting change within an intersubjectively constructed world: Experience has a consummation and fulfilment and an aesthetic quality which makes it intrinsically worthwhile. This quality is the indescribable sense we have of a situation: When we are in experience, we cannot describe it without first exiting it and transforming it into an object of reflection [A], but we may have a sense of the situation, a sort of immediate and pre-linguistic meaning or understanding that we feel [B]. However, when we encounter a situation that we cannot understand, we have to reflect on our experience and try to make sense of it. This may be reflection on second-hand propositional knowledge told by others or on something experienced directly for the first time. In this light, while understanding of an event when we are experiencing it may happen without conscious reflection on our understanding, making sense of the experience requires conscious reflection on the event. And this is central to our objectives here: An object is itself a form of event, with a unique past and future, whereby its meaning has been transformed through inquiry, enabling it to play a role in the conscious shaping of future experience [A]. As such, while we give meaning to events when we abstract and objectify them, that meaning may always change so that “an object is always an abstraction. It is like a sketch of the thing itself, a sketch in which certain features are highlighted and others overlooked.” [A, p25]. In the context of designing technological objects then, it is necessary to recognise the way in which the meaning we make of an object emerges both out of what we do [C] and the qualities an object embodies suggesting the potential for action and construction of meaning. Our interaction in the world thus enables us to construct meaningful experiences around objects [D] [E]. More importantly, as we select objects from our environment and give them meaning for the purposes of both utility and enjoyment [A], we appropriate them with respect for the historical significance they carry: We give things a meaning that no other person can and which we would not imagine for any other object in any other situation. The aesthetic of a technological object is then “a result of the human appropriation of the artifact… released in dialogue as we experience the world.” [F, p.271] so that an object achieves significance and meaning only when appropriated through active and critical reception and appreciated in its creation and use. The meaning of an object thus changes with respect to its history and significance. It is through an act of appropriation of the history of a thing that the perceiver is able to construct the meaning of an artefact as more than a functional object.” (p130)
(A) Jackson, P. W. (1998) John Dewey and the Lessons of Art. Yale Univ. Press.
(B) Dewey, J. (1958). Experience and Nature. Dover
(C) Dourish, P. (2001). Where the action is: The foundations of embodied Interaction. MIT Press.
(D) Petersen, M. G., Iversen, O. S., Krogh, P. G. & Ludvigsen, M. (2004) Aesthetic Interaction – A Pragmatist’s Aesthetics of Interactive Systems. In Proc. DIS2004.
(E) McCarthy, J. and Wright, P. C. (2004a). Technology as experience, MIT Press.
(F) Dreyfus, H. L. (2001). On the Internet. Routledge.
“This appropriation requires a sensibility towards
the thing and its various levels of meanings. The aesthetic in the experience is thus rooted in the way in which this object is meaningful and transforms the perceiver’s understanding, making enjoyment so much deeper. Importantly, such notions of appropriation and construction of meaning do not imply merely interpreting an object to mean what we want, as this would deny all the enrichment and pleasure achieved from submitting ourselves to its alterity and seductive power [A]. The creative process is characterised neither by passive and irrational inspiration nor by a designer in full control of the productive process: these are instead both necessary and complementary moments of the experience of designing [A]. We at the same time bridge the gap between creating and perceiving by “reconceiving appreciation as creative production where the [perceiver] actively reconstructs the aesthetic object.” [A, p. 54]. The creative act is an experience which connects designer and audience. This has profound implications for our understanding of design. If appropriation of a thing involves actively constructing the aesthetic object and the experience, then the line begins to blur between the dualistic roles of designer and user. We can see a much closer and interdependent relationship between the experiences of creating and appreciating an object, because the very act of appreciating is itself constructive. Many questions consequently emerge regarding how we can realise the pragmatist ideals of design as a process of self-development, change, discovery and of reflection that is felt and sensed as well as intellectual.” (p130)
(A) Shusterman, R. (1992). Pragmatist aesthetics: Living beauty, rethinking art. Blackwell
“Each appropriation is unique and an opportunity for reflection by both the designer and others involved in the process, to find new meanings and possibilities within the emerging objects. Because of this, we see our current research as exemplary of one way in which appropriation may form the basis for an approach to design that is essentially exploratory and empathic. (…) In our process, appropriation is central to a series of creative phases involving designers, artists and engineers. (…) We can never know if our understanding corresponds with others’, but by adopting appropriation as our foundation in design, we respect and connect with the things others have already constructed out of their experience.” (p132)
***Aesthetic Interaction – A Pragmatist’s Aesthetics Of Interactive Systems [Petersen et al.]
Taken from: Aesthetic Interaction – A Pragmatist’s Aesthetics Of Interactive Systems
PETERSEN, M.G., IVERSEN, O. S., Krogh, P.G. and LUDVIGSEN, M (2004) Aesthetic Interaction – A Pragmatist’s Aesthetics Of Interactive Systems. In Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS). Cambridge, MA.
Bibliographical Annotation
Petersen, et al’s paper is often cited within HCI literature as a seminal paper that bridges the HCI research into aesthetics of interaction with the theoretical groundwork by Dewey and Shusterman on pragmatist aesthetics. What I began to find interesting is they see that using Dewey and Shusterman’s work on pragmatist aesthetics promotes the aesthetics of USE over APPEARANCE. This immediately resonated with me as my own thoughts on the repositioning of the influence of VisCom in IxD were leading me beyond the appearance into its heart. They state that in their paper they provide a framework perspective (p269) that is an alternative to other established perspectives.
Through a literature review they not only challenge the assumption of aesthetics (p270) being only about the visual impression, but also they challenge the HCI aversion to non-quantifiable factors that affect usability. This last challenge is something that both HCI has denigrated, and the VisCom disciplines have been too delinquent to address rigorously enough.
To set their framework they identify three central aspects of aesthetics: social-cultural, mind and body, instrumentality. (p270) In regard to their choice of pragmatist aesthetics they explain and justify their choice, seeing aesthetics as not a priori but as potential released through a experiential dialogue (p271). This aesthetic experience is experienced both cognitively and in an embodiment. This is an ambiguous experience (Cartesian Dualism? Spinoza? Epiphenominalism?). Aesthetic meaningfulness emerges from the experience of use rather than being predefined. It has an adhesive quality merging attractiveness and purposefulness in an interactive system (p271). It is not “added value” and more than surface “beauty”. It is dependant upon context and use, and quality and value comes from the experiential dialogue created through context and use. They draw upon embodiment in parallel with symbolic representations (semiotics of the interface). This embodiment, although they do not actually use the term, draws a connection to both Dourish and Suchman’s work (p274). [This is a connection to follow.] They position aesthetics as a fifth element of five interaction styles in Interaction Design. Important but aesthetics must address both human cognitive and embodied experiences, SITUATED within everyday life, and instrumental in SITUATED use (p275). The first four elements of interaction styles position the user as part of the SYSTEM (1), users being in control of the system (TOOL (2)), user and machine as equal partners in communication (DIALOGUE (3)), and IT as a mediator between human-human communication (MEDIA (4)) (p274).
Useful Quotes
“A set of approaches are emerging each representing different applications of the terminology as well as different inherent assumptions on the role of the user, designer and interaction ideals. In this paper, we use the concept of Pragmatist Aesthetics to provide a framework for distinguishing between different approaches to aesthetics. Moreover, we use our own design cases to illustrate how pragmatist aesthetics is a promising path to follow in the context of designing interactive systems, as it promotes aesthetics of use, rather than aesthetics of appearance. We coin this approach in the perspective of aesthetic interaction. Finally we make the point that aesthetics is not re-defining everything known about interactive systems. We provide a framework placing this perspective among other perspectives on interaction.” (p269)
“We seek to frame an extended expressiveness towards interactive systems through the concept of Aesthetic Interaction that can be obtained when the human body, intellect and all the senses are used in relation to interactive systems. However, when looking into the work that takes an aesthetic perspective on the design of interactive systems it becomes clear, that not all perceptions of aesthetics are equally fruitful as we see a danger in adopting superficial understandings of the aesthetics of interactive systems. We wish to challenge the assumption that aesthetics are mainly concerned with the immediate visual impression of products as we see it in e.g., [A], [B], [C].” (p270)
(A) Desmet, P. and Dijkhuis, E. (2003) A Wheelchair can be Fun: A Case of Emotion-drived Design. In Proceedings of DPPI’03. ACM Press, pp. 22-27.
(B) Fogarty, J, Forlizzi, J., and Hudson, S. E. (2001) Aesthetic Information Collages: Generating Decorative Displays that Contain Information. In Proceedings of UIST’01. ACM Press, pp. 141-150.
(C) Overbeeke, C.J., Djajadiningrat, J.P., Hummels, C.C.M. and Wensveen, S.A.G. (2002). Beauty in Usability: Forget about Ease of Use!. In Green, W.S and Jordan, P.W. (Ed.), Pleasure with products: Beyond usability, pp. 9-18, London: Taylor & Francis
“as put by Overbeeke et al [A]. “Interfaces should be smart, seductive, rewarding, tempting, even moody, and thereby exhilarating to use” (A, p.10). We see two problems inherent in some of this work. First the assumption that users always want to have fun and be pleased represents a simplistic view on human nature.” (p270)
(A) Overbeeke, C.J., Djajadiningrat, J.P., Hummels, C.C.M. and Wensveen, S.A.G. (2002). Beauty in Usability: Forget about Ease of Use!. In Green, W.S and Jordan, P.W. (Ed.), Pleasure with products: Beyond usability, pp. 9-18, London: Taylor & Francis
“We see a range of different applications of the same terms and more importantly these different applications represent different inherent assumptions about the role of users and designers (or artists) and interaction ideals. These inherent assumptions are well worth investigating when developing an aesthetic perspective on interactive systems design. For instance, we find that those who view the potential of aesthetics as the possibility to provide users with a pleasing visual appearance of products are leaving out much of the potential of aesthetics. To qualify the discussion on these matters, we draw upon the distinction made by Shusterman [A] between Analytic Aesthetics and Pragmatist Aesthetics. We argue in the following that Pragmatist Aesthetics is a strong theoretical basis to take on with respect to designing interactive systems and we provide examples of how we work to implement systems adopting pragmatist aesthetics.” (p270)
(A) Shusterman, R. (1992) Pragmatist Aesthetics. Living Beauty, Rethinking Art. Blackwell.
“the very notion of aesthetic is used in ambiguous ways when it comes to answering the important question, what is the aesthetics of interactive systems. To answer the question we turn to pragmatic aesthetic as a theoretical foundation for staging a concept of aesthetic interaction. Shusterman [A] propagate pragmatic aesthetics as opposed to analytical aesthetics. We will use this distinction to qualify our discussion. Three central aspects of aesthetics will be discussed to establish a foundation for an aesthetic approach to interactive system design. These are the socio-cultural approach to aesthetics, designing for mind and body and the instrumentality of aesthetics.” (p270)
(A) Shusterman, R. (1992) Pragmatist Aesthetics. Living Beauty, Rethinking Art. Blackwell.
“The analytic aesthetics in the words of Moore (1952) rely on the intuitive assessment of aesthetics of objects, as if the objects existed by themselves in isolation. In this analytic perspective, as the artist or designer shapes e.g. the chair of exquisite material, and aesthetics arise as a product property. Shusterman argues that until recently most analytic aesthetics simply ignored the socio cultural background as irrelevant, “probably because aesthetic experience was traditionally conceived as pertaining to immediacy, not only because of its immediate satisfactions but because of its assimilation to direct perception rather than inferential thinking.” ([A]pp.21). We see this perspective represented e.g. in works that assume that aesthetics of interactive systems can be evaluated based on visual perception of pictures [8]” (p270)
(A) Shusterman, R. (1992) Pragmatist Aesthetics. Living Beauty, Rethinking Art. Blackwell.
(B) Desmet, P. and Dijkhuis, E. (2003) A Wheelchair can be Fun: A Case of Emotion-drived Design. In Proceedings of DPPI’03. ACM Press, pp. 22-27.
“In contrast, a pragmatic approach to aesthetics is represented by Dewey [A]. Dewey insists that art and the aesthetic cannot be understood without full appreciation of their socio historical dimensions. He stresses that art is not an abstract, autonomously aesthetic notion, but something materially rooted in the real world and significantly structured by its socio economic and political factors (A, pp.22). Accordingly, aesthetic is not inherent in the artefact itself but rather a result of the human appropriation of the artefact. Consequently, the chair is not aesthetic in itself but rather the aesthetic chair is a result of the socio-historical appreciation of the material, and the shapes. Accordingly our ability to engage in an aesthetic experience is based on our social context, manifested in a personal bodily and intellectual experience prolonged beyond the immediate experience. According to the thinking in pragmatist aesthetics, aesthetic is not something a priori in the world, but a potential that is released in dialogue as we experience the world; it is based on valuable use relations influencing the construction of our everyday life.” (p271)
(A) Dewey, J. (1987) Art as Experience. Carbondale: Southern Illinois University press.
“Where as analytical aesthetics is preoccupied with separating humans into mind and body, a part for thinking and a part for sensing, pragmatist aesthetics insists on their inter-dependencies in the aesthetic experience. In a pragmatist perspective, aesthetic experience is closely linked not only to the analytic mind nor solely to the bodily experience; aesthetic experience speaks to both.” (p271)
“According to pragmatist thinking the aesthetic experience encompasses the immediate sensational auditory, visual and tactile qualities of artefacts and the intellectual process of appropriating the artefact, and moreover it points to the fact that past experiences fashion those of the future. In a pragmatist perspective we have to move beyond ideals of meeting human sensor motor skills and somatic sensing, to include among others the human intellectual capacity to grasp and make sense of complex, contradictory and even ambiguous systems and situations [A].” (p271)
(A) Gaver, B., Beaver, J., Benford, S., Ambiguity as a resource for design. In Proceedings of CHI2003, ACM Press, pp. 233 – 240.
“In a pragmatist perspective, for anything to have value it must relate to human needs, desires, fears and hopes. (…) They are appropriated in use. Meaningfulness and aesthetic experiences emerge in use, they are not predefined.” (p271)
“What we stress here is that aesthetics has a purposeful role in the use of interactive systems, aesthetics is not only an adhesive making things attractive, and it is part of the foundation for a purposeful system. Aesthetics cannot be sat aside as an “added value”. Emerging in use; it is an integral part of the understanding of an interactive system, and its potential use.” (p271)
“To summarize, a pragmatist approach to the aesthetics of interactive systems implies that aesthetics is tightly connected to context, use and instrumentality; circumscribing our perspective on Aesthetic Interaction. Thus it becomes meaningless to think of aesthetics of artifacts in themselves. They might contain an aesthetic potential, but its release is dependent on context and use. In Pragmatist Philosophy aesthetics is also released from its tight connection to art and its many definitions, instead it is connected to experiential quality and value. This provides the basis for focusing on the aesthetics of interaction related to our everyday experiential qualities when engaging in and designing interactive systems.” (p271)
“Designing for aesthetic experiences invites people to actively participate in creating sense and meaning.” (p271)
“In 1984, Bødker & Kammersgaard [A] reviewed different perspectives on human-computer interaction and coined four different but co-existing perspectives on interaction styles. Subsequently, these perspectives have been applied to provoke new design ideas through taking the different perspectives to the extreme in design brainstorms [25]. The four perspectives system, tool, dialogue partner and media (…) We do not wish to claim that these four perspectives on
design of interactive systems are no longer valuable, but we argue that these views lack the potential of addressing the experiential sides of everyday life. There are two main points to distinguish our fifth perspective from the four previous:
First, aesthetic interaction aims for creating involvement, experience, surprise and serendipity in interaction when using interactive systems (for further discussion see, Iversen, et. al. [C]). Whereas the dialogue partner perspective treats man and machine as equal dialogue partners, the aesthetic interaction perspective acknowledges man’s ability to interpret and appropriate technology. The ideal appropriation of technology is not the shortest way to mastery (as proposed by the tool perspective) but rather the process of appropriation itself becomes essential. Second, Aesthetic Interaction promotes bodily experiences as well as complex symbolic representations when interacting with systems. It puts an emphasis on an actively engaged user with both cognitive skills, emotional values and bodily capabilities.” (p274)
(A) Bødker, S. & Kammersgaard, J. (1984): Interaktionsbegreber, internt arbejdsnotat, version 2.
(B) Monk, A. (2000) User-Centred Design. The Home use challenge. In Sloane, A. & van Rijn, F. Home Informatics and Telematics. Information, Technology and Society. Kluwer Academic Publishers, pp. 181-190.
(C) Iversen, O, Krogh, P & Petersen, Marianne G.(2003): The Fifth Element – Promoting the Perspective of Aesthetic Interaction, in proceedings of The Third Danish HCI Research symposium, Roskilde, nov 2003
“We reasoned how the aesthetic experience through interaction relies on addressing both the mind and body, as well as it is rooted in the socio-cultural context of people’s everyday life. Moreover aesthetics in this perspective becomes instrumental to the use situation, going beyond ideas of “added value” and the immediate attractiveness of systems, placing aesthetics as an integral element of the artefact and a continuously encouraging element in the future use of a system. In order to exploit the full potential of aesthetics in interactive systems all three aspects has to be addressed. Working with this perspective of Aesthetic Interaction incorporates and highlights the experiential aspect of designing interaction. Although the aesthetic interaction perspective is important when designing interactive systems we position the aesthetic perspective as the fifth element of interaction design. Designing interactive system requires multiple perspectives.” (p275)
“The concept of Aesthetic Interaction currently presents theoretical considerations and will need further empirical experiments in order to provide more concrete guidelines for working with aesthetic interaction generally. However we see Aesthetic Interaction as a beneficial perspective when designing interactive systems.” (p275)
Thoughts on Interaction Design [Kolko, J.]
Taken from: Thoughts on Interaction Design
KOLKO, J. (2010) Thoughts on Interaction Design. Burlington: Morgan Kaufmann
Bibliographical Annotation
This book, just published in 2010, is very informative in many ways regarding the development and position of IxD as a discipline. This is a very good, reflective resource but currently I have focused upon the text for specific information and frameworks to explore the aesthetics of interaction. Upon that subject, the text does naturally connect to the HCI community’s own research. This book is firmly in the Interaction Design literature (pp5,7,11), but naturally overlaps both HCI and Visual Communication. IxD is about behaviour, designing it and for it. It is a dialogue that is both emotional and physical, and is ‘manifested in form, function and technology’ (pp12-13). Within the text Kolko draws upon essays written by collaborators. Some of these essays are useful and some are quite weak. But this isn’t a book review.
One essayist, Chris Connors from Apple, discusses the distinction and usefulness of low and high fidelity prototyping (p36). In this section of his essay he discusses areas that Visual Communication plays an early part within the development process. Certainly Vis Com cannot own visual prototyping but certainly non-Vis Com team members use low and high fidelity techniques. These techniques for visualizing data draw upon techniques familiar to graphic designers. Although a tenuous link on the surface, this fact will later help my positioning in my research as a point of contact with the HCI research.
Kolko continues from Connors essay. Not mentioning by name the research area of ‘Aesthetics of Interaction’, he sees an IxDesigner connecting people through technology to the sensory, emotional qualities of data. This he sees these emotional qualities as generally pertaining to the aesthetics (p41) of ‘sensory data’. This phrase is interesting and I may return to explore this at a later stage. Through a discussion on the use of Personas, he equates scenario-based development as sketching of time, akin to visual sketching, as a problem-solving tool. This goes beyond mere visualizing, and into an activity to generate and discover solutions (p47). Abstract and semantic connections can be made through a plethora of visualizing techniques, revealing hidden relationships that need unpacking and understanding through reframing. Visualizing, or specifically diagramming using concept maps or process flow diagrams, synthesizes this information into further generative sketching/model making/prototyping (p64).
Visual form, regardless of the medium for the interaction involved, in Kolko’s view of IxD, is a basic method for communication (p78). This connects IxD to its sister design disciplines. The nature of an interactive artefact, both digital and tangible, means that part of its appreciation and understanding by a user results from affordances and semiotics. These factors are measured within a qualitative design framework. The quantitative disciplines, such as HCI, are moving toward trying to define a framework that would attempt to bridge the disciplines. This is the connection to the research area of ‘Aesthetics of Interaction”. The structure of an experience within an interaction needs understanding, reflection, and evaluation. Experience, and aesthetics resonate emotionally and experientially (p83), but it is easier for designers and audiences to critique and evaluate visual deliverables. The IxD discipline, like other design disciplines, would benefit from looking to its historical precedents, and grow from a gestalt rather than being reductive and assuming purity of disciplinary approach (pp88-89). The resonated with me as in my first paper I unpacked the role of the graphic designer within GUI design, and uncovered the precedent set by Modernists as being fluid to move across disciplines. This is a commonality within mainly qualitative design disciplines too, including IxD. Kolko states that an IxDesigner creates a ‘new visual form language’ where the Modernist design axiom ‘Form Follows Function’ is rejected. This ‘new visual form language’ Kolko raises takes into account that objects have more than the significance of functionality and the signifiers of form, but also an embedded semantic level, that is experiential and emotional (p102). Within this new design space between form, function and experience an interaction takes place.
This conceptual space is physical, cognitive and social (p104), and I would look to explore this further as I believe the HCI research into Pragmatist Aesthetics could also be located in this ‘conceptual space’. The danger is assuming too early that both map onto each other. As semiotics can be divided into the branches of both semantics and pragmatics, it is within this framework that aesthetics can also be discussed. Kolko also draws upon Dewey (p108), who in turn influenced Shusterman’s Pragmatist Aesthetics. As with HCI researchers, IxD designers equally can find Dewey’s Pragmatist philosophy of conceptual use. As a pragmatist view also resonates with Dourish’s theory embodied interaction, a potential conceptual conduit to connect it all together may be Csikszentmihalyi’s ‘Flow’ (p109).
Uday Gajendar, another essayist within the book (who wrote the paper ‘Experiential Aesthetics: A Framework for Beautiful Experience’ I have found useful), adds to the ‘conceptual space’ experiential discourse. He sees the design of/for interaction as a situated activity (pp114, 120), which makes connections to Suchman’s theory, and of embodiment (Dourish) (pp116, 120). Again another designer making the connections between the (until now separated) areas I had been exploring when I began looking into a Designer’s Model. I appeared to have had the sources but not, until now begun to see the connections.
Useful Quotes
“There are, however, few texts that explore the semantic connections that live between technology and form which are brought to life when someone uses a product. These connections may be thought of as “interactions” or “experiences”, and are becoming to hint that a field known as Design (with a capitol “D”) is a legitimately separate area of study alongside Science or Art. This text” (p5)
“Interaction Designers are trained to observe humanity and to balance complicated ideas, and are used to thinking in opposites: large and small, conceptual and pragmatic, human and technical. They are shapers of behavior. (…) the value of Interaction Design (is) in the development of human-centered designs and in the creation of a framework in which to experience these designs.” (p7)
“Interaction Design is the creation of a dialogue between a person and a product, service, or system. This dialogue is usually found in the world of behavior (…) Structuring dialogue is difficult, as it occurs in a fourth dimension – over time. To design behavior requires an understanding of the fluidity of natural dialogue, which is both reactionary and anticipatory at the same time.” (p11)
“Design work is of function, and language, and meaning. Through visual and semantic language, a designer must create a design that assists the viewer not only in experiencing a particular emotion but also in truly understanding the content. (…) Interaction Designers, however, speak both words and form at once. They structure a compelling argument and invite the audience to share in their work. The work evolves over time, and the work is completed by the presence and synthesis of the audience.” (p11)
“Interaction Design is the creation of a dialogue between a person and a product, service, or system. This dialogue is both physical and emotional in nature, and is manifested in form, function, and technology. (…) This is the purpose of the profession: to change the way people behave (…) attempt to ease the suffering of their end user.” (pp12-13)
“to reposition the the field of Interaction Design away from a solely technical field or an artistic endeavor, and instead towards a duality that emphasizes the human side of technology.” (p13)
FRAMEWORKS
“Those engaged in HCI activities – Interaction Designers – exist to ask these difficult questions, and to create frameworks for compelling experiences rather than technical experiences. Interaction Design has outgrown its computing roots, and is now a field responsible for humanizing technology (…) to tame the complexity created by technological advancements.” (p#)
“[CHRIS CONNORS, Apple]
process drives repeatability – reducing the reliance on inspiration – and creates a framework in which creative professionals can execute. (…) Most designers are used to employing a design process, most likely the one employed by their source of design or studio training (…) to adopt and standardize a single process, define the range and types of deliverables for each process phase, and then, consistently apply it.” (pp31-32)
“[CHRIS CONNORS, Apple]
It’s not uncommon to find a method or algorithm that initially seemed viable in practice might not scale adequately or offer the required performance, causing engineers to have to re-think their approach. [sic] Should designers find themselves in a state where they need to re-assess assumptions, use this common ground to build rapport, assess schedule impact, and move on.” (p32)
“[CHRIS CONNORS, Apple]
What agile methods offer designers are an opportunity to design the product in a broad sense, and then the chance to execute designs in manageable sections over the development cycle. Designers may have to do some selling in order to convince developers to afford them some time up front to get ahead of the development cycle” (p33)
FIDELITY
“[CHRIS CONNORS, Apple]
Prototypes can be high or low fidelity visually – hand drawn vs pixel accurate renderings. The navigation can be high or low fidelity in terms of breadth or depth. They can also have high or low fidelity interactivity, and perhaps most importantly, high or low fidelity data, where high fidelity data might represent an actual data set and low fidelity data might be a few spoofed data elements – “loren ipsum” rather than actual text, for example. (…) A low visual fidelity prototype with high fidelity depth can help evaluators elicit user responses to an entire process through an artifact.” (p36)
PERSONA
“the field in and of itself has nothing inherently to do with computers. Instead, the field is best thought of in terms of a methodology, and the major contribution an Interaction Designer can provide in a business setting is a strong process that connects people, technology, and the emotional qualities of sensory data (generally pertaining to aesthetics).” (p41)
“The process of human-centered design relies havily on modeling target users in an effort to create a prototypical audience for design. A model is a representation of a real thing, and a model of a user is a representation of a real person. A basic form of model that has been embraced by Interaction Designers and is created in the initial stages of a project is the Persona. (…) The Persona begins to become an active member of the design team.” (p45)
“Traditional user-research can, and should, inform the creation of the Persona. (…) A good Persona is rich with detail and is thus predictable, in the same way that one can predict the actions of a friend or loved one. While these predictions may not be right all the time, it is possible to anticipate with some degree of accuracy what an individual will do in a given situation.” (p46)
“The use of scenario-based product development has several core benefits. (…) As behavior exists in the fourth dimension, these scenarios become sketches of time. Industrial Designers and Graphic Designers can quickly explain the value of visual sketching in their design process: Sketching is a problem-solving tool, used not simply to visualize ideas but to actually discover and generate a large number of solutions to a problem.” (p47)
“A design solution is judged based on the relevance to the individual who ultimately must use the creation.” (p48)
“Participant observation is an important aspect of Interaction Design, as it formally acknowledges that a product does not exist in a rational and substantial way until it is considered by an audience. (…) The product needs to fit appropriately into the culture in which it is to be used and sold.” (p49)
“People have a very hard time explaining why they do the things they do, and human behavior often seems illogical when considered by an impartial observer. Therefore, interpretation – making meaning of gathered data – plays a critical role in translating research into valuable design criteria.” (p50)
FOCUS
“Focus is the acknowledged pre-set view of what is going to be addressed through the ethnographic inquiry. It gives the designers a central topic to attend to and a statement to rally around. (…) A focus statement takes the conceptual approach of framing an enquiry.” (pp50-51)
CONTEXT
“To understand context, go to the place where work occurs: Go to the users, rather than bringing the users to you, and watch what they do as they conduct real work. So simple, yet so evasive.” (p51)
“People do strange things – unexpected things – and being there to witness and record these minute and quick moments of humanity is simply invaluable to the product development process. These details trigger design insights, and the equally important rationale to back up the design decisions to other members of the design team.” (p51)
“As the goal of a Contextual Inquiry is to gather as much rich data as possible, it is important to reject this logic and become an active participant in the inquiry. This participation takes the form of partnership, and is likened to that of a master and apprentice in the days of guilds. An apprentice did not sit quietly and observe. He became engaged, and tried things, and questioned things, and assisted in the process.” (p52)
“Experience is a guide to better understand when to ask questions and when to remain quiet, but a master and apprentice relationship will allow an investigator to best understand the nuances of work and truly gain the confidence of the participant being observed. Interpretation, or the assignment of meaning to fact, is a subjective form of synthesis. It is also the most critical part of the Critical Inquiry process, and the portion of the process that is ignored with the most frequency. (…) Interpretation occurs in context, but the critical interpretation often occurs back in the “lab” – in the design studio, while the designer is sketching. [] Interpretation is qualitative, and can be wrong. This makes for a diificult combination when trying to justify design decisions.” (p52)
“Frequently, interpretation occurs in the head of the designer. This “moment of epiphany” may be thought of in the shower or scrawled on the back of a napkin. The Interaction Designerunderstands the importances of structuring this interpretation into a repeatable and formal process, and a good Interaction Designer is able to communicate not only the pragmatic interpretation but also the necessity of interpretation.” (p52)
SYNTHESIS, CONSTRUCTION AND REFINEMENT
“These phases, while highly intellectual, also require the “designer’s intuition” and frequently rely on rapid ideation sketching, additional narrative development, and mind mapping as a generative method of problem solving and concept development. (…) a designer works through both a convergent and a divergent thought process of ideation. Convergent thinking attempts to locate the best answer (…) Divergent thought implies a great deal of risk. One must shift perspectives away from the safety of familiarity in order to explore what “could be”.” (pp54-55)
FLOW
“Design is a creative field, and in order to successfully create, one must achieve a sense of Flow. Flow is, among other things, the absence of self-doubt and the nearly auto-telic and automatic creative process.” (p58)
“At the core of an interaction is the dialogue between a product, system, or service – and a person. Design exists as a means to a greater end – enhancing the human experience, solving complicated problems and ultimately creating designs that resonate with their audience.” (p62)
“During the process of design, the Interaction Designer attempts to construct meaningful visualizations between individual components in an effort to understand hidden relationships. The ultimate goal of the creation of these visualizations is to understand. By reframing ideas in new and interesting ways, the designer can gain a deeper understanding of the abstract and semantic connections between ideas. These visualizations can then be used to communicate to other members of a design team, or can be used as platforms for the creation of generative sketching or model making. Frequently, the act of diagramming is a form of synthesis, and is a way to actively gain knowledge.” (p64)
FOUR-STEP PROCESS
“Design literature frequently mentions a four-step process taken as individuals gain comprehension. (…) This four-step process attempts to move from Data to Information, to Knowledge, and finally to wisdom (DIKW). (…) Interaction Designers can think of this DIKW path as a framework for progressive learning. (…) Making information out of data, a seemingly easy task, is quickly confounded when the designer attempts to integrate elements of aesthetics or emotion. (…) Information is the organisation of data in ways that illustrate meaning. This organization may, in fact, alter the meaning itself. This has an important implication, as the meaning of seemingly objective data is altered by the appearance and structure of that data.” (p65)
“While information may be sensory, knowledge seems to be more complicated, and perhaps more experience-driven. Storytelling has a long history as a mechanism of knowledge transfer, and can be considered a rapid immersion in experience. (…) This idea of knowledge as extended dialogue is highly relevant when considered in the guise of experience and Interaction Design. The design of behavior may, in fact, be the design of action-based knowledge (telling a story through motion).” (pp65-66)
“Wisdom, often thought of as enlightenment, can result from applying knowledge in a new and novel manner. (…) The acquisition of knowledge obviously occurs over time, and this is where the Interaction Designer excels. Behavior occurs in the fourth dimension, and Interaction Design techniques attempt to understand and, hopefully, shape the way people act over time.” (p66)
DIAGRAMMING TECHNIQUES
“The Interaction Designer (attends) to the detail and pragmatic details of UI design only after modeling or understanding the more conceptual behavior – activities or goals – that may drive the usage of a product. Several mapping and diagramming techniques exist to assist Interaction Designers in tracking product use over time. While referenced by various names in various disciplines, they all attempt to create systematic organization amidst complexity.” (p67)
“A concept map is a visualization of present understanding of a system. It is intended to represent the mental model of a concept – to allow members of a development team to see the “forest and the trees”. Generally, a concept map links nouns with verbs. It provides a visual way to understand relationships through literal connections as well as through proximity, size, shape, and scale. The tool is intended to illustrate relationships between entities. The act of creation is generative in the sense that the designer must make subjective value judgments on the strengths of relationships. The first step towards creating a concept map is the creation of a concept matrix. This matrix lists all elements relevant to a particular domain (nouns) and attempts to identify which items have a direct relationship. (…) By creating a matrix to illustrate the connections between these elements, the designer is forced to analyze the extent of the relationship. (…) By analyzing each and every term’s connections to one another, the designer is forced to “zoom in” on the details to such an extent that he gains an intimate understanding of a discipline. He can then begin to understand the (sometimes obvious) hierarchy that exists within a large quantity of data. The elements with more relationships become the main branches on the concept map. (…) Once the matrix is created and these core concepts are identified, completing the concept map becomes a rather simple activity of connecting nouns with verbs. (…) As these are added to the diagram, the designer – and eventually, the entire development team – can visually trace relationships between entities and understand how a potential change to one aspect of a system may ripple through the system as a whole.” (p68)
“Process Flow Diagrams are another visual form of organizing data into comprehensible systems. Also known as Data Flow Diagrams or Decision Tree Diagrams, these diagrams have traditionally been used in the fields of electrical engineering and in computer science to illustrate the logical flow of data through a system. To create a Process Flow Diagram, an Interaction Designer first identifies, through various forms of ethnography, the operators in a system and their roles. These operators include many of the nouns as present in the Concept Map. Then, the “logic flow” is mapped out to connect the operators with actions. (…) By creating a Process Flow Diagram, the designer has formed an intimate understanding of the possible logical outcomes of use with a system. While the diagram itself can be useful throughout the project, the act of creating the diagram is of much more importance. Those involved in the production of such a diagram have created a strong mental representation of the boundaries of a complicated system.” (pp68-69)
“Both of these aforementioned diagrams embrace the visual over the textual. While they certainly include written words, the visual arrangement of the content creates an arguably more accessible way of examining a system or artifact. The diagrams rely on the use of words as placeholders for ideas, forms or artifacts. language affects organization – and therefore, usability – on a very pragmatic and immediate level. Categorization implies the method that is used to group elements within a larger context. People rely on language in design to encourage simplicity, yet language is often ambiguous and many designers are not adequately trained in the nuances the English language presents. (…) Designers, then, must understand the trivialities associated with the words they select for everything from the labels on a website to the packaging an object comes in.” (pp69-70)
“The Interaction designer attempts to construct meaningful visualizations between individual components in an effort to understand hidden relationships. The ultimate goal of the creation of these visualizations is to understand; by reframing ideas in new and interesting ways, the designer can gain a deeper understanding of the abstract and semantic connections between ideas. This understanding can then be applied to the development of a system, service, or artifact.” (p71)
VISUAL FORM
“Designers are in the unique position to improve all aspects of human life, including the visual, emotional, and experiential. Interaction Design should be desirable – beautiful, elegant, and appropriate – regardless of the medium chosen to visualize a solution. Visual form can be considered one of the most basic methods of communicating design solutions.” (p78)
“Rhetorical issues of form development become increasingly important when considering solutions that embrace technology, as ambiguity of form may negatively impact understanding but may positively affect experience. Many Interaction Designers are deeply concerned with the nature of aesthetics, continually considering why objects look the way they do and analyzing the relationship between particular cultural movements brand identity “formulas”, and trends.” (p78)
“Interaction Designers work with (or as) graphic or visual designers to establish consistent sizes, placements, shapes, colors, and styles in order to continually reinforce brand language.” (p81)
“Interaction Designers do not consider a designed artifact as distinct from the experience in which it is found.” (p83)
AESTHETICS
“As aesthetics and experience are so closely related, it is important to evaluate not only the emotional or experiential resonance in the creations, but also to understand or contemplate the structure of experiences with artifacts. (…) Experience itself occurs (probably continually) during moments of consciousness, as to experience the world or to consider what is occurring in the world at a given moment. (…) Experience as story is the vehicle used to transmit, condense, and reflect on an experience. (…) designers are more fruitful in focusing their efforts on the creation of the structure in which an experience takes place.” (p83)
“Interaction Design should be desirable – beautiful, elegant, and appropriate – regardless of the medium chosen to visualize a solution. And while the aesthetic refinement is important to the success of a product, the ability for that product to resonate in an experiential manner will allow that product to remain embedded in and positively affecting society and culture.” (p84)
DEMARCATION
“In industry, we put up walls between ourselves and between our clients. We like to classify each other and characterize design as “industrial” or “graphic”. But the discipline be damned: it is our ability to think creatively and broadly, not our physical output (be it words, renderings, or diagrams) that defines us professionally. The focus on a designer as stylist – on the visual aspect of design – is not surprising. The visual is our tangible deliverable, and appears to be our greatest (and only) contribution. It is far easier to “critique” and evaluate the physical characteristics of a product rather than debate the products experience or emotional benefits; we concentrate on the “prettiest” picture instead of the best solution. Designers are traditionally labeled as the “makers” of “pretty things”, and as such, we exist at the end of a long process – not where we belong – at the beginning. This placement forces us into a predestined flow dictated by the establishments of marketing, technology, and aesthetics. (…) Our industry and our educational system are both to blame. We both focus considerable time on creating the tangible instead of the intellectual. (…) Professionals spend the majority of their time competing on the level of “cool” instead on the level of “thought”. This battle to create the most “bling” is detrimental to designers, to design, and to our clients. Our inability to articulate the importance of process means our clients focus on “money shot” renderings while they overlook the basic testaments of user centric design; moreover, as project managers equate design to “pretty pictures”, they gloss over the true usefulness of the discipline: innovation and differentiation.” (pp85-86)
“Design is typically described as a visual discipline. However, that is only partly true. Our discipline has historically welcomed disparate professions into our fold like computer scientists, researchers, cognitive psychologists, and business analysts. Globally, however, we tend to forget that this is a historical precedent, not a trend. As such, we should embrace their best practices and processes to achieve successful communication of our visions.” (pp88-89)
“The Interaction Designer shapes culture directly through the creation of new visual form language. This semantic view of design – that objects are embedded with more than just functional significance – rejects the platitude of Form Follows Function and instead recognizes the need for emotional and social connections in the human-made world.” (p102)
SENSORY ELEMENTS
“While there certainly is a market for “cool things”, some designers find the emphasis on styling and visual aesthetics as superficial – a great deal of the design community feels that the designer provides a deeply intellectual contribution in the creation of the goods, and the sensory elements are only the most immediate “hook” for people to respond to a creation. In fact, there is much more substance to designed artifacts, and it is this substance that allows them to resonate in a meaningful fashion. This substance is what Saussure viewed as the linguistic sign, what Evenson and Rheinfrank viewed as a design language, and what Buchanan considered as the harmonious combination of rational, human, and stylistic. (…) An interaction occurs in the conceptual space between a person and an object. It is at once physical, cognitive, and social. A poetic interaction is one that resonates immediately but yet continues to inform later – it is one that causes reflection, and one that relies heavily on a state of emotional awareness. Additionally, a poetic interaction is one that is nearly always subtle, yet mindful.” (p104)
DEWEY
“Author, psychologist, and philosopher John Dewey explains that “Experience does not go on simply inside a person. (…) Every genuine experience has an active side which changes in some degree the objective conditions under which changes in some degree the objective conditions under which experiences are had.” [A] This implies that, while an Interaction Designer may focus on the creation of an artifact or system, much of the “meat” of the experience of use is left up to the person using the artifact or system.” (p108)
(A) Dewey, J. Experience and Education, Free Press, Reprint Edition, 1997, p39
FLOW
“Mihaly Csikszentmihalyi has been analyzing the essence of creativity, and has identified the state of being known as “flow” to be one that encourages a vivid awareness of the moment but an almost lack of awareness of the surrounding environment and task. As Csikszentmihalyi describes, during flow, the sense of self and self-consciousness disappears. (…) Perhaps, then it is useful to attempt to recall not a particular interaction but the beauty of the associative scene.” (p109)
“To resonate poetic, the interaction one has with a product should be engaging, appropriately complicated to the given task in order to encourage a mindful state, and highly sensory. But it is important to note that the moment need not be long.” (p110)
FORM
“[UDAY GAJENDAR]
There is no question our landscape of human experience has become over-populated with varieties of artificial (increasingly digital) content, (…) all vying for for someone’s attention. (…) Yet each form is an invitation for a personal encounter to interact and thus play, share learn, or create, within a specific context – hence, the emergence of situated moments. Each moment involves multiple layers of sense-making and discovery, as the user perceives and interprets the form, functionality, and style – in other words, the design.” (p113)
“[UDAY GAJENDAR]
Interaction is a generative, constructive phenomenon among a live being, an artificial form, and a context, influencing one’s quality of experience, and facilitating the transference (or mutation) of meaning from the designer to the intended user, as mediated by the product’s qualities and features. Accordingly, a design is not merely stylish, attention-grabbing ephemera but a vital form of discourse augmenting (or detracting) the cultural (and experential) landscape in which we live and thrive.” (pp113-114)
“[UDAY GAJENDAR]
In its purest form interaction refers to a dynamic relationship between reciprocating entities at varying types and degrees of influence: people, environment, natural forces, and spiritual/cultural ideas.” (p114)
“[UDAY GAJENDAR]
Design, in this case, means the conception, planning, and making of “the artificial” (products, services, systems, environments) that serve individual and collective human goals. It is a situated activity, dependent upon the circumstances of use (as well as the conditions of product development). It is also a deeply human enterprise, contingent upon personal skills in imagination, empathy, synthetic thinking, and visual communication.” (p114)
METAPHOR
“[UDAY GAJENDAR]
The human conceptual cognitive system is “fundamentally metaphorical in nature”. (…) So, metaphors are basically conceptual aids to understand abstract entities in terms of concrete objects, thus helping people make sense of the complex, dynamic surroundings. Much of this is predicated upon the “embodied mind” notion of human bodies (and almost symbiotically connected mind) having physical experiences in a spatial orientation, which affects the perception of reality accordingly from that viewpoint. (…) Thus, a metaphor operates through a mapping of conceptual domains, to facilitate the interpretation of the unfamiliar in terms of the familiar.” (p116)
PAUL DOURISH – EMBODIED INTERACTION
“[UDAY GAJENDAR]
Paul Dourish has hypothesized a different take on Interaction Design, that he terms as “embodied interaction”, a new model of interpreting interaction that extends recent HCI research trends in “tangible” and “social” computing. Dourish’s argument is based upon the philosophical framework of phenomenology which is the study of experience and existence, that are intuitively felt and known by factual presence in the world. Dourish contends that embodiment is more than a physical property but is about social presence and participatory status in the world, having an (inter) active role in changing and becoming. Everyday engagement in daily activities and task completion is another core tenet; the setting of action defines the value and manner of the action. Thus meaning emerges from the participation of an individual agent with some object within a setting – a constant negotiation or conversation unfolding. It is formed continuously and interactively, in real-time action/location; meaning is not simply projected or found but instead created and shared through engagement with the artificial. This is a profound view of interaction that shifts the emphasis from the designer crafting the argument, or the interpretation of images, towards the place of action between the user and the object in question, given a situation and the particular lifestyle of the user. This view encourages the designer to regard design as a participatory activity, not simply dictating to the user, but allowing the user to evolve and shape the encounter so it is a co-operative opportunity.” (p120)
FRAMEWORK
“[UDAY GAJENDAR]
In guiding the designer who seeks an effective communication-oriented solution, these views parcel out finer issues for debate and iteration. These are simply ways to perceive how meaning comes to be in interaction, when regarded as a communicative activity. In actual practice, however, an interactive encounter (and thus meaning itself) combines all three views into a dynamic, self-sufficient, whole user experience. (…) A coherent and consistent system of interactions within the framework of design suggests a language of relationship building between people (user + designer, user + other users) mediated by the designed artifice. Value and meaning are deliberated, interpreted, and created via the interactive encounter, at multiple levels: emotional, cognitive, physical, visual.” (p121)
IxD SUMMARY
“Interaction Designers is not about a transient aesthetic. (…) Interaction Designers are trained to observe humanity and to balance complicated ideas, and are used to thinking in opposites in opposites: large and small, conceptual and pragmatic, human and technical. This is not a jack of all trades. Instead, it is the shaper of behavior. Behavior is a large idea, and may at first, seem too large to warrant a single profession.” (p151)
Digital Ground [McCullough, M.]
Taken from: Digital Ground
McCULLOUGH, M. (2005) Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing. Cambridge: MIT Press
Bibliographical Annotation
Amongst the main theme of McCullough’s thesis about situated, embodied interaction through objects rather than desktops, I find that there is an additional flow of ideas (that supports his thesis) of interest. In exploring the exploration of embodied interactions situated within context, space and place, McCullough connects several areas of thought that until reading the book I hadn’t fully connected.
To support his thesis his argument flows progressively through: spatial relationships (p33), mental models (p33), embodiment in context (p36, pp49-59), situated actions (p52), embodied cognition (p55), beyond the desktop (p69), representation of contexts (p97), beyond visual identity into experience (p157), cultural assimilation (p168), flow (p191), value (p194), towards aesthetics (p196). His thesis goes beyond these arguments, but for me they provide me with a framework in which to explore my own thesis.
Originally it was to explore a new interpretation of a cognitive “Designer’s Model” for Interaction Design. This led me to a dead-end within computer science. In researching this subject I independently began reading within specific areas of cognitive psychology around conceptual models and embodied cognition. This led to Suchman’s “Situated Actions”. Before this I had set a context to where the Visual Communication literature stood theoretically, practically and historically on interaction. My in-articulated inkling was that to regenerate Vis Com’s (especially Graphic Design) influence on Interaction Design would take me beyond the desktop into the contextual factors of experience.
This ‘context-centred design’ suggests potential relationships between Visual Communication and Interaction Design in closer fundamental ways. As some movement within HCI research exists towards quantifying aesthetics as an important component that aids usability, McCullough’s framework flow suggests a tendril of arguments that may span between the qualitative and qualitative disciplines, allowing me to re-ground Vis Com into a stronger theoretical and practical position within Interaction Design.
Useful Quotes
“embedding information technology into the ambient social complexities of the physical world” (pX)
“The saturation of the world with sensors and microchips should be a major story, and an active concern for designers.” (pXIII)
“Digital systems that are carried, worn, and embedded into physical situations can fundamentally alter how people interact.” (pXIV)
“information technology must be moved from the centre of our focal attention into the peripphery, and conversely, how certain contexts become responsive through the addition of technology” (pXIV)
“Generally as information becomes more and more abundant, clear views through it become less and less possible.” (p15)
“No longer just made of objects, computing now consists of situations.” (p21)
“Embodiment is not just a state of being but an emergent quality of interactions.” (p27)
“For interaction designers seeking to know more about context, space and place (…) the principles of embodied predispositions provide increasingly common ground.” (p27)
“The exploration of embodied interactions reveals to us conditions otherwise taken for granted.” (p27)
“Mental attributes and constructs are emergent (…) Thus the structure of embodiment, itself a product of adaptation to environment, may underlie emergent intent. (…) Bodies shape conceptual structure; environmental experience grounds metaphor; and a lot more thought is metaphorical than has been assumed previously.” (p32)
“Apparently humans assimilate their surroundings by means of mentally constructed representations of spatial relationships. Formerly, researchers held that such environmental schemas are purely mental, but now there is greater recognition of direct engagement and peripheral awareness as compliments to deliberate mental models.” (p33)
“Contexts do not induce actions so much as shape perceptual selectivity, provide background cues, and enable the application of tacit knowledge. Active embodiment cues what would otherwise be isolated sensory awareness. Intent in context causes cognition to be about something. ” (p34)
“Atop a continually changing substrate of embodied perception, the abstract mental model arises only occassionally, and only when necessary.” (p34)
“Contextual learning begins as embodiment, remains largely personal, and is life long.” (p35)
“Because contexts are learned through actions and events, much of this understanding is based on memories of interactions: object permanence, landmarks, proportional configurations, spatial categories, procedural contexts, swapped frames of preference, geometric measures, building elements, generative typologies, systemic behaviours, formal elegance, regional characteristics, ecological sustainability.” (p36)
“It is important to note that embodied learning occurs at several levels, ranging from preconscious engagement of affordances, to the personal construction of mental models, to the cultural mediation of spatial literacy.” (p36#)
“Contexts are full of props and cues, which serve as learning resources and memory devices for evolving patterns of usage. Many such cues serve as constraints, context rules some things out so that others may receive closer attention. Those perceived resources are appropriated toward and active intent. This grasp is engaged but not necessarily reflective. It is as much a product of the abilities and intents of the subject as of the properties of the object. This is one reason why the use of tools transforms the perception of environment.” (p37)
“Language itself plays an important role in spatial literacy. Language abounds with bodily metaphors that recall the experience of environment.” (p37)
“Compared with some rather more difficult social conditions, attention to embodiment provides a fairly straightforward opportunity to develop the expression and valuation of properties that for too long have been dismissed as unmeasurable.” (p44)
“The disciplines of architecture and interaction design both address how contexts shape actions. Architecture frames intentions. Interactivity, at its very roots, connects those mental states to available opportunities for participation. These processes are ambient. Their benefits are to be found in the quiet periphery, and not in the seductive objects of attention.” (p47)
“most agendas of physical computing share a belief in “periphery.” As defined by John Seely-Brown, the former director of (…) Xerox PARC, “periphery is background that is outside focal attention but which can quickly be given that attention when necessary.” This is one way to deal with information overload. “Periphery is informing without overburdening.”” (p49)
“Principles of periphery can help reduce contention on a screen, of course, but they also suggest a larger shift in our goals for natural interactions. This is mainly a matter of embodiment in context.” (p59)
“As reflected by so much recent emphasis on embodiment, contextual factors matter more than early researchers in interactivity anticipated. If more recent study finds the phenomenology of engagement at the roots of interactivity, it is because these designers build technologies around everyday life. This shifts design values from objects to experiences, from performance to appropriateness, from procedure to situation, and from behaviour to intent.” (p50)
“Cognitive science has emphasized mental representations at the expense of context. [Bonnie Nardi] “Thus we have produced reams of studies on mentalistic phenomena such as ‘plans’ and ‘mental models’ and ‘cognitive maps,’ with insufficient attention to the world of physical artefacts.” Designers more interested in rich description than in predictive models tend to welcome such emphasis on artefacts. As a way of describing the intrinsic unity of context, activity, and intentionality, “activity theory” has become a useful expression.” (pp50-51)
“[Lucy Suchman] “The organization of the situated action is an emergent property of moment-by-moment interactions between actors, and between actors and the environments of their action.” Within the situated action model of work, actors operate within a stable institutional framework, or “arena,” to create personally ordered versions of the environment matched to their respective habits or goals. Habitual contexts support courses of action in which effectiveness has been internalized enough that it need not rise to the level of a conscious mental model. For example, a competent intern makes hospital rounds according to a well-established procedure, but an expert doctor makes his or her rounds according to more tacit and personalized criteria.” (p52)
“Accumulated experience of intent and action allows more abstract mental models to develop.” (p53)
“Through context, designed objects become expressions of identity, signs of differentiation, tokens of communication, and a natural support for relationships.” (p53)
“A theory of place for interaction design incorporates embodied cognition into a workable design philosophy through types. In a single design notion, type unites periphery, passivity, phenomenology, adaptability, affordance, facility, appropriateness, and scale. (…) For present purposes, consider type not as a mere functional classification, but as a generative design abstraction. This is a central idea for context-based pervasive computing (…) A type may be as much about form as function.” (p55)
“[Interaction Design] takes advantage of physical contexts as frames and cues for its social functions. It begins to reflect scale and type in its pursuit of site-specific technology, context-aware systems, and location-based services. it shifts focus from technological novelty to more enduring cultural frameworks.” (p63)
“For any new approach to design to break out of this feature accumulation cycle, information technology must change fundamentally, that is, at a level much more basic than a better desktop interface.” (p69)
“The next stage of evolution takes the load off a technology now two paradigms old. Thing centred computing is coming to be for the 2000s what network-centred computing was to the 1990s and personal computing was to the 1980s.” (p69)
“Physical devices establish possibilities for interaction beyond the desktop. Local models are necessary abstractions for technology-extensible places. Social situations provide design precedents and problems from which to build types. All of this points toward new forms of context-centred design.” (p72)
“Even at a purely technological level, location still matters. Location models prove essential for pervasive computing. (…) This is basically a question of representing action. (…) How much of that can be modeled, and how much must remain implicit?” (p97)
“As long as the desktop remained the stage for information technology, location models seemed almost irrelevant. Indeed for a while many people seemed willing to take the (metaphorical) representation for the (virtual) reality. However, continued human expectations for embodiment and periphery have turned the tide. As we now take mobile devices out into the physical world, and increasingly bring them into contact with intelligent environments built from embedded systems, our digitally mediated actions truly must take place somewhere. The representation of contexts now becomes the essential challenge to designers of information technology.” (p97)
“To an architect, a model chiefly represents form, but to other disciplines, a model may represent behaviour, information flows, or decision sequences.” (pp97-98)
“Our very presence in one kind of space must serve as consent to take part in its technical environment, but in another space should indicate our desire for anonymity. (…) These are questions of how to present oneself. Traditionally such questions are answered by social customs. (…) Each of these factors point towards the need for spatial modeling of digital mediated action. In contrast to the usual assumptions about formless dematerialization, the rise of pervasive computing restores an emphasis on geometry.” (p101)
“human interactions continue to exhibit categories, strata, and patterns.Such recurring configurations are natural; just about any species has them. Contexts remind people and other devices how to behave. That framing has often been done best and understood most easily as architecture. Something about the habitual nature of an environmental-usage gives it life. Like device protocols and personal conduct, architecture has been a form of etiquette, architecture exists not out of pompousness, but because it lets life proceed more easily. Situated computing extends this age-old preference,whereas anytime-anyplace computing does not.” (p118)
“Recall that as a design philosophy, typology recognizes how creativity does better with themes and variations than with arbitrary innovation. It provides a framework for convention and invention to temper one another. Between conformity to a one-size-fits-all design and the chaos of infinite combinatorial possibility, there is a manageable range of recognizable situations. Design seldom benefits from infinite possibilities. It is more likely to be beneficial and appreciated when its variations occur on a few appropriate themes.” (pp118-119)
“The difference between ubiquitous and situated computing appers vital. Ubiquitous computing (…) has mostly been a matter of pure mobility, with little regard for locally embedded systems. It has emphasized access to the same information everywhere. It has been geared toward connectivity 100 percent of the time for a few people, rather than providing information when useful for 100 percent of the people in a specific location. It has sought a one-size-fits-all solution for technological interoperability. By contrast, situated computing is based on the belief that such universality is neither attainable nor desirable. This approach questions total mobility, advocates local protocols, recognizes forms of tacit knowledge, and taps into more kinds of embodied predispositions.” (p142)
“design must include some approach to appropriateness other than solely technological features and their performance specifications.” (p143)
“Because technology affects so much of what we do, even who we think we are, its design involves judgment and appreciation.” (p148)
“Now as computing becomes pervasive, the identity of these systems goes beyond the appearance of screens. New forms of ambient, haptic, and multiuser interfaces promote a shift from objects to experiences. Instead of emphasizing the visual identity of an object, under these circumstances we need to address the process of identifying with an experience.” (p157)
“Subjectivity is inherent to usability. Differences in abilities, intentions, and exploration processes affect the successful use of technology at least as much as technical features. One way to represent this is with a “cognitive walkthrough,” which attempts to represent the sequence of assumptions, choices, and discoveries in the application of a technology. (…) this newer approach to user modeling has focused more on desire. Usability, identity, desire, and intent tend to relate.” (p160)
“The majority of architects and designers still think it is their job to design the world from the outside, top-down. (…) To be fair, many younger designers feel free to set the stage for what is experienced. (…) People do like to be stimulated, to have things proposed to them. Designers are great at this. But the line between propose and impose is a thin one. We need a balance.” (p162)
“Now physical computing arises from questioning the assumptions by which the graphical user interface became overblown. (…) Critical practice in interaction design works with a more open-ended and provocative story than problem solving in device engineering has typically done.” (p165)
“As John Carroll has observed, “The worst misstep one can make in design is to solve the wrong problem.”” (p167)
“The success of design is arrived at socially. Crudely, this suggests that market acceptance is the only criterion necessary. More to the point of critical practice, it suggests how design must help people understand a situation in a different way. (…) The very character of life and society has been transformed by planned artifice.” (p167)
“By expanding the design of context-based information technology to reflect appreciation, experience, usability, and desire, more of us can contribute to the cultural assimilation of so much technical production. (…) Depending on choices we now face in design practices, interactive systems could similarly assume cultural meaning. In any case, they seem destined to surround us.” (p168)
“We belong to several places and communities, partially by degree, and in ways that are mediated. (…) Places are a way of taking part in the world, for with a resonance unequaled by many other aspects of existence, they are both socially constructed and personally perceived.” (p171)
“Interaction design must address how people move around, how they assimilate, and what kinds of local responses they encounter. As ever, design is for active, humane life; but without great precedent, now some contexts become active as well.” (p173)
“Embodied activity grounds satisfying interaction design.” (p174)
“When experience flows we get into place. Flow is of course an essential goal of interaction design, and fixity is an essential goal of architecture. Now the two join. To compliment the spaces of information with the contexts for getting into place, it helps to think in terms of ground.” (p191)
“interactions establish value. Value emerges from interactions. This inquiring and examining has no end: what matters to individuals, societies, and markets never reaches a final equilibrium, but remains constantly in play.” (p194)
“Aesthetic value must be culturally situated. It exists mainly at the convergence of qualified opinion. This may be what makes aesthetic value suspect to scientists: It is neither apparent nor consistent to everyone. Aesthetic value needs theory – and therefore critics – by which to deliberate its subjective expression and interpretation. These in turn benefit from being grounded in objective constructions, such as tonal scales in music. and genres, such as portraiture in painting.” (p196)
“there must be a recognition of embodied pre-dispositions. From that it follows that cultural difference and local usage are much larger repositories of value than has been acknowledged to date. From this it follows that we need to find terms by which to measure such value.” (p206)
“In the end, the design of technology cannot leave us as spectators and consumers, but must let us actively practice at something however humble.” (p207)
++”Paper In Screen” Prototyping: An Agile Technique To Anticipate The Mobile Experience [Bolchini, D. et al]
Taken from: “Paper In Screen” Prototyping: An Agile Technique To Anticipate The Mobile Experience.
BOLCHINI, D., PULIDO, D., and FAIOLA, A. (2009) “Paper In Screen” Prototyping: An Agile Technique To Anticipate The Mobile Experience. Interactions 16, 4 (July 2009), pp29-33.
“For interaction designers to overcome a range of prototyping challenges, they first must recognize that each new and greater level of functionality in prototype development means more implementation time. This article introduces a hybrid method of prototyping that utilizes paper and mobile device technology that is both quick to create and agile to use in the early stages of design without the need to implement a fully operational high fidelity prototype.” (p29)
“In discussing the relationship of user experience and design, Don Norman states that the “visceral” (or physical) level is the simplest and most primitive cognitive process [A]. With regard to handheld devices, visceral is all about look, feel, and sound, i.e., how a device, including the interface, looks and feels in the hand of the user. The iPhone is one of the greatest examples of the visceral experience. It was designed, in great part, for the visceral level of cognition—Apple designed for visual and physical impact. (…) Beyond the visceral experience, the “behavioral” level of cognition is about designing device interaction or behavior to reflect human behavior [A]. In other words, device design becomes intuitive in the way it complements one’s implicit assumptions about how it might work. Last, to design for the “reflective” level of cognition is to appeal to one’s aesthetic sensibilities, uniqueness, and cultural preferences [A]. From such a design perspective, people relate to and acquire a personal adherence to a device as part of their identity and self-expression.” (p31)
(A) Norman, D. Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books, 2003.
“Understanding these three levels of cognition is extremely relevant, because emotional engagement at every level strongly influences human-interface interaction from a physical, aesthetic, and usability perspective.Moreover, if we need to take into account these emotion-centric factors early on in the life-cycle of device design, it is clear that paper prototyping cannot deliver the necessary insight into a full visceral and behavioral experience of the interface in the context of handling the physical device. In other words, if we only use paper separate from its actual relationship to the physical device, we may bypass important elements of the user’s emotional experience. As a consequence, inadequacies of this kind may lead to highly artificial (and ultimately irrelevant) evaluation results.” (p31)
“The digital paper prototype is still provisional, malleable, thought provoking, and expressive, but at the same it enables the user to experience it within the real mobile device, with all its affordances for an interaction experience that is both tactile and visceral. And all this can be done at a very limited cost.” (p32)
Criticism As An Approach To Interface Aesthetics [Bertelsen, O.W.]
Taken from: Criticism As An Approach To Interface Aesthetics.
BERTELSEN, O. W. and POLD, S. (2004) Criticism As An Approach To Interface Aesthetics. In Proceedings of the Third Nordic Conference on Human-Computer interaction. Tampere, Finland, October 23 – 27, 2004. NordiCHI ’04, vol. 82. ACM, New York, pp 23-32.
“today’s dominating perspectives on interactive artefacts focus almost only on technical and cognitive aspects, and consequently the field needs to take a cultural and aesthetic level of analysis into account in order to be able to address issues like design for unanticipated use or design of cultural interfaces. With the popularity of the PC and the web the interactive artefacts have spread from being efficient, functional tools at the workplace, to become a medium for cultural activity. Today, interactive artefacts are important media for producing, consuming and interacting with cultural data, e.g. on the web, or in computer games. Furthermore, it is also a cultural medium in its own terms, in the sense that interacting with interactive artefacts is an increasingly important cultural activity, (…) Interactive artefacts entered the cultural sphere long ago – this trend is accentuated by the current developments towards pervasive and ubiquitous computing.” (p23)
“Apart from the media aesthetic branch of aesthetic theory, the aesthetics we propose is based on digital aesthetics. Theories of digital aesthetics have evolved within the field of aesthetic theory, especially since the PC was popularized, drawing on modern aesthetic theories from e.g. Barthes, McLuhan and Benjamin. Especially the developments of Benjamin focus on how digital art and aesthetics explore and develop a critical insight into the media and mediated perception, and how a new formal language is developing.” (p24)
Aesthetics of Mundane Interactions [Vyas, D.M.]
Taken from: Aesthetics of Mundane Interactions.
VYAS, D.M. (2008) Aesthetics of Mundane Interactions. In: Dagstuhl Seminar Proceedings 08292, 13-16 July 2008, Dagstuhl, Germany.
“Dewey’s pragmatist aesthetics suggests that aesthetics of an experience cannot be seen as a collection of isolated and separate entities. It is a ‘lived’ reality and a coherent whole that is continuous and irreducible. Contradicting with the analytical approaches, pragmatist aesthetics suggests that by separating an aesthetic experience, our understanding of an ‘experience as a whole’ is distorted and impoverished. We used a conceptual framework to explore aesthetics of mundane social interactions of staff-members in an academic work environment. The main purpose to do this was to explore and design possible technological solutions that can be sensitive to the social environment and everyday practices of staff-members. We used observations, contextual interviews and cultural probe methods to elicit staff members experiences in their everyday lives.” (p#)
*On The Impossibility Of Avoiding Aesthetics In Human-Computer Interaction [Nake, F.]
Taken from: On The Impossibility Of Avoiding Aesthetics In Human-Computer Interaction.
NAKE, F. (2008) On The Impossibility Of Avoiding Aesthetics In Human-Computer Interaction. In: M. Hassenzahl, G. Lindgaard, A. Platz and N. Tractinsky. 08292 – The Study of Visual Aesthetics in Human-Computer Interaction, 24th October 2008, Dagstuhl. Dagstuhl Seminar Proceedings 08292, Schloss Dagstuhl – Leibniz-Zentrum fuer Informatik, (http://drops.dagstuhl.de/opus/volltexte/2008/1625)
“The aesthetic judgment discriminates at the sensory level but it possesses an innate tendency of going beyond the sensory domain (if it could really be separated and considered in splendid isolation). So in the aesthetic judgment, we have discrimination and valuation. Valuation is definitely different from evaluation: it is about qualities, whereas evaluation should usually result in quantity and, in fact, much research aims at this. The subject matter of aesthetics before valuation thus appears as human sensory perception. Since perception creates signs as representers of the objects and processes studied, we enter the field of semiotics. Perception becomes a component of semiosis, i.e. the start into a sign process. Sign processes are processes of interpretation and re-interpretation, essentially without end. Visual aesthetics has its subject matter reduced to the visual sensory mode. Until recently, usability was of great concern within the HCI community. It is not possible to seriously compare aesthetics to usability unless we destroy aesthetics to a sort of instrument.” (p#)
“To aesthetics, the computer is like a medium; it becomes important in game activities; decision making and values are guiding principles; and aesthetics is a matter of contemplative reason.” (p#)
“Algorithmic signs are perceivable (by us) and computable (by the computer). They connect the aesthetic with the algorithmic domain. They have, metaphorically speaking, a surface (our view) and a subface (the computer’s view).” (p#)
“From (an) aesthetic perspective, (…) the world appears as aesthetic signs, aesthetic processes, and aesthetic judgments. Since the aesthetic perspective is the perspective of perception, HCI has no choice but turn to aesthetics in its attempt to better understand certain processes. HCI, in my view, is the weak coupling of two semiotic processes. One of them is a full-fledged sign process (on behalf of the human, happening on the surface). The other one is reduced to a signal process (on behalf of the computer, happening on the subface). Therefore, the (visual) aesthetics of HCI is the aesthetics of algorithmic signs as they appear in environments or situations of interaction.” (p#)
“Questions of HCI must be tackled from here, i.e. from the dialectics of the new sign class, the algorithmic sign. The designer’s operations immediately appear on, and influence, the surface. Through the coupling of the two processes, the computer takes up what the designer does, and carries out the required operations. The result are changes on the subface. They appear visible as changes on the surface, due again to the coupling. In this mediated way, the designer can make use of the algorithmic side of the algorithmic sign.” (p#)
Taken from: Aesthetics And Interaction Design: Some Preliminary Thoughts.
HELLER, D. (2005) Aesthetics And Interaction Design: Some Preliminary Thoughts.In Interactions 12, 5 (Sep. 2005), pp48-50.
“While visual design and industrial design share aspects of line, color, weight, type, volume, space, etc., interaction design lacks the tangible aspects that can be used to formalize a creative process or a critique of aesthetics.” (p49)
“Interaction design, as primarily a business endeavor, has had the fewest attempts at this type of “philosophy + critique” practice. The relative youth of the discipline has also contributed to this want of depth. But we have a further complication: Interaction forms but one part of a whole solution; moreover, it is skeletal in nature, hidden under our more tangible and sensory details. The complex role of interaction within the system makes it difficult to define the separation of the presentation layer from the interaction or behavioral layer.” (p49)
“Interaction, too, has various components that evoke a visceral response, which would drive a critique of its aesthetics.” (p49)
“interaction design has many elements of presentation, especially the visual and the aural. But like dance, it also has aspects that arise purely from the experience of the interaction of a human with the whole.” (pp49-50)
**The Design Of Aesthetic Interaction: Towards A Graceful Interaction Framework [Hashim, W.N. et al]
Taken from: The Design Of Aesthetic Interaction: Towards A Graceful Interaction Framework.
HASHIM, W. N., NOOR, N. L., and ADNAN, W. A. (2009) The Design Of Aesthetic Interaction: Towards A Graceful Interaction Framework. In Proceedings Of The 2nd International Conference On Interaction Sciences: Information Technology, Culture and Human (Seoul, Korea, November 24 – 26, 2009). Vol. 403. ACM, New York, pp69-75.
“we present the notion of graceful interaction. In this paper, we present the theoretical understanding derived from the multidisciplinary areas of human basic movement, aesthetics and interaction design into a graceful interaction phenomenon of interactive interface as an attempt to build the foundations for the graceful interaction framework. We also argue that the aesthetics of human movement can be applied to the online environment and illustrates how the movement paradigm and can be aligned and mapped into user experience interaction design.” (p69)
“However, the current literature on aesthetics in HCI were mostly referring to technology and social science sources rather than humanistic sources including philosophical aesthetics, art history and literary theory and work on aesthetics in HCI is restricted to visual beauty of the interface [A].” (p69)
(A) Bardzell, J. 2009. Interaction Criticism and Aesthetics. In CHI 2009 Conference on Human Factors in Computing Systems 2009, Boston, USA: ACM Press, 2357-2366.
“The interplay between the system and the user during the interaction cannot be supported by merely about look but must embrace a wider scope of look and feel.” (p70)
“According to Dewey, aesthetic experience lies on a continuum with the deep feelings of fulfillment that arise from interacting with the environment to satisfy one’s needs [A]. He suggested that only when one has an experience can one’s experience have a truly aesthetic quality. An experience occurs when its close is a consummation and not a cessation. It has a unity that constituted by a single quality that spread the entire experience in spite of the variation of its constituent parts. Another aspect of having an experience involves the relationship between doing and undergoing. The action and its consequence must be joined in perception. By having much conscious awareness of this process, Dewey said the experience can have an aesthetic character. Thus, if people attend to aesthetic aspect of everyday experience, lives can come to seem more satisfying, gracefulness and even more profound because people deserve better than to have an ordinary pleasures [B].” (p71)
(A) Irvin, S. 2009. aesthetics of the everyday. In S. Davies, K. Higgins, R. Hopkins, R. Stecker, & D. Cooper, A Companion to Aesthetics (Blackwell Companions to Philosophy). Wiley-Blackwell, 136-139.
(B) Irvin, S. 2008. ‘The Pervasiveness of the Aesthetic in Ordinary Experience’. British Journal of Aesthetics, 29-44.
**Interaction Criticism And Aesthetics [Bardzell, J.]
Taken from: Interaction Criticism And Aesthetics.
BARDZELL, J. (2009) Interaction Criticism And Aesthetics. In Proceedings of the 27th international Conference on Human Factors in Computing Systems (Boston, MA, USA, April 04 – 09, 2009). ACM, New York, pp2357-2366.
“The concepts and vocabulary of aesthetics and critical theory have much to offer HCI, because they emphasize qualities and issues that HCI is obviously concerned with in interaction: experience, symbolic density and cohesion, beauty, enlightenment, social justice, dialogism, identity and the self, form and meaning, taste and judgment, ideological encodings, interpretation/hermeneutics, and signifying structures, among many others.” (p2357)
“The goal of this paper is specifically to offer an introduction, for interaction designers, to aesthetic and critical theory as it applies to interaction.” (p2357)
“Thus, appropriating any one technique, say, deep focus, from the rest of this context would rob it of much of its analytic force, since that technique is associated with and made meaningful by a series of films, a coherent theory of film, and an underlying theory of epistemology and ethics. Yet the reductive approaches of experimental science work best precisely when they can isolate on a single feature, control for it, and conduct a series of tests on it. This is not to suggest that there is no solution to this conflict, but merely to acknowledge that the conflict merits reflective action.” (p2358)
“The difficulty is not a mere matter of implementation. Rather, the philosophical underpinnings of artistic activity and scientific visualization are not obviously compatible.” (p2358)
“One way this tendency materializes is in the abundant frameworks offered in the field, which reduce culture and cultural theory to bullet lists. These guidelines may have a legitimate place in practice, and in many cases, they are presented as such. The problem is only when they are mistaken for a coherent theory and cited as authoritative resources on aesthetics, when they in fact make no such claim. An example of this is [A]’s 8-part framework for enabling designers to evaluate interface aesthetics. This framework is explicitly offered as a practitioner’s guidelines, and it was tested and evaluated with graduate students and, on those terms, deemed successful. Considered philosophically, as a theory, the framework is incoherent, in that it integrates ideas from competing theories without any consideration that they seem to contradict each other.” (p2358)
(A) Bertselsen, O. & Pold, S. Criticism as an approach to interface aesthetics. Proc. of NordiCHI’04, ACM Press (2004), 23-32.
“the pattern is that inasmuch as aesthetics and critical theory appear in HCI, they tend to do so in pragmatic ways to solve particular problems. Harder to find (though by no means absent, e.g., [A]) is systematic, rigorous, expert integration aesthetic/critical traditions and HCI. A major reason for this state of affairs is that many of the people who are bringing aesthetics and critical theory into HCI have backgrounds in the sciences, including psychology, HCI, computer science, and so forth. Though they are serious scholars pursuing their work in earnest, they are not philosophers of art or critical theorists. On the flip side, experts of aesthetics and critical theory, to the extent that they even talk about computer technology at all, tend to do so in the context of new media (examples include [B,C,D,E]. They engage less with interaction design as a discipline, and so their work tends to have little influence in HCI. If culture is incidental to HCI, then this situation, in which aesthetics/critical theory and HCI are not quite on the same page, is acceptable. But if we are to accept that HCI is a major cultural force in its own right, and if we are serious about experience design, then the lack of a pool of philosophically reasonable, coherent theories of interaction aesthetics and interaction criticism is a problem that needs to be addressed.” (pp2358-2359)
(A) Coyne, R. Designing Information Technology in the Postmodern Age: From Method to Metaphor. The MIT Press (1997).
(B) Manovich, L. The Language of New Media. MIT Press (2001).
(C) Bolter, J, & Grusin, R. Remediation. MIT Press (1999).
(D) Landow, G. Hypertext 2.0: The Convergence of Contemporary Critical Theory and Technology. The Johns Hopkins UP (1997).
(E) Hanks, K., Odom, W., Roedl, D. and Blevis, E. Sustainable millennials: Attitudes towards sustainability and the material effects of interactive technologies. Proc. of CHI’08, ACM Press (2008), 333-342.
“Richard Shusterman’s Pragmatist Aesthetics [A] builds on the analytic tradition using the pragmatism of Dewey and Rorty to propose an experience centered
aesthetics.” (p2359)
(A) Shusterman, R. Pragmatist Aesthetics: Living Beauty, Rethinking Art. Lanham, MD: Rowman & Littlefield Publishers (2000).
“One might contrast such a notion of aesthetics with the understanding of aesthetics implicit in, for example, Nielsen’s heuristics [A], which is based on a notion that the aesthetics of interaction merely inhere in the decorative elements that adorn an interface. Neilsen’s position is rejected in a recent Interactions article [B] as superficial. Yet in the same article, the author offers in its place a notion of aesthetics driven by four qualities, two of which are “utility” and “performance.” These qualities bear a non-trivial resemblance the traditional values of HCI and come across more as commonsense than as a philosophically justifiable framework. Whether this new notion is useful for practitioners is beside the point; it is itself a debatable philosophical position that in aesthetics would be subjected to rigorous scrutiny.” (p2359)
(A) Nielsen, J. Ten usability heuristics. Online: http://www.useit.com/papers/heuristic/heuristic_list.html
(B) Gajendar, U. Experiential aesthetics: A framework for beautiful experience. Interactions xv 5, ACM Press (2008), 6-10.
“Cultural criticism is not primarily about taste, or identifying which are good books or movies and which are bad ones. Instead, criticism is typically aligned with continental philosophy, the main rival of analytic philosophy described earlier under aesthetics. Continental philosophy is situated in the radical skepticism of Nietzsche and continues in the twentieth century through the phenomenology of Heidegger; existentialism and Sartres; poststructuralism, Foucault, and Derrida; several generations of feminism from de Beauvoir to Paglia; and the postmodernism of Lyotard and Baudrillard, among others.” (p2360)
“Taken out of context, critical concepts lose much of their original explanatory power, and when they are attached to otherwise rationalistic approaches, they can be even further diminished, impoverished, and trivialized.” (p2360)
“One of them is a rejection of the notion that art and culture “is all subjective,” which is a counterproductive cop-out. Both aesthetics and critical theory are oriented to development of practices of expert judgment, specifically to make possible judgments about art and culture. To be sure, their notions of judgment—and its evaluation—differ. In analytic aesthetics, judgment is grounded in relentless logical reasoning. In critical theory, judgment is cultivated through the deconstruction of knowledge as it appears in—and produces—culture.” (p2360)
“Yet judgment is still treated with skepticism by many in HCI, who do not understand how it differs from mere opinion. Expert judgment differs from opinion inasmuch as it engages in disciplines of judgment, such as aesthetics and critical theory, that offer the intellectual tools to develop rational arguments about cultural phenomena that are difficult or impossible to measure or evaluate scientifically.” (p2361)
“Cultural theory, in contrast, might be fairly described as embodying complex and insoluble philosophical positions, which entail (ontological) assumptions about the nature of reality, epistemological possibilities and constraints, methodological strategies, and ethical stances all at once.” (p2361)
“These theories are not verifiable or predictive in the same way that a theory about the behavior of molecules is. Rather, they are intellectual tools to support the interpretative and activist activities of the critic.” (p2361)
“Does interaction belong in the list of cultural phenomena, alongside film, novels, operas, and TV, or put another way, is interaction the kind of thing that a cultural studies approach could critique? From the standpoint of cultural criticism, the answer is obviously yes. From the standpoint of HCI, which is oriented toward the design and evaluation of real-world interaction design as opposed to cultural critique for refined judgment or broader social activism, the answer is perhaps more nuanced. Two issues are at stake: one is the comparability of interaction to other cultural forms, and the other is the orientation not towards social activism, but rather towards immediate, concrete, and situated interaction design problems.” (p2361)
“As we interact with interaction designs, we create its sequences, its juxtapositions, its meaning and significance. Imagining interaction design artifacts as separate from users, and vice-versa, is certainly possible, but in HCI, we try to blur the distinction and have done so for a long time. Norman’s [A] framework, which explicates the relationships among the design model, the system image, and the user model is oriented toward harmonizing, not differentiating among, the three. HCI has developed techniques to facilitate this harmonization by elaborating conceptual models of systems, predictive performance models (e.g., GOMS), user mental models, and human cognitive models and conscientiously designing systems to be compatible with all of the above.” (pp2361-2362)
(A) Norman, D. The Design of Everyday Things. Basic Books, New York (1988).
“critical approaches are about exposing and exploring alternative assumptions about the key relationships in our field—the user, the design, interaction, the business or home context, and quality of life now and in the future.” (p2362)
“Combining the past two points, the persuasive/rhetorical artifact argument suggests that an inanimate object—a design— is conditioning everyday, practical living. This claim has obvious ethical implications, which both [A] and [B] explicitly consider. Note that ethics is all but irrelevant if a design is just a tool, because ethical agency is situated squarely in the user. But if designs persuade people, or reshape everyday life, they can in that limited sense be understood to exercise agency and have an ethical dimension.” (p2364)
(A) Fogg, B. J. Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann, San Francisco (2003).
(B) Buchanon, R. Declaration by design: Rhetoric, argument, and demonstration in design practice. In Margolin, V. (ed.). Design Discourse: History, Theory, Criticism. (1989).
“To ensure the groundedness and relevance of designerly speculation, we need the union of, not competition of, scientific and critical ways of knowing. Our problem space—humancomputer interaction—is an elusive object of study. We cannot see it directly, even less so during the design conceptualization phases. But empirical science, including all forms of user research, can help us understand the phenomenology of interaction, an argument that the field appears to have increasingly accepted after [A]. In a complementary way, critical approaches help us think deeply about how we as designers, and how users as users, construct knowledge about artifacts and users, which stimulates innovation and helps HCI engage its cultural participation with professionalism and intellectual integrity.” (pp2364-2365)
(A) Winograd, T. and Flores, W. Understanding Computers and Cognition. Addison-Wesley, Norwood, NJ. (1986)
“• Interaction design can develop theory. HCI need not passively accept what has already been developed in critical theory. Interaction design is arguably the dominant cultural medium today, and we can innovate on critical theory, to make it work better for our community’s professional and intellectual needs, from new design frameworks to educational vocabularies for design educators and professional mentors.
• Interaction criticism can expose the consequences of design. Researchers can critique interaction designs with the hope of exposing unintended consequences and enabling the community to design more rationally. Ontological design, as it evolved into sustainable design, is an example in which critical activity contributed to the emergence of an important new domain of HCI research and practice.” (p2365)
Understanding Experience In Interactive Systems [Forlizzi, J.]
Taken from: Understanding Experience In Interactive Systems.
FORLIZZI, J. and BATTARBEE, K. (2004) Understanding Experience In Interactive Systems. In Proceedings of the 5th Conference on Designing interactive Systems: Processes, Practices, Methods, and Techniques (Cambridge, MA, USA, August 01 – 04, 2004). ACM, New York, pp261-268.
“Interaction-centered models explore the role that products serve in bridging the gap between designer and user. Here, too, we see approaches from a number of disciplines. For example, the philosopher John Dewey has been instrumental in helping designers understand the qualitative and definitive aspects of experience [A,B]. Essentially experience is a totality, engaging self in relationship with object in a situation. Researchers and practitioners in a variety of disciplines have built on the foundations of Dewey’s theory to create knowledge about how people engage with products and the world. Wright et al. [C] discuss experience from a design perspective as consisting of four threads: compositional, sensory, emotional and spatio-temporal. The threads contribute to actions (such as anticipating and recounting) that create meaning. Margolin, a design historian, provides four dimensions that clarify how people interact with designed products — categorizing operational, inventive, aesthetic, and social uses [D]. Pine and Gilmore differentiate between passive and active experiences, and experiences that are immersive as opposed to those that are absorbing [E]. Overbeeke and Wensveen focus on the aesthetics of interaction and the ways in which form and behavior support feedforward and feedback. Information in interfaces and action are coupled in six ways: time, location, direction, modality, dynamics and expression [F].“ (p262)
(A) Desmet, P. Designing Emotion. Doctoral thesis, Delft University of Technology, Netherlands, 2002.
(B) Dewey, J. Art as Experience. New York: Perigee Books (reprint), 1980.
(C) Wright, P., McCarthy, J., and Meekison, L. Making Sense of Experience. (2003) In: (Blythe, M.A., Overbeeke, K., Monk, A.F. and Wright, P.C. Eds.) Funology: From Usability to Enjoyment. Dordrecht, the Netherlands: Kluwer Academic Publishers, 43-53.
(D) Mäkelä, A., Giller, V., Tsheligi, M., & Sefelin, R. Joking, storytelling, artsharing, expressing affection: A field trial of how children and their social network communicate with digital images in leisure time. Proceedings of the CHI00 Conference (2000), 548-555.
(E) Pine, B.J. II & Gilmore, J.H. Welcome to the Experience Economy, Harvard Business Review, July-August 1998, 97.
(F) Overbeeke C.J. & Wensveen, S.A.G. Reflection on pleasure: From perception to experience, from affordances to irresistibles. In: Proceedings of the DPPI03 Conference, ACM (2003), 92-97.
“Experience is how we constantly assess our goals relative to the people, products, and environments that surround us at any given time. (…) An experience is more coalesced, something that could be articulated or named. This type of experience may be characterized by a number of product interactions and emotions, but is schematized with a particular character in one’s memory and a sense of completion. An experience has a beginning and an end, and often inspires emotional and behavioral changes in the experiencer. ” (p263)
“Co-experience is about user experience in social contexts. Co-experience takes place as experiences are created together, or shared with others. (…) Social situations greatly influence co-experience. (…) Co-experience reveals how the experiences an individual has and the interpretations that are made of them are influenced by the physical or virtual presence of others. (…) Interactive technology systems can play a large role in supporting co-experience, through providing mediated communication channels and the possibility to create, edit, share and view content with others.” (p263)
“From a psychological standpoint, emotion has three basic functions: to shape our plans and intentions, to organize the procedures related to the plans, and to evaluate outcomes [A]. From a design standpoint, emotion shapes the gap that exists between people and products in the world. Emotion affects how we plan to interact with products, how we actually interact with products, and the perceptions and outcomes that surround those interactions. Emotion serves as a resource for understanding and communicating about what we experience.” (p264)
(A) Carlson, R. Experienced Cognition. New York: Lawrence Erlbaum Associates, 1997.
“Next, to achieve one’s goal, emotion coordinates our activity with products and interfaces in the environment. The affordances of products give us clues about how to support our activity. The psychologist J.J. Gibson originated these ideas in his theory of affordances [A]. Some have associated the concept of affordances with product usability, but affordances can also be seen as the way people undertake cognition and action in the world to make meaning. If products make suitable activities available and easy at a given time, pleasure and positive product interactions result. If our plans and resulting activities are interrupted, negative emotion results, often startling us to devise a new plan. Finally, emotion helps us to evaluate our outcomes and experiences in interacting with products. If the outcome is satisfactory, a sense of accomplishment results, and effort is reduced or a new goal is created. This type of outcome supports fluent experience; it has also been described as the flow state [B].” (p264)
(A) Gibson, J.J. The Ecological Approach to Visual Perception. Boston: Houghton Mifflin, 1979.
(B) Csikszentimihalyi, M. Flow: The Psychology of Optimal Experience. New York: Harper, 1990.
“we offer an understanding of the experiences of the individual and co-experience as a sensitizing concept to help in interpreting meaning from a social interaction perspective. This process needs to be visual, empathic, and emotionally driven to be ultimately successful in supporting inspiration and gaining insights into user experience.” (p267)
Taken from: A Critical Evaluation Of Literature On Visual Aesthetics For The Web
HOFFMANN, R. AND KRAUSS, K. (2004) A Critical Evaluation Of Literature On Visual Aesthetics For The Web. In Proceedings of the 2004 Annual Research Conference of the South African institute of Computer Scientists and information Technologists on IT Research in Developing Countries (Stellenbosch, Western Cape, South Africa, October 04 – 06, 2004). G. MARSDEN, P. KOTZE, and A. ADESINA-OJO, Eds. SAICSIT, vol. 75. South African Institute for Computer Scientists and Information Technologists, pp205-209.
“Visual aesthetics, and the process of applying it, involves selecting elements and techniques that are most appropriate for shaping a message or content to make it as effective as possible [A]. Applied visual aesthetics is about effective communication. Through the use of elements of visual aesthetics the perceptions of the viewer are manipulated. The aim of visual aesthetics is to induce the user to unknowingly, unconsciously, and unsuspectingly choose to become involved in the message and the website of concern [B].” (p205)
(A) ZETTL, H., 1999. Sight, Sound, Motion: Applied Media Aesthetics. Wadsworth Publishing Company, USA.
(B) KRAUSS, K., 2004. Visual aesthetics and its effect on communication intent: a theoretical study and website evaluation. Proceedings of the Southern African Computer Lecturers Association (SACLA).
“In a study on visual aesthetics and its impact on human perception, Krauss [A] suggested that empirical research with an interpretivist approach is the way to go. “Empirical research with an interpretivist approach draws on experience or primary evidence in order to understand a phenomenon. It basically means to learn from experience rather than from making conclusions based on averages ” [A]. We will therefore refer to the work of Zettl [B] frequently, since it an excellent example of how visual aesthetics has been successfully studied and applied in the area of Television and film production.” (p206)
(A) KRAUSS, K., 2004. Visual aesthetics and its effect on communication intent: a theoretical study and website evaluation. Proceedings of the Southern African Computer Lecturers Association (SACLA).
(B) ZETTL, H., 1999. Sight, Sound, Motion: Applied Media Aesthetics. Wadsworth Publishing Company, USA.
“The elements of visual aesthetics are interdependent and should be studied accordingly (the total is greater than the sum of its parts). Hence, a quantitative research approach is not the way to investigate visual aesthetics. Arnheim [1992, as cited by A] states that it is important to perceive whole objects as meaningful forms rather than isolated elements. Arnheim [1988, cited by A] further argues that dynamic forces, rather than “things” or isolated elements, determine an aesthetic experience.” (p207)
(A) TRACTINSKY, N., AND LAVIE, T., 2003. Assessing dimensions of perceived visual aesthetics of websites. Ben Gurion University of the Negev
http://burdacenter.bgu.ac.il/publications/finalReports1999-2000/TractinskyLavie.pdf [Accessed March 29th, 2004].
The Aesthetics Of Touch In Interaction Design [Motamedi, N.]
Taken from: The Aesthetics Of Touch In Interaction Design
MOTAMEDI, N. (2007) The Aesthetics Of Touch In Interaction Design. In Proceedings of the 2007 Conference on Designing Pleasurable Products and interfaces (Helsinki, Finland, August 22 – 25, 2007). ACM, New York, pp 455-460.
“In philosophy, this distinction is between an analytic approach to aesthetics and a pragmatist. The emerging domain of ‘Aesthetics of Interaction’ has been aligned with pragmatism because it’s a theory of aesthetics that emphasizes the socio-cultural context of use, and how people experience the world as embodied subjects [A, B].” (p455)
(A) Fiore S; Wright P; Edwards, A. “A Pragmatist Aesthetics approach to the design of a technological artifact” Proceedings of the 4th Decennial Conference on Critical Computing. (2005) pp 129-132, Aarhus, Denmark.
(B) Petersen, M.G., Iversen, O.S., Krogh, P.G. Ludvigsen, M., “Aesthetic interaction: A pragmatist’s aesthetics of interactive systems,” in Proc. DIS 2004, (2004), 269-276.
*Pliability As An Experiential Quality: Exploring The Aesthetics Of Interaction Design [Lowgren, J.]
Taken from: Pliability As An Experiential Quality: Exploring The Aesthetics Of Interaction Design
LOWGREN, J. (2007) Pliability As An Experiential Quality: Exploring The Aesthetics Of Interaction Design. Artifact 1(2) pp85-95.
“Digital design materials are temporal as much as they are spatial, which means that specific concepts are needed for understanding the use experiences of digital artifacts and the aesthetics of interaction design.” (p#)
“The feel of the interaction, the hints of complexity unfolding as different options are explored, the rhythm of the initiative shifting back and forth, the sense of understanding and insight growing over time, the sometimes almost dramaturgical orchestration of the interaction from conflict to resolution—all of this is part of the temporal and visuo-tactile properties of using the digital artifact. With a slight simplification, we might say that graphic-design and industrial-design products carry much of their meaning on the surface whereas interaction design products hide much of their meaning in virtual »contents« to emerge only in sustained interaction. The point is that interaction design needs to develop its own body of knowledge on desirable qualities of the use experience, qualities that take into account the synthesis of temporal and spatial that characterizes digital artifacts. Another way of putting it would be to say that we need to start articulating the aesthetics of interaction design. I use the word »aesthetic« here in a pragmatist sense, drawing on Dewey’s (A) characterization of an aesthetic experience as something that integrates emotional, sensate and cognitive aspects into an immediate whole. Dewey sketches a continuum of everyday experiences ranging from the mundane to the aesthetic, rather than confining aesthetics to galleries and other institutionally refined settings. Aesthetic experiences answer to our needs for a sense of meaning and wholeness, and push us over the threshold of doing something for its own sake. As Petersen et al. (B) point out, aesthetic experience in this sense spans the analytical mind and the bodily experience. Further, I share Fels’ (C) position that people have aesthetic experiences when they manipulate objects skillfully (D).” (p#)
(A) Dewey, J. (1934). Art as experience. New York: Perigee.
(B) Petersen, M., Iversen, O., Krogh, P., Ludvigsen, M. (2004). Aesthetic interaction: A pragmatist aesthetics of interactive systems. Proc. Conf. Designing Interactive Systems (dis ’04), pp. 269–276. New York: acm Press.
(C) Fels, S. (2000). Intimacy and embodiment: Implications for art and technology. Proc. acm Workshops on Multimedia, pp. 13–16. New York: acm Press.
(D) McCullough, M. (1996). Abstracting craft: The practiced digital hand. Cambridge, Mass.: mit Press.
“It has been suggested (A) that experiential qualities is one of the factors that constitute genres in interaction design. In other words, a specific combination of experiential qualities may be identified or proposed as the key qualities for designers to strive for in the design of products belonging to a specific class, or genre. For example, Hult’s own work concerned the genre of online encyclopedias, where he found empirically that some of the distinguishing experiential qualities were timeliness, precision and credibility. Analogically, all the examples presented in this paper to illuminate the concept of pliability can be said to belong to the interaction design genre of interactive visualization.” (p#)
(A) Hult, L. (2003). Publika informationstjänster: En studie av den Internetbaserade encyklopedins bruksegenskaper. [Public information services: A study of use qualities in Internet-based encyclopedias.] PhD dissertation, Linköping University, Sweden. In Swedish.
“Krippendorff’s (A) model of artifact use involving the three following modes of attention: Recognition (identifying what something is and what it can be used for), exploration (figuring out how something works) and reliance (handling something so naturally that attention can be focused on the sensed outcomes).” (p#)
(A) Krippendorff, K. (2006). The semantic turn: A new foundation for design. Boca Raton, fl: crc Press.
“The flow of the experience (A) is not confined to reliance, as suggested by Krippendorff, but rather rests on the graceful synthesis of exploration and reliance.” (p#)
(A) Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. New York: Basic Books.
“I have argued elsewhere (Löwgren, in press) that the articulation of experiential qualities can be beneficial in practical design by guiding upstream design work and by facilitating communication with non-designer stakeholders; here, I would like to close with a comment on the epistemological potential of the work.” (p#)
(A) Löwgren, J. (in press). Articulating the use qualities of digital designs. To appear in Fishwick, P. (ed.) Aesthetic computing. Cambridge, Mass: mit Press.
“a more ambitious aim is for a community discourse to grow on other temporal and visuo-tactile experiential qualities, ultimately leading to a body of knowledge emerging on the material-specific aesthetics of interaction design. So far, this topic is largely a white spot on the knowledge map of interaction design, and the urgency to start filling it grows with the increasing discretionary use of ubiquitous digital artifacts.” (p#)
Taken from: Aesthetics in Human-Computer Interaction: Views and Reviews
AHMED, S. U., AL MAHMUD, A., AND BERGAUST, K. (2009) Aesthetics in Human-Computer Interaction: Views and Reviews. In Proceedings of the 13th international Conference on Human-Computer interaction. Part I: New Trends (San Diego, CA, July 19 – 24, 2009). J. A. Jacko, Ed. Lecture Notes In Computer Science, vol. 5610. Springer-Verlag, Berlin, Heidelberg, pp559-568.
“But as the area is still very new and as HCI researchers are not experts on arts and aesthetics there is room for misunderstanding.” (p560)
“In the context of HCI two types of aesthetics are mentioned in [10], classical aesthetics
and expressive aesthetics. Classical aesthetics refer to traditional notions emphasizing orderly and clear design and expressive aesthetics to designs creativity and originality. Study shows that classical aesthetics is perceived more evenly by users whereas expressive aesthetics can vary depending on framing effects or different cultural and contextual stimuli [B]. Different kinds of quality dimensions are mentioned such as Ergonomic, Hedonic, Instrumental and Non-instrumental. Ergonomic quality comprises quality dimensions that are related to traditional usability, i.e. efficiency and effectiveness [C]. Hedonic quality comprises quality dimensions with no obvious relation to the task the user wants to accomplish with the system, such as originality, innovativeness, beauty etc. In other place, instrumental Quality and Non instrumental Quality is used in relation to perception of user experience which are basically the same as ergonomic and hedonic qualities [B].” (p562)
(A) Hartmann, J., Angeli, A.D., Sutcliffe, A.: Framing the user experience: information biases on website quality judgement. In: Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems, pp. 855–864. ACM, Florence, Italy (2008)
(B) Mahlke, S., Thüring, M.: Studying antecedents of emotional experiences in interactive contexts. In: Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, San Jose, California, USA (2007)
(C) Hassenzahl, M., Platz, A., Burmester, M., Lehner, K.: Hedonic and ergonomic quality aspects determine a software’s appeal. In: Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 201–208. ACM, The Hague, The Netherlands (2000)
“Aesthetics come into play in many stages in many ways in HCI. In this section we would like to present the different areas and contexts where aesthetics is mentioned and addressed in our reviewed literature. From the review, we have identified some of the areas where aesthetics is used in HCI. Some of the key areas that we have identified are: Artifacts design, System design, Attractiveness and look and feel of User Interface (UI), Interaction with a system, Usability and user experience, Research methods for HCI.” (p562)
*Introduction To Special Issue On The Aesthetics Of Interaction [Petersen, M. et al]
Taken from: Introduction To Special Issue On The Aesthetics Of Interaction
PETERSEN, M., L. HALLNAS, AND R. JACOBS. (2008) Introduction To Special Issue On The Aesthetics Of Interaction. In: ACM Transactions on Computer-Human Interaction, 15, 3 (Nov) ACM New York, p1-5
“We are dealing with new devices and new qualities of use which are not necessarily related to efficiency but rather related to emotional qualities, to experiential qualities, and to aesthetic qualities (…) Aesthetics is increasingly viewed as a key issue with respect to interactive technology and we see this as a useful reference for digging into the new land of HCI. To some extent, it is a perspective and an area of research and development that has been hidden or forgotten for a rather long time. There are many reasons for this but an important one is the distinction between HCI as empirical science and HCI as design practice. There is often a gap between interaction design as a subject in the design schools and computer-human interaction as a behavioral science. Expressing functionality in the process of designing necessarily involves aesthetic considerations, whereas aesthetic experience is but one possible aspect of human-computer-interaction we might study.” (p1)
“From an analytic perspective, it relates to the study of the aesthetic aspects of human-computer interaction, that is, aesthetics as a part of art theory, critical studies, and empirical studies of aesthetic experience in behavioral science. From a design perspective, on the other hand, it relates to the development of expessive methods for interaction design work, that is, design aesthetics as a foundational component of design methodology. The distinction between experience and expression is a key issue here.” (p2)
“Thus aesthetics of interaction is beyond the appearance of products. It is tightly coupled to the use and to the interactivity enabled by computing. Aesthetics of interaction holds a double focus on experience and expression, making the foundations somewhat different from the aesthetic foundations of traditional product design.” (p2)
“A broad definition of the aesthetics of interaction as an area of research covering both perspectives could be something like investigating expressive aspects of human-computer interaction where investigating is understood in a broad sense, including empirical investigations of user experience, design experiments, and design methodology, as well as foundational work.” (p3)
“In all kinds of design, there is a double perspective of aesthetics: the expressiveness of the things, the systems we design, and the expressiveness of the use of these. We design things, but we also implicitly design acts of use. The expressiveness of use is of focal interest for the aesthetics of interaction. This means that we have to revisit the notions of form, expression, and experience and try to understand them from a somewhat different perspective. It is still a matter of understanding the intrinsic relationships between abstract form and concrete expression/experience but within a different context. To formulate coherent foundations, both with respect to analytic studies and to design methodology, may be the basic challenge for the aesthetics of interaction as an area of HCI research.” (p3)
“Aesthetic pragmatism has recently attracted a lot of interest in the design research discourse particularly in relation to the foundations of the aesthetics of interaction. This is a view on foundational matters that focuses on aesthetic experience. Viewing aesthetics as a logic of expression might be referred to as aesthetic realism; what is important are the expressions of use inscribed and inherent in the object, the system itself. The difference between aesthetic realism and aesthetic pragmatism lies in some sense in a difference in focus, that is, on form and expression on one hand, and performance and impression or experience on the other.” (p3)
“How can we design for aesthetics of interaction and how can we evaluate it, both qualitatively and quantitatively?” (p3)
*Which “Aesthetics” of Interaction? [Bardzell, J.]
Taken from: Which “Aesthetics” of Interaction?
BARDZELL, J. (2009) Which “Aesthetics” of Interaction? 19th January. Interaction Culture: Musings on Interaction Design and Culture [online]. [Date accessed]. Available from: http://interactionculture.wordpress.com/2009/01/19/which-aesthetics-of-interaction/.
“Philosophical aesthetics includes the philosophy of
art and beauty, and its major modern thinkers include Beardsley, Carroll, Dickie, Danto, Eagleton, Gadamer, and Shusterman among others. These thinkers in turn are standing on the shoulders of an aesthetic tradition that arguably goes back to Plato, Aristotle, and Longinus, but which picks up momentum in the 18th century and forward, and includes Shaftesbury, Hutcheson, Hume, Kant, Schopenhauer, Bell, Langer, Collingwood, and so on.” (p#)
“What this does suggest is that HCI is cut off from mainstream aesthetics, that it bases its conceptualization of aesthetics primarily on technological and social scientific notions of aesthetics.” (p#)
Taken from: Experiential Aesthetics: A Framework for Beautiful Experience
GAJENDAR, U. (2008) Experiential Aesthetics: A Framework for Beautiful Experience. Interactions: Magazine of the Association of Computer Machinery. 15 (September/October). pp6-10.
“we would discover that the noble pursuit motivating a great majority of designers (not analysts or researchers or strategists) is the creation of something, quite frankly, beautiful. One of the pioneers of American industrial design, Buckminster Fuller, captured this succinctly: “When I’m working on a problem, I never think about beauty. I think only how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong.”” (p6)
“Take graphic design: posters, logos, brochures, cafe menus, and so forth. The driving purpose is effective communication of a message, amplified by a choreography of visual elements — shape, color, type, image—to elicit an emotional and behavioral response,” (p6)
“Of course beauty still survives. Our understanding of beauty must evolve with the rapidly changing sets of problems and opportunities toward a powerful conception that I label an “integrative aesthetic experience.” Let’s briefly unpack this phrase:
• Integrative. Beauty must be repositioned away from surface effects toward a cumulative sense of how fundamental elements (style, performance, utility, and story) work in concert to achieve something memorable and desirable, thus deserving repeat purchase and positive testimonial.
• Aesthetic. Aesthetic implies a complete and total sense of human value connecting to the consumer on multiple levels: emotional, sensual, and reflective or intellectual. This, incidentally, maps to Don Norman’s recent writings about the tiered levels of a pleasurable product’s impact, as well as Gianfranco Zaccai’s declaration for redefining beauty, written more than 15 years ago. Zaccai said of aesthetics, “It is related totally to our ability to see congruence among our intellectual expectations of an object’s functional characteristics, our emotional need to feel that ethical and social values are met, and our physical need for sensory stimulation.”
• Experience. And yes, experience does matter! Indeed it is cliché that we live/work within an “experience economy,” colored by a now-empty phrase thrown about with slick advertising. The truth is, addressing the human experience has become the central task for designers today in the Deweyan sense [3]—targeting a personal encounter with a technology or system—whereby the individual feels satisfaction and (dare I say it) transcendence… where the momentary becomes momentous!”
(p8)
“The framework itself comprises four core elements: style, performance, utility, and story. These elements must be held in high balance such that none is deficient, to achieve the ideal of the integrative aesthetic experience — or “the beautiful” — in designing digital experiences and beyond.
Style (How does it look and feel?)
Performance (Does it work?)
Utility (Can I use it?)
Story (How does it all connect? What is the purpose?)”
(pp8-9)
Taken from: Towards the Study of Aesthetics in Information Technology
TRACTINSKY, N. (2004) Towards the Study of Aesthetics in Information Technology, In 25th Annual International Conference on Information Systems, Washington, DC, December 12-15, pp. 771-780
“It is argued that aesthetics is relevant to information technology research and practice for three theoretical reasons. (1) For many users, other aspects of the interaction hardly matter anymore. (2) Our evaluations of the environment are primarily visual, and the environment becomes increasingly replete with information technology. (3) Aesthetics satisfies basic human needs, and human needs are increasingly supplied by information technology. Aesthetics matters for a practical reason as well: it is here to stay. We propose a general framework for the study of aesthetics in information technology and provide some examples of research questions to illustrate the viability of this topic.” (p11)
“Whenever aesthetic issues are discussed in the HCI literature, they are likely to be qualified by warnings against its potentially detrimental effects (A).” (p12)
(A) Tractinsky, N. “Aesthetics and Apparent Usability: Empirically Assessing Cultural and Methodological Issues,” CHI 97 Conference Proceedings, ACM Press, New York, 1997, pp. 115-122.
“Interest in visual aesthetics (as distinguished from abstract elegance) is growing in the computing community as well. For example, the Aesthetic Computing community (A, B) is targeting the application of art theory and practice to computing in an attempt to augment existing representations and notions of aesthetics in computing by capitalizing on creativity and innovative exploration of media.” (p12)
(A) Fishwick P. A. “Aesthetic Programming: Crafting Personalized Software,” Leonardo (35:4), 2002, pp. 383–390.
(B) Fishwick P. A. “Aesthetic Computing Manifesto,” Leonardo (36:4), September 2003, p. 255.
“Recent research into the potential effects of emotions generated by artifacts has yielded several theoretical frameworks. Norman and his colleagues (A, B; C), suggest a three-level theory of human behavior that integrates two information processing systems: affective and cognitive. In each level, the world is being evaluated (affect) and interpreted (cognition). The lowest level processes take place at the visceral level, which surveys the environment and rapidly communicates affective signals to the higher levels. The routine (or behavioral) level is where most of our learned behavior takes place. Finally, the reflection level is where the highest-level processes occur. The important role of affect in human behavior stems from the fact that it can color subsequent cognitive processes because our thoughts normally occur after the affective system has transmitted its initial information. It is important to note that the affective system and the cognitive system are intertwined (D; C; E). Thus, while previous research in MIS and in HCI largely presumed that human decision making relies entirely on cognitive processes, current research on decision making portrays a different picture.” (p13)
(A) Norman, D. A. “Emotion and Design: Attractive Things Work Better,” Interactions (9:4), July-August 2002, pp. 36-42.
(B) Norman, D. A. Emotional Design: Why We Love (or Hate) Everyday Things, Basic Books, New York, 2004
(C) Ortony, A., Norman, D. A., and Revelle, W. “The Role of Affect and Proto-Affect in Effective Functioning,” in Who Needs Emotions? The Brain Meets the Machine, J.-M. Fellous and M. A. Arbib (Eds.), Oxford University Press, New York, in press
(D) Bargh, J. A. “Bypassing the Will: Towards Demystifying the Nonconscious Control of social Behavior,” in The New
Unconscious, R. R. Hassin, J. S. Uleman, and J. A. Bargh (Eds.), Oxford University Press, New York, in press.
(E) Russell, J. A. “Core Affect and the Psychological Construction of Emotion,” Psychological Review (110:1), 2003, pp. 145-172.
“Aesthetic evaluations may take place on all three levels of the Norman model, but there are some hints that first aesthetic impressions are affective and are formed immediately at a low level and thus precede cognitive processes (A; B; C; D).” (p13)
(A) Fernandes, G., Lindgaard, G., Dillon, R., and Wood, J. “Judging the Appeal of Web Sites,” in Proceedings of the 4th World Congress on the Management of Electronic Commerce, McMaster University, Hamilton, ON, January 15-17, 2003.
(B) Norman, D. A. Emotional Design: Why We Love (or Hate) Everyday Things, Basic Books, New York, 2004
(C) Pham, M. T., Cohen, J. B., Pracejus, J. W., Hughes, G. D. “Affect Monitoring and the Primacy of Feelings in Judgment,” Journal of Consumer Research (28), 2001, 167-188.
(D) Zajonc, R. B., and Markus, H. “Affective and Cognitive Factors in Preferences,” Journal of Consumer Research (9:2),1982, pp.123-131.
“According to Maslow’s (1970) self-actualization theory, the need for aesthetic pleasure is one of the higher order (growth) needs, which are manifested after the lower level, more basic needs have been fulfilled to a satisfactory degree.” (p14)
“If once the value of computing technology was measured mostly by its usefulness for solving problems and by its ease of use, additional requirements, such as desirability, have now emerged. Issues of visual appeal and aesthetics have become an integral part of interactive system designs. Indeed, in stark contrast to the principles and the guidelines advocated by usability researchers and gurus, any random perusal of Web sites would suggest that aesthetic considerations are paramount in designing for the web.” (p14)
“we cannot ignore the fact that aesthetic matters become more pervasive than they used to be. Postrel argues that “sensory appeals are everywhere, they are increasingly personalized, and they are intensifying” (A, p5).” (p15)
(A) Postrel,V. The Substance of Style, Harper Collins, New York, 2002.
“Moreover, Postrel suggests that “the computer-driven democratization of design has made more people sensitive to graphic quality. Bit by bit, the general public has learned the literal and metaphorical language of graphic design. Carried by computers, aesthetics has spread to places and professions that were formerly off-limits to any such frivolity” (A, p55).” (p15)
(A) Postrel,V. The Substance of Style, Harper Collins, New York, 2002.
“The proposed framework is presented in the next subsection in a manner that conforms to the traditional experimental paradigm in IT. It treats aesthetics as a variable on par with other frequently studied variables in IS: in its core is an evaluative construct that is affected by some design characteristics of the IT artifact; it may, in turn, affect other IT-related variables; and those effects are moderated by still other conventional IT variables. The idea is to present the pervasive relevance of aesthetics to IT.” (p15)
“Finally, aesthetic considerations should eventually be translated into actual blueprints for design activities. This will not be easy. Much effort had been invested in order to transform design activities in organizations to accommodate firmitas and utilitas requirements. Methods and techniques to advance user-centered design have been proposed, but attempts to integrate them into mainstream development methodologies in industrial settings were met with only limited success (A). Many still mistakenly treat interaction design as an afterthought. Appropriately adding another element (aesthetics) to the list of requirements will not be trivial. But the rewards may be worth the trouble: after all, “attractive things work better” (B, p17).” (p17)
(A) Stewart, T. “Design and Development,” in The Human-Computer Interaction Handbook, J. Jacko, and A. Sears (Eds.), Lawrence Erlbaum Associates, Mahwah, NJ, 2003.
(B) Norman, D. A. Emotional Design: Why We Love (or Hate) Everyday Things, Basic Books, New York, 2004
Taken from: The Aesthetics Of Emergence: Co-Constructed Interactions
BALJKO, M. AND TENHAAF, N. (2008) The Aesthetics Of Emergence: Co-Constructed Interactions. ACM Transactions on Computer-Human Interaction 15, 3, Article 11 (November 2008), pp1-27.
“The term aesthetic has proven to be notoriously difficult to pin down. For instance, sensory discrimination is touted as part of an aesthetic judgement, but aesthetic judgement is not merely that: the sensory discrimination must be linked to some sort of emotional elicitation (e.g., pleasure, disgust, humor).” (p3)
“The characterization of aesthetics that one constructs depends on the intended use or purpose of the characterization. The desire to sidentify tangible aspects of aesthetics motivates designers, even if only tacitly, and not only for the sake of conducting critiques—these tangible aspects are not only descriptive, but also can be predictive when they correspond to mechanisms whereby aesthetic judgements are made. But, as Heller [A, p. 49] points out, when it comes to visual and industrial design, certain tangible aspects have been employed to formalize our critiques of aesthetics (e.g., on the basis of aspects of line, color, weight, type, volume, space, etc.), but these tangible aspects are lacking when it comes to interaction design.” (p3)
(A) HELLER, D. 2005. Aesthetics and interaction design—some preliminary thoughts. Interactions 12, 5, 48–50.
“It follows, therefore, that the interaction is emergent to the participatory actions of the engaged actors (in the same sense that the playing of a duet is emergent to the participatory actions of the individual musicians). Thus, to return to our earlier assertion, a designer cannot design an interaction, because interactions depend crucially on the human interactants, who cannot be designed a priori. At best, a designer can design interactive media that affords certain types of interactions with the goal of eliciting interactions that have certain characteristics, provided that the behaviors of its human interactants fall within a particular scope.” (p5)
“Aesthetics is then based on a “logic of expressionals” that connects the material qualities of an artifact with its expressiveness. They go on to say that we can analyze such “expressiveness” of an interface structure, and that it is “comparable to analyzing the logical form of an argument and evaluating its logical correctness.” This idea of aesthetic is very much in the tradition of the Platonic Ideal that we referred to previously. Petersen et al. [A] present an overview of the concepts of aesthetics in HCI so as to situate their proposal for “aesthetic interaction” that is based in a pragmatist aesthetics, drawing on Shusterman [B].” (p6)
(A) PETERSEN, M., GRAVES, IVERSEN, O. S., KROUGH, P. G., AND LUDVIGSEN, M. 2004. Aesthetic interaction—a pragmatist’s aesthetics of interactive systems. In Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS). Cambridge, MA.
(B) SHUSTERMAN, R. 1992. Pragmatist Aesthetics: Living Beauty, Rethinking Art. Blackwell, Cambridge, MA.
“The term aesthetics of interaction has been used in the sense of eliciting enjoyment, beauty, or pleasure in interaction: products that are “beautiful in use” [A, p. 296]. For instance: “we think the emphasis [in product design] should shift from a beautiful appearance to beautiful interaction, of which beautiful appearance is a part.” [B, p. 132].” (p6)
(A) DJAJADININGRAT, T., WENSVEEN, S., AND OVERBEEKE, K. 2004. Tangible products: redressing the balance between appearance and action. Personal Ubiq. Comput. 8, 5, 294–309.
(B) DJAJADININGRAT, J. P.,OVERBEEKE, C. J., ANDWENSVEEN, S. A.G. 2000b. Augmenting fun and beauty: a pamphlet. In Proceedings of Designing Augmented Reality Environments (DARE), Elsinore, Denmark, 131–134.
“A tangible design principle can be deduced from the research literature: “a requirement for an aesthetics of interaction is attention to the richness of a system’s appearance, interaction, and potential roles” [A, p. 66]; this means that, in order to elicit enjoyable/pleasurable interactions, attention must be paid to these facets of system (or interactive object) design.” (p7)
(A) DJAJADININGRAT, J. P., GAVER, W. W., AND FRENS, J. W. 2000a. Interaction relabelling and extreme characters: methods for exploring aesthetic interactions. In Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS), Brooklyn, NY, (Aug. 17–19), 66–71.
“Embodiment is a key notion in Dautenhahn’s stance with respect to designing for interactions that are informed by social intelligence. Embodiment both affords one’s coupling to his or her environment and affords a state of being in the world. Dautenhahn identifies two types of dynamics that arise from one’s embodiment: the internal dynamics of experiencing of self and others (phenomenological dimension) and the external dynamics of having a physical body embedded in the world.” (p10)
“This is closely related to the conception of Petersen et al. [A, p. 271] of the socio-cultural dimension of a pragmatist aesthetics: “According to the thinking in pragmatist aesthetics, aesthetic is not something a priori in the world, but a potential that is released in dialogue as we experience the world; it is based on valuable use relations influencing the construction of our everyday life.”” (p12)
(A) PETERSEN, M., GRAVES, IVERSEN, O. S., KROUGH, P. G., AND LUDVIGSEN, M. 2004. Aesthetic interaction—a pragmatist’s aesthetics of interactive systems. In Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS). Cambridge, MA.
“Petersen [A, p. 45] described her research group’s “focus on designing aesthetics of interaction, which implies a focus on how the means of interaction can be surprising, engaging, and serve to establish a new relationship to the materials that people interact with.” [italics added] We are basically in agreement with this characterization of the aesthetics of interaction (i.e., as the study of how affective states arise in interactants and how subjective attributions get made by interactants, as the result of or arising from an interaction).” (p#)
(A) PETERSEN, M. GRAVES. 2005. Interaction spaces: towards a better everyday? Interactions 12, 4, 44–45.
What Is Beautiful Is Usable [Tractinsky, N. et al]
Taken from: What Is Beautiful Is Usable
TRACTINSKY, N., KATZ, A. S. AND IKAR, D. (2000) What Is Beautiful Is Usable. Interacting with Computers 13:pp127-145.
“About half a century later, Norman [A,B] laments the appropriation of modern design by designers who place aesthetics ahead of usability.” (p127)
(A) Norman, D.A., 1988. The Psychology of Everyday Things, Basic Books, New York.
(B) Norman, D.A., 1992. Turn Signals are the Facial Expressions of Automobiles, Addison-Wesley, Reading, MA.
“Perhaps in a backlash to recent tendencies by the computer industry to oversell glitz and fashion in its products or because of its origins in disciplines that emphasize efficiency, the field of human-computer interaction (HCI) appears to stress the prominence of usability over aesthetics. There is little doubt that, in general, the criterion of aesthetic design is an integral part of effective interaction design [A].” (p128)
(A) Alben, L., 1996. Quality of experience: defining the criteria for effective interaction design. Interactions 3 (3), 11-15.
“In a sense the concepts of aesthetics and usability represent two orthogonal dimensions of HCI. Whereas aesthetics usually refers often to non-quantifiable, subjective, and affect based experience of system use, usability is commonly measured by relatively objective means and sets efficiency as its foremost criterion [A].” (p128)
(A) Butler, K.A., 1996. Usability engineering turns 10. Interactions 3 (1), 59-75.
“previous research suggests that aesthetic perceptions of an interface are highly correlated with perceptions of the interface’s ease of use [A,B]. Therefore, it appears that users do not perceive these two design dimensions as independent.” (p128)
(A) Kurosu, M., Kashimura, K., 1995. Apparent usability vs. inherent usability, CHI. ’95, pp. 292-293.
(B) Tractinsky, N., 1997. Aesthetics and apparent usability: empirically assessing cultural and methodological issues. CHI 97 Conference Proceedings, Atlanta, 22-27 March, ACM, New York, pp. 115-122.
“Spool et al. [A] argue that “…no one surfs the online employee policy manual just for kicks” (p. 4). They conclude “we found no evidence that graphic design helps users retrieve information on a web site” (p. 83, italics added). Unfortunately, this approach ignores the affective aspect of users’ behavior [B] and its relevance to HCI. It also ignores the potential relationships that exist between usability and aesthetics and their combined effect on users’ evaluation of computer systems.” (p129)
(A) Spool, J.M., Scanlon, T., Schroeder, W., Snyder, C., DeAngelo, T., 1999. Web Site Usability: A Designer’s Guide, Morgan Kaufman, Los Altos, CA.
(B) Laurel, B., 1991. Computers as Theatre, Addison-Wesley, Reading, MA.
“We speculate that the strong correlations found between perceived usability and aesthetics resemble findings in the social psychology literature about the relationships between physical attractiveness and socially desirable characteristics.” (p129)
“because physical beauty is the most obvious and accessible personal characteristic accessible to others [A], it is perceived early in the interaction and then tends to color later perceptions and inferences about other personal characteristics.” (p129)
(A) Dion, K., Berscheid, E., Walster, E., 1972. What is beautiful is good. Journal of Personality and Social Psychology 24 (3), 285-290.
“To conclude, three different processes may induce positive relationships between interface aesthetics and perceived usability: (a) A popular stereotyping which might associate successful design on one (noticeable) design dimension with successful design of other, less implicit design dimensions. (b) A halo effect may cause carry over of an aesthetic (or not aesthetic) design to perceptions of other design features. (c) An affective response to the design’s aesthetics may improve users’ mood and their overall evaluations of the system.” (p130)
“This study demonstrated once again the tight relationships between users’ initial perceptions of interface aesthetics and their perceptions of the system’s usability. Moreover, we showed that these relations endure even after actual use of the system. We believe that these results shed new light on the role of aesthetics in HCI design and its effects on how users experience their interaction with computerized systems. The results of this study are commensurate with social psychology findings that people associate a person’s physical attractiveness with other personal attributes. Similarly, research in the areas of marketing and consumer behavior indicate that aesthetic features of the shopping environment are perceived as related to other, seemingly independent attributes (e.g. functional) of that environment. Obviously, more research is needed to assess the contingencies and boundaries of the aesthetics-usability relationships. Most importantly, these relationships should be studied during a longer time frame than we were able to do. Yet, we believe that there is sufficient evidence already to justify the elevation of the issue of aesthetic design from its current standing at the cellars of HCI research.” (pp141-142)
Aesthetics and Apparent Usability: Empirically Assessing Cultural and Methodological Issues [Tractinsky, N.]
Taken from: Aesthetics and Apparent Usability: Empirically Assessing Cultural and Methodological Issues
TRACTINSKY, N. (1997) Aesthetics and Apparent Usability: Empirically Assessing Cultural and Methodological Issues. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Atlanta, Georgia, United States, March 22 – 27, 1997). S. PEMBERTON, Ed. CHI ’97. ACM, New York, NY, pp115-122.
“The role of aesthetics in human affairs has been widely documented (e.g., [A]). Conventional wisdom relates it to our appreciation of, and attitudes towards computer systems as well. However, aesthetics may not always coincide with usability. In fact, the opposite might occur. In one of HCI’s most influential books, “The Psychology of Everyday Things”, Norman vividly ridicules the tendency of designers to neglect usability in favor of aesthetics [B] (pp. 151-155). Similarly, others (e.g. [C, D]), while acknowledging the role of aesthetics in HCI, warn against a tendency among designers to emphasize the aesthetic elements of the user interface, because these might degrade usability. The contribution of aesthetics to HCI, they argue, should be measured in terms of facilitating information processing, not in terms of engaging the user in a pleasing experience.” (p#)
(A) Maquet, J. The Aesthetic Experience. Yale University Press, 1986.
(B) Norman, D.A. The Psychology of Everyday Things. Basic Books, 1988.
(C) Foley, J.D., van Dam, A., Feiner, S.K., and Hughes, J.F. Computer Graphics: Principles and Practice (2nd ed.). Addison-Wesley, 1990.
(D) Marcus, A. Graphic Design for Electronic Documents And User Interfaces. ACM Press, 1992.
“Clearly, aesthetic perceptions are culturally dependent [A, 17]. Thus, one can reasonably expect the relationships between aesthetics and apparent usability to vary across cultures.” (p#)
(A) Fernandes, T. Global Interface 6. Design. AP Professional, 1995.
(B) Maquet, J. The Aesthetic Experience. Yale University Press, 1986.
“First, aesthetic perception and its relations to HCI relevant constructs are culturally dependent. Second, our current knowledge limits our ability to accurately predict how culture influences HCI related issues. Third, the results provide further support for the contention that perceptions of interface aesthetic are closely related to apparent usability and thus increase the likelihood that aesthetics may considerably affect system acceptability.” (p#)
Aesthetic Information Collages: Generating Decorative Displays that Contain Information [Fogarty et al.]
Taken from: Aesthetic Information Collages: Generating Decorative Displays that Contain Information
FOGARTY, J., FORLIZZI, J., AND HUDSON, S. E. (2001) Aesthetic Information Collages: Generating Decorative Displays that Contain Information. In Proceedings of the 14th Annual ACM Symposium on User interface Software and Technology (Orlando, Florida, November 11 – 14, 2001). UIST ’01. ACM, New York, NY, pp141-150.
“Since the earliest civilization, humans have communicated and solved problems through the use of visual information. Visual composition is critical in both communicating and problem-solving. However, it is not well known how artists and designers create visual compositions, nor is it easy to replicate. Artists and designers often “operate from the gut” and are not able to fully articulate what compositional decisions they have made and the rationale for doing so. However, much as syntax has evolved as a way to bring order and structure to language, researchers in art and visual perception have evolved a syntax of visual literacy – a set of concepts and principles for understanding and creating structure in visual compositions (see for example [A, B, 19]).” (p146)
(A) DONDIS, D., A Primer of Visual Literacy, MIT Press, 1973 (reprinted 2000).
(B) KOSSLYN, S., Principles of Graph Design, W.H. Freeman and Company, 1994
(C) Tufte, E., Envisioning Information, Graphics Press, 1990.
“Following Dondis, there are two levels at which important properties for visual compositions emerge. One level considers primarily low-level image features and corresponds roughly to a sensory level. The second level concerns itself primarily with the psychological reactions that are induced by images. This corresponds roughly to perceptual and cognitive levels of human image perception and understanding. At the lower level are five primary properties of interest. These include: color, texture, “edges and lines”, direction, and shape. Five additional important properties emerge at the higher level. These include: “relative contrast”, dimensionality, balance, motion, and stress. Each of these properties is briefly considered below and is related to potential computational treatments of them.” (p146)
“As a general trend, we can see that at the lower levels of abstraction, the principles we have outlined here can be more easily operationalized in either an evaluative form (that can be used to drive optimization) or a generative form (that can be used in perturbation, or more commonly post-processing effects). At the higher levels of abstraction we may only have available techniques that can generate some limited forms of various properties.” (p147)
Taken from: Teaching Aesthetics in Interaction Design: Attempt One
LUNGREN, S. (2009) Teaching Aesthetics in Interaction Design: Attempt One. Proceedings of the International Conference of Human Computer Interaction Educators 2009 (HCIEd 2009) in Dundee, 22-24 April 2009
“The issue of aesthetics is complex, and the discussion on how to apply it to interaction design has hardly begun.” (p#)
“when the concept was founded by Alexander Baumgarten in his book ”Aesthetica” in 1750, he attributed the word with another meaning; it was that which could be experienced and thus known via the senses. [27]. In this he tried to propose a new science, but the notion of aesthetics was quickly connected to art and judgment of taste by contemporary philosophers like Kant and Hume.” (p#)
“The whole process has been eloquently summarized by Udsen and Jørgensen:
“Although aesthetics is far from a new invention, it has never achieved a commonly accepted foundation as a theoretical discipline. Subsequently, the task of self-definition is one of the most stable features of the discourse in aesthetics.“
“As in any other subject, interaction design features an ongoing discussion on what interaction design aesthetics are. The interest for this area is rather new though; most papers and books discussing it are from 2000 or later.” (p#)
[Udsen, L. E. and Jørgensen, A. H (2005) The aesthetic turn. Unraveling recent aesthetic approaches to human-computer interaction, In: Digital Creativity 2005, Vol 16, No 4, pp 205-216]
“Dewey presented a pragmatic view, focused around aesthetics as being the result of having an experience, and this idea about aesthetics lying in the user’s experience has been taken up in the interaction design community by for instance Shusterman, Petersen and others [cf. A, B] who advocate designing rich experiences involving as many senses as possible. Others disagree; there are also suggestions that interaction aesthetics is related to temporality, and the expressions of the object itself [C,D,E,F]. Here we see a slight connection to another group of researchers [G, H, I] who see the notion of “personality” or character as a basis for an aesthetic whole. Somewhere in between these opinions is the idea bout interaction aesthetics manifesting themselves in the gestalt of interaction, as proposed by Lim et al [cf. J].” (p#)
(A) Petersen, M. G., Iversen, O., Krogh, P. and Ludvigsen, M. (2004) Aesthetic interaction: a pragmatist’s aesthetics of interactive systems. Proc Designing Interactive Systems 2004. ACM Press, New York, pp. 269–276
(B) Shusterman, R. (1992) Pragmatist Aesthetics: Living beauty, Rethinking Art, Blackwell, Oxford
(C) Hallnäs, L. and Redström, J. (2002): Abstract information Appliances; Methodological Exercises in Conceptual Design of Computational Things, In: DIS2002: Serious reflection on designing interactive systems, pp. 105-116. ACM Press.
(D) Hallnäs, L. and Redström, J. (2002) From use to presence. On the expressions and aesthetics of everyday computational things. ACM Transactions on Computer-Human Interaction (ToCHI) 9(2) 106–124
(E) Hallnäs, L. and Redström, J. (2006): Computational Technology as a Design Material, Chapter 5.2 in Interaction Design: Foundations, Experiments. Textile Research Centre, Swedish School of Textiles, University College of Borås and Interactive Institute, 2006.
(F) Lundgren, S. (2006) Facets of Fun: On the Design of Computer Augmented Entertainment Objects. Lic. thesis, Chalmers University of Technology, Gothenburg, Sweden.
(G) Janlert, L-E. and Stolterman (1997), E: The character of things, In: Design Studies. Vol.18, no.3, pages 297-317. Elsevier. 1997
(H) Lundgren, S. (2008) Treating and Teaching Aesthetics as Personality. Proceedings of NordiCHI 2008: Using Bridges, 18-22 October, Lund, Sweden.
(I) Reeves, B and Nass, C.,(2002): Media and Personality, Part II in The media equation, CSLI Publications, Center for the study of Language and Information, Leland Stanford Junior University, 2002
(J) Lim, Y. et al (2007) Interaction gestalt and the design of aesthetic interactions, In: Proceedings of the 2007 conference on Designing pleasurable products and interfaces , 22-25 August 2007, Helsinki, Finland, ACM Publishing
Back to the fore!
This project blog has been quiet for a considerable time. This is due to a period of enforced reflection and an evaluation on the direction my research had taken. The original direction was within cognitive psychology on mental models leading to a designer’s model project. This path led to a dead end last August, followed by a new job and a move to Scotland.
I am now picking my research up again with a vengence. The hiatus has been beneficial as I now see my direction. It is leading me towards the area of Aesthetics of Interaction. The focus of this blog, at least until April remains essentially an annotated bibliography. As such my reading into mental models still acts as a foundation for the next posts I’ll make.
Mental Models: Aligning Design Strategy with Human Behaviour [Young, I.] – Mental Models Research
Taken from: Mental Models: Aligning Design Strategy with Human Behaviour
YOUNG, I. (2008) Mental Models: Aligning Design Strategy with Human Behaviour. New York: Rosenfeld Media LLC
“Mental Models are simply affinity diagrams of behaviors made from ethnographic data gathered from audience representatives. (…) A mental model for a particular topic is, in essence, an affinity diagram of user behaviors.” (pp2-3)
“To create a mental model, you talk to people about what they’re doing, look for patterns, and organize those patterns from the bottom up into a model. From the field research, you will glean maybe 60 or 120 behaviors per person.” (p4)
“The mental models defined in this book are models of a person’s somewhat stable behaviors, rather than ephemeral models that are temporary representations of one situation. (…) Because the mental models in this book are collections of the root reasons why a person is doing something, they belong to the set of mental representations that are built over a long period of experience and are this resilient. These mental models represent what a person is trying to accomplish in a larger context, no matter which tools are used.” (p8)
“A mental model is a visual language. It’s text is the data. It’s grammar is the vertical and horizontal alignments of concepts. With a language you can convey anything you can think of.” (p11)
“A mental model represents the entirety of each audience segment’s environment. (…) Compare the mental models. If they have a lot in common, a common solution is dictated. If not, then different solutions are needed, each with it’s own architecture matching the mental models.” (p12)
Research methods
“Generative research explores the mind space of someone doing something. It is research that is conducted before the ideation phase. It focuses on a higher level than evaluative research, asking the end purpose for every tool used rather than the details of how well a specific tool is applied. Open-ended research methods, such as ethnography, non-directed interviews, and diaries, allow researchers to create a framework based on data from participants. This framework then can be used to guide information architecture, interaction design, and contextual placement of information and products.” (p27)
“spend one of your development cycles mapping out the entire set of task-based audience segments you deal with, selecting the highest priority segment, (…) Then spending another development cycle interviewing four people from one of the audience segments (four is the minimum to start seeing a pattern of repeated behaviors). Analyze the transcripts. At the end of the cycle, you should have a mental model for that audience segment.” (pp35-36)
“While personality types do touch upon behavior, generative research for building mental models required that you select from groups of people who want to get different things done. Because you will want to tailor your end solutions to fit each audience exactly, grouping audiences by differences in behavior is important. You want to end up with solutions that match actions and philosophies closely rather than with one solution that fits several audiences loosely. Figure out what people want to accomplish, look for differences, and group accordingly. These are task-based audience segments. (…) pay attention to the main ways in which people behave differently when engaged in what your product will solve. When you conduct research interviews, you will want to be sure that you elicit as many tasks, philosophies, and behaviors as possible, so that you can create a diagram that covers as much breadth as possible.” (pp46-47)
Context for the Design Model (re-post)
The following extract is taken from my main blog and discusses the models used in cognitively representing how things work from websites to objects. This is the starting point for this 1st project. As my reading progresses I will add more on these models to this blog.
Cognitive Modelling: Norman’s ‘Design Model’ Friday, 30 January 2009
“Interaction design aims to rebalance digital products in favour of the human rather than the machine. By facilitating clearer cognitive behavioural understanding in the user, interactions can be made more beneficial to the user. Where this chapter really begins to become useful is in its explanation of conceptual models in order to visualise how humans and computers work. The first model Donald Norman refers to as the system model (or implementation model). This is the cognitive model that explains the processing structure of the code.
How code processes its actions and how human beings believe a computer/device/machine works are not the same. The human’s mental model of how it works can be simplistic, counter-intuitive, fanciful, inaccurate, illogical; but as long as it helps the human successfully use their computer/device/machine it doesn’t matter to them. Where a lot of problems arise within interactivity is the chasm that can form because these two mental models are representationally different. One is a mapping of actual processes – ‘implementation’, the other is purely notional – ‘explanation’.
To interface between ‘implementation’ and ‘explanation’ a third model arises, a model that Donald Norman refers to as the design model, and Cooper et al refers to as a represented model. A designer’s model that maps closer to a system/implementation model maybe more ‘accurate’ to the actual mechanics of processing, but is cognitively problematic to human users [A in diagram].
A successful interface is one where a user can see how their “goals and needs can be met” (Cooper et al, 2007, p32). This is achieved through making the design model follow as closely as possible the users’ perceptions of how they believe they access the content [C in diagram].”

Mental Models
Assumptions and Ambiguities in Mechanistic Mental Models [de Kleer et al] – Mental Models Research
Taken from: Assumptions and Ambiguities in Mechanistic Mental Models
de KLEER, J. and SEELY BROWN, J. (1983) Assumptions and Ambiguities in Mechanistic Mental Models. In D. GENTNER, and A.L. STEVENS, eds. Mental Models. Lawrence Erlbaum Associates Inc. pp155-190
“this view of a mental model as establishing a principled connection between the structure of the device and it’s causal model helps us better understand the subtleties of using a simulator in computer based training and educational systems.” (p182)
“One potential strategy for probing the underlying models is to query the subject about the ambiguities produced when the models abstracted from his running process (…) are used in envisioning. The aim of this strategy is to force the learner to articulate the ambiguities and problem-solving episodes that were involved in his constructing the running, but which were not evident in the running process, itself. Another strategy is to ask the subject to analyze different devices builtvfrom the same primitive components. The difference in the way models are manifested in the envisioning and in the running can make it appear as if there are multiple models when, in fact, one is just a derivative of the other. It is important to note that the simpler model might actually contradict the model from which it is derived, because the simpler model may not incorporate boundary conditions automatically presumed in the running. However, this simpler model ail not contradict it’s “parent” model if it incorporates the assumptions underlying the correct causal model.” (p187)
“the learner’s component models evolve as he better understands the given device. This, there is the possibility that the subject learned during the envisioning process, and consequently revised one of he component models. A subject’s protocol might then revealtwo models: the model before his learning episode and the new model constructed as its result. The final running need not refer to the earlier model, but the protocol might indicate some reasoning based on the earlier one. The learning episode that occurred, seperating the two models, was probably precipitated by violations of the consistency or correspondence constraints.” (p187)
“A component model is simply a description of the input-output behavior of the particular component. The model’s rules make no reference to how the component achieves this input-output behavior.” (p187)
“There is much evidence that suggests that the major mode humans use to “understand” a complex device involves recognizing structural patterns in the device whose functionality is already understood.” (p189)
Human Reasoning About a Simple Physical System [Williams et al] – Mental Models Research
Taken from: Human Reasoning About a Simple Physical System
WILLIAMS, M.D., HOLLAN, J.D. and STEVENS, A.L. (1983) Human Reasoning About a Simple Physical System. In D. GENTNER, and A.L. STEVENS, eds. Mental Models. Lawrence Erlbaum Associates Inc. pp131-153
“One question that must be addressed by any serious effort to be explicit about what one means by “mental model” is how reasoning with mental models differs from other forms of human reasoning. (…) We develop the ideas that seem fundamental to our conception of mental models: that they are composed of autonomous objects with an associated topology, that they are “runnable” by means of local qualitative inferences, and that they can be decomposed. Central to this conception of mental models is the notion of autonomous objects. An autonomous object is a mental object with an explicit representation of state, an explicit representation of it’s topological connections to other objects, and a set of internal parameters. Associated with each autonomous object is a set of rules which modify it’s parameters and thus specify its behavior. A mental model is a collection of “connected” autonomous objects. Running a mental model corresponds to modifying the parameters of the model by propogating information using the internal rules and specified topology. Running a mental model can also occur when autonomous objects change state. For us the definition of state is distinct from the current parameter values of an object. A state change consists of the replacement of one set of behavior rules with another. We see mental models as fulfilling an important role in human reasoning. They serve to qualitatively model the effects of changes in a system.” (p133)
“‘Why do people use mental models?’ We think mental models assist human reasoning in a variety of ways. They can be used as inference engines to predict the behavior of physical systems. They can also be used to produce explanations or justifications. In addition, they can serve as mnemonic devices to facilitate remembering.” (p135)
“The subject often appeared to use more than one mental model to answer questions. He shifted models when one would provide an answer but no justification or when a bug or ambiguity occured in the model he was using. One thing that surprised us about his use of multiple models was the extent to which he seemed to switch between models in the midst of a single chain of reasoning. It was as though a dialectic had been formed to serve as a basis for reasoning.” (p148)
“Though we argue that we have a plausible story for the need and use of multiple models of a single system we have no convincing proof. This results from the difficulty of determining when one topology of objects is distinct from another and from the problem, mentioned earlier, of not being able to specify a direct mapping from the data ( the protocol) onto specific inferences from a given model. These difficulties strike us as particularly bothersome because of the importance we would like to attribute to the conjecture that people can use several defective models to construct powerful inference engines for reasoning about physical systems.” (p151)
JOHNSON-LAIRD, P.N. (1983) Mental Models. Cambridge: University Press.
“The psychological core of understanding, I shall assume, consists in your having a ‘working model’ of the phenomenon in your mind. (…) you have a mental representation that serves as a model of an entity (…) The first modern formulation of this thesis is to be found in Kenneth Craik’s remarkably prescient book, The Nature of Explanation”, published in 1943. In that work, Craik proposed that human beings are processors of information.” (p2)
“A model has, in Craik’s phrase, a similar ‘relation-structure’ to the process it models, and hence it can be useful explanatorily; a simulation merely mimics the phenomenon without relying on a similar underlying relation-structure. Many of the models in people’s minds are little more than high-grade simulations, but they are none the less useful provided that the picture is accurate; all representations of physical phenomena necessarily contain an element of simulation. On the view here, to understand a phenomenon is to have a working model of it, albeit a model that may contain simulated components.” (p4)
“’By ‘relation-structure’ I do not mean some obscure non-physical entity that attends the model, but the fact that it is a physical working model which works in the same way as the processes it parallels…’ Craik’s notion of’relation-structure’ evidently concerns the way in which the model functions, and the importance of this idea has become clear since the development of programmable computers. Once you know the way in which a computer program works, your understanding of it is in no way improved by learning about the particular machine on which it runs on this occasion or that.” (p9)
“At the first level, human beings understand the world by constructing working models of it in their minds. Since these models are incomplete, they are simpler than the entities they represent. In consequence, models contain elements that are merely imitations of reality – there is no working model of how their counterparts in the world operate, but only procedures that mimic their behaviour.” (p10)
“Many mental representations are kinematic or dynamic; they take place in time, yet no one has much of an explanatory model of time itself. Models either make a direct use of time, or else they simulate it. We use or mimic time; we do not have an explanation of it; we merely work with it so well that we think we understand it.” (p10)
“A psychological theory of mental models should also be – in Chomsky’s (1965) terms – explanatory adequate. It must lay down explicit constraints on the class of possible mental models; it must list the elements and operations from which mental models can be composed. (…) Some mental models may be highly artificial and acquired only by dint of deliberate cultural training (…) other models, however, are presumably natural, acquired without explicit instruction, and used by everyone in the course of such universal processes as inference and language comprehension.” (p11)
“The trouble with mental logic is (…) empirical. There are six main problems: 1. People make fallacious inferences. (…) 2. Which logic, or logics, are to be found in the mind? (…) 3. How is logic formulated in the mind? (…) 4. How does a system of logic arise in the mind? (…) 5. What evidence there is about the psychology of reasoning suggests that deductions are not immune to the content of the premises. (…) 6. People follow extra-logical heuristics when they make spontaneous inferences.” (pp39-40)
“Inference is not made by recourse to a mental logic – not even a logic of when and while. On the contrary, people reason by constructing a representation of the events described by the premises. This mental model is based on the meanings of the premises (hence the continual attempts to establish precisely what they mean) and also on implicit inferences from general knowledge. (…) The heart of the process is interpreting premises as mental models that take general knowledge into account, and searching for counter-examples to conclusions by trying to construct alternative models of the premises.” (pp53-54)
“Once a mental model primarily based on the antecedent has been constructed, the consequent of the conditional is evaluated with respect to the model. Hence, if the consequent is an assertion, its truth value in the model or in its projection in time to subsequent events, determines the truth value of the conditional as a whole. (…) According to this theory of conditionals, what underlies their meaning is the ability to envisage states of affairs that may or may not correspond to reality, that is, the ability to construct mental models of possible, hypothetical, and imaginary situations.” (p60)
“The theory of mental models implies that two principal factors affect the difficulty of making an inference: the number of models to be constructed, and the figural arrangement of terms within premises. (…) both factors affect performance highly significantly, but they do not interact.” (p114)
“The theory assumes that inferences depend on three component skills: (1) the ability to form an integrated model of the premises; (2) the appreciation that an inference is sound only if there are no counter-examples to it, together with the capacity to put this principle into practice, and (3) the ability to put into words the common characteristics of a set of mental models.” (pp117-118)
“Many people report that they can use their imaginations to form a visual image of an object or a scene. (…) What images really are is a matter that divides psychologists into two opposing schools of thought. First there are those such as Paivio, Shepard, and Kosslyn, who argue that images are a distinct sort of mental representation. There is a consensus among those ‘imagist’ psychologists on four points: 1. The mental processes underlying the experience of an image are similar to those underlying the perception of an object or picture. 2. An image is a coherent and integrated representation of a scene or object from a particular viewpoint (…) 3. An image is amenable to apparently continuous mental transformations (…) 4. Images represent objects (…). Second, there are those who argue that images are epiphenomenal and that there is only a single underlying form of mental representation (…). These ‘propositionalist’ theorists are also agreed on four points: 1. The mental process leading to the strings of symbols that correspond to an image are similar to those underlying the perception of an object or picture. 2. The same element or part of an object may be referred to by many of the different propositions that constitute the description of the object (…). 3. A propositional representation is discrete and digital, but it can represent continuous processes by small successive increments of variables (…) a small change in the representation will correspond to a small change in the appearance of the object. 4. Propositions are true or false of objects. They are abstract (…) their structure is not analogous to the structure of the objects they represent. In short, the critics of imagery allow that an image can be constructed from its underlying propositional representation, but assert that the image is epiphenomenal – it does not introduce any new information, but merely makes the stored information easier to manipulate.” (pp147-148)
“Philosophers have generally taken propositions to be conscious objects of thought – those entities that we entertain, believe, think, doubt, etc., and that are expressed by sentences (…). Since I am concerned, not with the nature of the ‘machine code’ of the brain (…), but with the types of higher level of representation, I propose to revert henceforth to the traditional philosophical terminology: a propositional representation is a mental representation of a verbally expressible proposition. (…) Propositions can refer to the world. Human beings, of course, do not apprehend the world directly; they possess only an internal representation of it, because perception is the construction of a model of the world. They are unable to compare this perceptual representation directly with the world – it is their world (…). Propositions can also refer to the imaginary or hypothetical worlds. One proposition may be false of such a world given that others are true of it. Human beings can evidently construct mental models by acts of imagination and can relate propositions to such models. (…) Unlike a propositional representation, a mental model does not have an arbitrarily chosen syntactic structure, but one that plays a direct representational role since it is analogous to the structure of the corresponding state of affairs in the world – as we perceive or conceive it. However, the analogical structure of mental models can vary considerably. (…) A characteristic difference in the contents of mental models, images, and propositional representations, concerns their specificity. Models, like images, are highly specific – a characteristic which has often drawn comment from philosophers. (…) Hence, if you reason on the basis of a model or image, you must take pains to ensure that your conclusion goes beyond the specific instance you considered. (…) The function of the model cannot be ignored: a specification of structure and content must always be supplemented by an account of the processes using the model if one is to formulate what the model represents. (…) A propositional representation should be able to handle both determinate and indeterminate spatial relations with equal ease, whereas a mental model should handle determinate relations more readily than indeterminate ones. (…) Since models, images, and propositional representations are functionally and structurally distinguishable from one another, it follows that there is indeed a useful theoretical distinction between different kinds of representations.” (pp155-158)
“the existence of at least three types of mental representation: propositional representations which are strings of symbols that correspond to natural language, mental models which are structural analogues of the world, and images which are the perceptual correlates of models from a particular point of view. The distinction is a high-level one; doubtless, everything can be reduced to a uniform code in the language of the brain just as the data structures of a high-level programming language can be reduced to patterns of bits in the machine code of a computer, and the most complex of algorithms can be reduced to manipulations on strings of symbols by a Turing machine. (…) Mental models provide a basis for representing premises, and their manipulation makes it possible to reason without logic. The search for alternative interpretations, however, demands an independent representation of the premises, a representation that is propositional in form.” (p165)
“It is now plausible to suppose that mental models play a central and unifying role in representing objects, states of affairs, sequences of events, the way the world is, and the social and psychological actions of daily life. They enable individuals to make inferences and predictions, to understand phenomena, to decide what action to take and to control its execution, and above all to experience events by proxy; they allow language to be used to create representations comparable to those deriving from direct acquaintance with the world; and they relate words to the world by way of conception and perception.” (p397)
“Since mental models can take many forms and serve many purposes, their contents are very varied. They contain nothing but tokens that represent individuals and identities between them, as in the sort of models that are required for syllogistic reasoning. They can represent spatial relations between entities, and the temporal or causal relations between events. A rich imaginary model of the world can be used to compute the projective relations required for an image. Models have a content and form that fits them to their purpose, whether it be to explain, to predict, or to control (Gentner & Stevens, 1983). Their structure corresponds to the perceived or conceived structure of the world, and is accordingly more constrained than their contents. The possible contents, of course, constitute an ontology. (…) Our basic ontology according to this criterion contains things and substances, their properties, and relations between them. It should also admit properties of properties, relations between properties, relations between relations, and so on, in a system that has no a priori limit to the construction of higher-order properties and relations.” (p410)
“Time and space are primitives that are merely simulated in mental models.” (p414)
“people act towards the entities in the world in particular ways, and make judgements about them, because of certain relations that exist only in their models of the world. Although these relations do not correspond to anything in the physical situation, they do depend for their existence on the occurrence of certain physical events: ownership cannot be created merely by an act of imagination.” (p418)
“The model that individuals have of themselves includes memories of how they have felt or behaved in the past; memories of how they interacted with others; and a knowledge of their tastes, preferences, and proclivities. They also know much about the high-level realities of their own minds: their ability to perceive, remember, and act; their mastery of this or that intellectual skill; their imaginative and ratiocinative abilities. Of course, they have access only to an incomplete (and perhaps partially erroneous) model of their own mental abilities. Their model has no information about the inner workings of the multiple parallel processors or about the processes that underlie its own representation. The model that they possess is essentially a model of the options available to the operating system. (…) Moreover, models need be neither complete nor wholly accurate to be useful; and what our limited knowledge of our own operating system gives us is a sense of self-identity, continuity, and individuality.” (p473-474)
The Embodied Mind: Cognitive Science and Human Experience [Varelo et al] – Mental Models Research
VARELO,j., THOMPSON, E. and ROSCH,E. (1996) The Embodied Mind: Cognitive Science and Human Experience. Cambridge ,Mass.: MIT Press
“[Edmund] Husserl thus took the first step of the reflective scientist: he claimed that to understand cognition, we cannot take the world naively but must see it instead as having the mark of our own structure. He also took the second step, at least partially, in realizing that that structure (the first step) was something that he was cognizing with his own mind.” (p16)
“He [Husserl] explicitly focused on the experience of consciousness in what he called the “lived-world.” The lived world is not the naive, theoretical conception of the world found in the natural attitude. It is, rather, the everyday social world, in which theory is always directed toward some practical end. Husserl argued that all reflection, all theoretical activity, including science, presupposes the life-world as a background. The task of the phenomenologist now became the analysis of the essential relation between consciousness, experience, and this life-world.” (p17)
“According to the cognitivist, the problem that must be solved is to correlate the ascription of intentional or representational states (beliefs, desires, intentions, etc.) with the physical changes that an agent undergoes in acting. In other words, if we wish to claim that intentional states have causal properties, we have to show not only how those states are physically possible but how they can cause behavior. Here is where the notion of symbolic computation comes in. Symbols are both physical and have semantic values. Computations are operations on symbols that respect or are constrained by those semantic values. In other words, a computation is fundamentally semantic or representational – we cannot make sense of the idea of computation (…) without advertising to the semantic relations among the symbolic expressions.” (pp40-41)
“The cognitivist is not claiming that if we were to open up someone’s head and look at the brain, we would find little symbols being manipulated there. Although the symbolic level is physically realized, it is not reducible to the physical level.The point is intuitively obvious when we remember that the same symbol can be realized in numerous physical forms. Because of this nonreduciblity it is quite possible that what corresponds to some symbolic expression at the physical level is a global, highly distributed pattern of brain activity.” (p41)
“The tacit assumption behind the varieties of cognitive realism (…) has been that the world can be divided into regions of discrete elements and tasks. Cognition consists in problem solving, which must, if it is to be successful, respect the elements, properties, and relations within these pregiven regions. This approach to cognition as problem solving works to some degree for task domains in which it is relatively easy to specify all possible states. (…) For less circumscribed or well-defined task domains, however, this approach has proved to be considerably less productive.(…) Furthermore, when we enlarge the task domains from artificial microworlds to the world at large, it is not clear that we can even specify what is being performed. The individuation of objects, properties, and events appears to vary according to the task at hand.” (pp147-148)
“[J.J.] Gibson’s theory has essentially two distinct features. The first is compatible with our approach to perceptually guided action. Gibson claims that in a study of perception the world must be described in a way that shows how it constitutes environments for perceiving animals. In Gibson’s view, certain properties are found in the environment that are not found in the physical world per se. The most significant properties consist in what the environment affords for the animal, which Gibson calls affordabces. Stated in precise terms, affordabces consist in the opportunities for interaction that things in the environment possess relative to the sensorimotor capacities of the animal. (…) Thus affordabces are are distinctly ecological features of the world. Second, Gibson offers a unique theory of perception to explain how the environment is perceived. He argues that there is sufficient information in to specify the environment directly, that is, without mediation of any kind of representation (symbolic or subsymbolic). In more precise terms, his fundamental hypothesis is that there are invariances in the typology of the that directly specify properties of the environment, including affordabces.” (p203)
Vision [Marr] – Mental Models Research
MARR, D. (1982) Vision: A Computational Investigation into the Human Representation and Processing of Visual Information. New York: W.H. Freeman and Company.
On J.J. Gibson’s theory
“Gibson’s important contribution was to take the the debate away from the philosophical considerations of sense-data and the affective qualities of sensation and to note instead the important thing about the senses is that they are channels for perception of the real world outside or, in the case of vision, of the visible surfaces. He therefore asked the critically important question, How does one obtain constant perceptions in everyday life on the basis of continually changing sensations? This is exactly the right question, showing that Gibson correctly regarded the problem of perception as that of recovering from sensory information “valid” properties of the external world. His problem was that he had a much oversimplified view of how this should be done. His approach led him to consider higher-order variables (…) as “invariants” of the movement of an observer and of changes in stimulation intensity.” (p29)
Interaction Design: Beyond Human-Computer Interaction [Preece et al] – Mental Models Research
Taken from: Interaction Design: Beyond Human-Computer Interaction
PREECE, J., ROGERS, Y. & SHARP, H. (2002) Interaction Design: Beyond Human-Computer Interaction. John Wiley & Sons, Inc
“What happens when people are learning and using a system is that they develop knowledge of how to use the system, and, to a lesser extent how the system works. These two kinds of knowledge are often referred to as user’s mental model. (…) The more someone learns about a system and how it functions, the more their mental model develops. (…) Within cognitive psychology, mental models have been postulated as internal constructions of some aspect of the external world that are manipulated enabling predictions and inferences to be made. (Craik, 1943). This process is thought to involve the “fleshing out” and the “running” of a mental model (Johnson-Laird, 1983). This can involve both unconscious and conscious mental processes, where images and analogies are activated.” (pp92-93)
References:
CRAIK, K.J.W. (1943) The Nature of Explanation. Cambridge: Cambridge University Press
JOHNSON-LAIRD, P.N. (1983) Mental Models. Cambridge: Cambridge University Press
Taken from: The Design of Everyday Things
NORMAN, D.A. (1998) The Design of Everyday Things. MIT Press
In his book Norman is discussing product design but his observations can be equally applied to digital products.
“A good conceptual model allows us to predict the effects of our actions. Without a good model we operate by rote, blindly; we do operations as we were told to do them; we can’t fully appreciate why, what effects to expect, or what to do if things go wrong. As long as things work properly, we can manage. When things go wrong, however, or when we come upon a novel situation, then we need a deeper understanding, a good model. For everyday things, conceptual models need not be very complex. (…) There is no need to understand the underlying physics or chemistry of each device we own, simply the relationship between the controls and the outcomes.” (pp13-14)
“Mental models, the models people have of themselves, others, the environment, and the things with which they interact. People form mental models, through experience, training, and instruction. The mental model of a device is formed largely by interpreting its perceived actions and its visible structure. I call the visible part of the device the system image. When the system image is incoherent or inappropriate (…) then the user cannot easily use the device. If it is incomplete or contradictory, there will be trouble.” (p17)
“Mental models, our conceptual models of the way objects work, events take place, or people behave, result from our tendency to form explanations of things. These models are essential in helping us understand our experiences, predict the outcomes of our actions, and handle unexpected occurrences. We base our models on whatever knowledge we have, real or imaginary, naive or sophisticated. Mental models are often constructed from fragmentary evidence with but a poor understanding of what is happening, and with a kind of naive psychology that postulates causes, mechanisms, and relationships even where there are none.” (p38)
“Everyone forms theories (mental models) to explain what they have observed.” (p39)
“Most things in the world have a sensible structure, which tremendously simplifies the memory task. When things make sense, they correspond to knowledge that we already have, so the new material can be understood, interpreted, and integrated with previously acquired material. Now we can use rules and constraints to help understand what things go together. Meaningful structure can organize apparent chaos and arbitrariness. (…) Part of the power of a good mental model lies in its ability to provide meaning to things.” (p69)
“People are explanatory creatures (…). Explanations and interpretations of events are fundamental to human performance, both in understanding the world and and in learning and remembering. Here mental models play a major role. Mental models simplify learning, in part because the details of the required behaviour can be derived when needed. They can be invaluable in dealing with unexpected situations. Note that the use of mental models to remember (in this case, derive) behaviour is not ideal for tasks that must be done rapidly and smoothly. (…) Mental models let people derive appropriate behaviour for situations that are not remembered (or never before encountered). People probably make up mental models fo most of the things they do. This is why designers should provide users with appropriate models when they are not supplied, people are likely to make up inappropriate ones. (…) The power of mental models is that they let you figure out what would happen in novel situations. Or, if you are actually doing the task and there is a problem, they let you figure out what is happening. If the model is wrong you will be wrong too.” (pp70-71)
“The operation of any device – (…) or a computer system – is learned more readily, and the problems are tracked down more accurately and easily, if the user has a good conceptual model. This requires that the principles of operation be observable, that all actions be consistent with the conceptual model, and that the visible parts of the device reflect the current state of the device in a way consistent with that model. The designer must develop a conceptual model that is appropriate for the user, that captures the important parts of the operation of the device, and that is understandable by the user. Three different aspects of mental models must be distinguished: the design model, the user’s model and the system image. The design model is the conceptualization that the designer has in mind. The user’s model is what the user develops to explain the operation of the system. Ideally, the user’s model and the design model are equivalent. However the user and designer communicate only through the system itself: its physical appearance, its operation, the way it responds, and the manuals and instructions that accompany it. Thus the system image is critical: the designer must ensure that everything about the product is consistent with and exemplifies the operation of the proper conceptual model. All three aspects are important. The user’s model is essential, of course, for that determines what is understood. In turn, it is up to the designer to start with a design model that is functional, learnable, and usable. The designer must ensure that the system reveals the appropriate system image. Only then can the user acquire the proper user’s model and find support for the translation of intentions. Remember, the user acquires all knowledge of the system from the system image.” (pp189-190)
Taken from: About Face 3
COOPER, A., REIMAN, R. and CRONIN, D. (2007) About Face 3: The Essentials of Interaction Design. Indianapolis: Wiley Publishing Inc.
“People don’t need to know all the details of how a complex mechanism actually works in order to use it, so they create a cognitive shorthand for explaining it, one that is powerful enough to cover their interactions with it, but that doesn’t necessarily reflect its actual inner mechanics. (…) In the digital world, however, the differences between a user’s mental model and the implementation model are quite distinct. The discrepancy between implementation and mental models is particularly stark in the case of software applications, where the complexity of implementations can make it nearly impossible for the user to see the mechanistic connections between his actions and the program’s reactions.” (pp28-29)
“User interfaces that are consistent with the user’s mental models are vastly superior to those that are merely reflections of the implementation model. If the represented model for software closely follows users’ mental models, it eliminates needless complexity from the user interface by providing a cognitive framework that makes it evident to the user how his goals and needs can be met.” (pp30-32)
“DESIGN PRINCIPLE: User interfaces should be based on user mental models rather than implementation models.” (p31)
“A new user must grasp the concepts and scope of the product quickly or he will abandon it. Thus, the first order of business of the designer is to ensure that the product adequately reflects the user’s mental model of his tasks. He may not recall from use to use exactly which command is needed to act on a particular object, but he will definitely remember the relationships between objects and actions – the important concepts – if the interface’s conceptual structure is consistent with his mental model.” (p46)
“A person’s mental model is their own internal representation of reality – the way they think about or explain something to themselves. Mental models are deeply ingrained and are often the result of a lifetime of experience. People’s expectations about a product and the way it works are highly informed by their mental model.” (p118)
On pretending the interface is magic to brainstorm development scenarios:
“Figuring out creative ways to technically accomplish interactions that are as close to magical solutions as possible (…) is the essence of great interaction design.” (p121)
“User’s generally don’t believe, or at least don’t want to believe, that they make mistakes. (…) Following a [user’s] mental model means absolving him of blame. (…) the user-interface designer [must] completely abandon the idea that the user can make a mistake – meaning that everything the user does is something he or she considers to be valid and reasonable.” (p336)
YOUNG, R.M. (1983) Surrogates and Mappings: Two Kinds of Conceptual Models for Interactive Devices. In D. GENTNER, and A.L. STEVENS, eds. Mental Models. Lawrence Erlbaum Associates Inc. pp35-52
RE: User’s Conceptual Model (UCM)
”Although it is widely accepted that people’s ability to use an interactive device depends in part on their having access to some part of a mental model the notion of the ”user’s conceptual model” (UCM) remains a hazy one, and there are probably as many different ideas about what it might be as there are people writing about it. The common ground covers something like a more or less definite representation or metaphor that a user adopts to guide his actions, and help him interpret the device’s behaviour.” (p35)
NORMAN, D.A. (1983) Some observations on Mental Models. In D. GENTNER, and A.L. STEVENS, eds. Mental Models. Lawrence Erlbaum Associates Inc. pp7-14
“People’s views of the world, of themselves, of their own capabilities, and of the tasks that they are asked to perform, or topics they are asked to learn, depend heavily on the conceptualizations that they bring to the task. In interacting with the environment, with others, and with the artifacts of technology, people form internal, mental models of themselves and of the things with which they are interacting. These models provide predictive and explanatory power for understanding the interaction.” (p7)
“In consideration of mental models we need really consider four different things: the target system, the conceptual model of that target system, the user’s mental model of the target system, and the scientist’s conceptualization of that mental model. The system that the person is learning or using is, by definition, the target system. A conceptual model is invented to provide an appropriate representation of the target system, appropriate in the sense of being accurate, consistent, and complete. Conceptual models are invented by teachers, designers, scientists, and engineers.” (p7)
“Mental models are naturally evolving models. That is, through interaction with a target system, people formulate mental models of that system. These models need not be technically accurate (and usually are not), but they must be functional. A person, through interaction with the system, will continue to modify the mental model in order to get to a workable result. Mental models will be constrained by such things as the user’s technical background, previous experiences with similar systems, and the structure of the human information processing system. The Scientist’s conceptualization of a mental model is, obviously, a model of a model.” (pp7-8)
Mental Models are:
- unstable
- incomplete;
- “unscientific”
- parsimonious
- have no firm boundaries
- limited by people’s ability to ‘run’ their models
(p8)
“The models that people bring to bear on a task are not the precise, elegant models (…) they contain only partial descriptions of operations and huge areas of uncertainties. Moreover, people often feel uncertain of their own knowledge – even when it is in fact complete and correct – and their mental models include statements about the degree of uncertainty they feel for different aspects of their knowledge. Thus, a person’s mental model can include knowledge or beliefs that are thoughts to be of doubtful validity. Some of this is characterized as “superstitious” – rules that “seem to work,” even if they make no sense. TThese doubts and superstitions govern behavior and enforce extra caution when performing operations.” (pp8-9)
“All the people I observed had particular beliefs about their machines and about their own limitations, and as a result had developed behavior patterns that made them feel more secure in their actions, even if they knew what they were doing was not necessary.” (p10)
“Conceptual models are devised as tools for the understanding or teaching of physical systems. Mental models are what people really have in their heads and what guides their use of things. Ideally, there ought to be a direct and simple relationship between the conceptual and the mental model. All too often, however, this is not the case. That a mental model reflects the user’s beliefs about the physical system seems obvious (…) what is not so obvious is the correspondence that should hold between the mental model and a conceptual model of the physical system.” (p12)
“People’s mental models are apt to be deficient in a number of ways, perhaps including contradictory, erroneous, and unnecessary concepts.” (p14)
Taken from: Mental Models
GENTNER, D. and STEVENS, A.L. eds. (1983) Mental Models. Lawrence Erlbaum Associates Inc.
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GENTNER, D. and STEVENS, A.L. (1983) Introduction. In D. GENTNER, and A.L. STEVENS, eds. Mental Models. Lawrence Erlbaum Associates Inc. pp1-6
“Mental models research is fundamentally concerned with understanding human knowledge about the world. There are three key dimensions on which to characterize mental models research: the nature of the domain studied, the nature of the theoretical approach, and the nature of the methodology.” (p1)
“Our efforts to capture naturalistic human knowledge must necessarily center on the simplist possible domains. We need to choose domains for which there exists some normative knowledge that is relatively easy to detail explicity. Therefore, mental models research focuses on simple physical systems or devices.” (p2)
“The methodologies [to study mental models] are eclectic: they include protocol analysis, traditional cognitive psychology experiments, developmental studies, expert-novice studies, simulation of possible psychological models and comparison of the results of that simulation with what humans do, field observation, comparison across cultures, comparison across time within the same culture, and what might be called designed field observation, in which an artificial domain is constructed that has interesting relevance to the real domain under consideration.” (p2)
“Mental models research is a confluence of two major lines of research that have developed individually to the point where an extremely productive synergy is possible. The first line includes cognitive psychology and the related disciplines of linguistics, anthropology, and philosophy (…) [and] artificial intelligence.” (pp2-3)
Taken from: Human-Computer Interaction
PREECE, J., ROGERS, Y., SHARP, H., BENYON, D., HOLLAND, S., & CAREY, T. (1995) Human-Computer Interaction. Addison-Wesley Publishing Company
“In relation to schemata, mental models are assumed to be dynamically constructed – as creations of the moment – by activating stored schemata.” (p130)
“It should be noted that in fact the term ’mental model’ was first developed in the early 1940s by Kenneth Craik. He proposed that thinking ‘…models, or parallels reality’:
”If the organism carries a “small-scale model” of external reality and of its own possible actions within its head, it is able to try out various alternatives, conclude which is the best of them, react to future situations before they arise, utilise knowledge of past events in dealing with present and future, and in every way to react in a much fuller, safer, and more competent manner to emergencies which face it.” (Craik, 1943, p57)
(…) Although, our construction and use of mental models may not be as extensive or as complete as Craik’s hypothesis suggests, it is likely that most of us can probably recall using a form of mental simulation at some time or other.” (pp130-131)
“In terms of the structure of mental models, Johnson-Laird argues that mental models are either analogical representations or a combination of analogical and propositional representations. They are distinct from, but related to, images. A mental model represents the relative position of a set objects in an analogical manner that parallels the structure of the state of objects in the world.” (p131)
“Mental models are usually constructed when we are required to make an inference or a prediction about a particular state of affairs. In constructing the mental model a conscious mental simulation may be ‘run’ from which conclusions about the predicted state of affairs can be deduced. An image, on the other hand, is considered to be a one-off representation. A simplified analogy is to consider an image to be like a frame in a movie while a mental model is more like a short snippet of a movie.” (p132)
“In general, if mental models are sufficiently accurate then it is possible to solve unexpected problems, but inappropriate models can lead to difficulties.” (p133)
“In the early 1980s two main types of mental models that users employ when interacting with devices were identified: these are categorized as structural and functional models. (…) A simple distinction is to consider structural models as models of ‘how-it-works’ and functional models as models of ‘how-to-use it’.” (134)
“Typically, surrogate or structural models are simplified models that enable the person using the model to make predictions about behaviour of the device it represents. (…) In general, it is assumed that such models are highly limited in their applicability because they do not account for how the users are going to perform their actions (this is what functional models are assumed to do). (…) The disadvantage is that constructing a structural model in one’s mind often requires a great deal of effort, both in learning the model and in using it to work out what to do. (…) Even experienced users get by without having a detailed model of how a system works. For example, she [Miyake] found thar people who had years of experience in using a sewing machine did not use structural models. Instead, their understanding is largely based on functional models.” (pp135-136)
“It is rarely the case, unless they have read the manual explaining the underlying mechanism of the device, that anyone would develop a structural model. They simply employ a model of how to do it. This type of model is called a functional model. More specifically, Young (1983) has called it a task-action mapping model, which distinguishes between the task domain and the action domain. (…) Functional models, therefore, develop from past knowledge of a similar domain and not,/em> – like structural models – from a model of how the device works. (…) Furthermore, functional models are context-dependent, whereas structural models are largely context-free. The advantage of being context dependent is that it makes the model easier to use. On the other hand, the advantage of a context-free model is that it is easier to extend and integrate with other knowledge.” (p136)
References Used and Cited in Quotes:
CRAIK, K.J.W. (1943) The Nature of Explanation. Cambridge: Cambridge University Press
JOHNSON-LAIRD, P.N. (1983) Mental Models. In Foundations of Cognitive Science. M.I. POSNER ed. Cambridge: Cambridge University Press p469-493
JOHNSON-LAIRD, P.N. (1989) The Computer and the Mind. Cambridge, MA: Harvard University Press
MIYAKE, N. (1986) Constructive Interaction and the Iterative Process of Understanding. Cognitive Science, 10, p151-177
YOUNG, R.M. (1983) Surrogates and Mappings: Two Kinds of Conceptual Models for Interactive Devices. In D. GENTNER, and A.L. STEVENS, eds. Mental Models. Lawrence Erlbaum Associates Inc. pp35-52
Flowing Waters or Teeming Crowds: Mental Models of Electricity [Gentner & Gentner]- Mental Model Research
Taken from: Flowing Waters or Teeming Crowds: Mental Models of Electricity
GENTNER, D. & GENTNER D.R. (1983) Flowing Waters or Teeming Crowds: Mental Models of Electricity. In D. GENTNER, and A.L. STEVENS, eds. Mental Models. Lawrence Erlbaum Associates Inc. pp99-129
“People’s understanding of their own mental processes is not always correct. It could be that, despite these introspections, the underlying thought processes proceed independently of analogy and that analogies merely provide a convenient terminology for the results of the process. This hypothesis, the Surface Terminology hypothesis, contrasts with the Generative Analogy hypothesis that analogies are used in generating inferences. Our [Gentners’] goal is to test the Generative Analogy hypothesis: that conceptual inferences in the target follow predictably from the use of a given base domain as an analogical model. To confirm this hypothesis, it must be shown that the inferences people make in a topic domain vary according to the analogies they use. Further, it must be shown that these effects cannot be attributed to shallow lexical associations: e.g., it is not enough to show that the person who speaks of electricity as “flowing” also uses related terms such as “capacity” or “pressure.” Such usage could result from a generative analogy, but it could also occur under the Surface Terminology hypothesis.” (p100)
“Just what type of information does an analogy convey? the prevailing psychological view rejects the notion that analogies are merely weak similarity statements, maintaining instead that analogy can be characterized more precisely [list of sources]. We argue (…) that analogies select certain aspects of existing knowledge, and that this selected knowledge can be structurally characterized.” (p101)
“Experiments on Analogies for Electricity – documented qualitative experiments (FOR FUTURE REFERENCE)” (pp111-127)
Researching Mental Models
To begin with I’ll document the research about user mental models. The two initial sources are Donald Norman and Alan Cooper et al. To set the agenda I will first record Cooper et al’s discourse upon mental models and then Norman’s discourse. I will return to this post as I collate the information from other sources over the next month. I will record the discourse around represented (designer’s) models in a separate post.
Design Models Reference
As in the previous post Mental Models (conceptual models) (user’s model) this post will document the discourse upon what Cooper et al refers to as Represented Models and what Norman calls Designer’s Models. The same two writers’ definitions will be listed here for future reference and analysis. Implementation models will be discussed at a later stage separately as my project research focus is on mental and designer’s models.
_______________________________________________
NORMAN, D.A. (1983) Some observations on Mental Models. In D. GENTNER, and A.L. STEVENS, eds. Mental Models. Lawrence Erlbaum Associates Inc. pp7-14
RE: The System Image
“In the ideal world, when a system is constructed, the design will be based around a conceptual model. This conceptual model should govern the entire human interface with the system, so that the image of that system seen by the user is consistent, cohesive, and intelligible. I call this image the system image to distinguish it from the conceptual model upon which it is based, and the mental model one hopes the user will form of the system. (…) if the system image is consistent with that [underlying conceptual model to the user] model, the user’s mental model will also be consistent.” (p13)
“Our conceptualization of a target sytem should not be confused with a mental model that a user creates of that system. The designer’s conceptualization may also differ from the image that the system itself presents to the user. In the ideal world, the system image will be consistent with the designer’s conceptualization, and the user’smental model will thereby be consistent with both.” (p14)
_____
YOUNG, R.M. (1983) Surrogates and Mappings: Two Kinds of Conceptual Models for Interactive Devices. In D. GENTNER, and A.L. STEVENS, eds. Mental Models. Lawrence Erlbaum Associates Inc. pp35-52
RE: User’s Conceptual Model (UCM)
”Is the purpose of the UCM [ ”user’s conceptual model”]to help the User employ the device more easily and effectively, or to help the Psychologist make better predictions of the User’s behaviour? Although these aims are not necessarily contradictory, we have to allow the possibility that their differing requirements will shape the UCM in different ways. Whether the Designer can, or should, share the same UCM as the Psychologist (or the User) is at present unclear. One can argue that the Designer should be encouraged to do so in order to achieve a satisfactory interface design. Alternatively, one can believe that that for the model to remain tractable, the Designer will need to employ a cruder UCM which incorporates assumptions about the tasks to be tackled and the methods to be employed in a way which invalidates it as a psychological model. At present we simply do not understand the issues well enough or have enough evidence to choose between these opposed views. Indeed, the formulation of the question in these terms is itself quite new.” (pp36-37)
_______________________________________________
Taken from: About Face 3
COOPER, A., REIMAN, R. and CRONIN, D. (2007) About Face 3: The Essentials of Interaction Design. Indianapolis: Wiley Publishing Inc.
[The] “ability to represent the computer’s functioning independent of its true actions is far more pronounced in software than in any other medium. It allows a clever designer to hide some of the more unsavoury facts of how the software is really getting the job done. This disconnection between what is implemented and what is offered as an explanation gives rise to a third model in the digital world, the designer’s represented model – the way the designers chooses to represent a program’s functioning to the user. Donald Norman refers to this simply as the designer’s model. (…) In the world of software, a program’s represented model can (and often should) be quite different from the actual processing structure of the program. (…) This concept of the represented model has no widespread counterpart in the mechanical world. (…) The closer the represented model comes to the user’s mental model, the easier he will find the program to use and to understand. Generally, offering a represented model that follows the implementation model too closely significantly reduces the user’s ability to learn and use the program.” (p29)
“One of the most important goals of the designer should be to make the represented model match the mental model of users as closely as possible.” (p30)
“Intelligent people always learn better when they understand cause and effect, so you must give them an understanding of why things work as they do. We use mental models to bridge the contradiction. If the represented model of the interface closely follows the user’s mental model it will provide the understanding the user needs without forcing him to figure out the implementation model.” (p46)
“It’s absolutely critical that the represented model of the interface – how the design behaves and presents itself – should match the user’s mental model as closely as possible, rather than reflecting the implementation model of how the product is actually constructed internally. In order to accomplish this, we must formally record these expectations. (attitudes, experiences, aspirations – social, cultural, environmental, cognitive factors that influence expectations).” (p118)
“Everything a user does is something he or she considers to be valid and reasonable. Most people don’t like to admit to mistakes in their own minds, so the program shouldn’t contradict this mindset in its interactions with users.” (p336)
_______________________________________________
Taken from: The Design of Everyday Things
NORMAN, D.A. (1998) The Design of Everyday Things. MIT Press
In his book Norman is discussing product design but his observations can be equally applied to digital products.
“The design model is the designer’s conceptual model. (…) The designer expects the user’s model to be identical to the design model. But the designer doesn’t talk directly to the user – all communication takes place through the system image. If the system image does not make the design model clear and consistent, then the user will end up with the wrong mental model.” (p16)
“Designers should provide users with appropriate models when they are not supplied, people are likely to make up inappropriate ones.” (p70)
“The design model is the conceptualization that the designer has in mind. The user’s model is what the user develops to explain the operation of the system. Ideally, the user’s model and the design model are equivalent. However the user and designer communicate only through the system itself: its physical appearance, its operation, the way it responds, and the manuals and instructions that accompany it. Thus the system image is critical: the designer must ensure that everything about the product is consistent with and exemplifies the operation of the proper conceptual model. ” (pp189-190)
IxDA Community – Mental Model suggested reading
Taken from my post ‘Represented (designer\’s) Model’ www.ixda.org/discuss.php?post=40032 and the secondary sub-post www.ixda.org/discuss.php?post=40164 big thanks goes to the Interaction Design Association for the following links to books/papers/articles on cognitive modelling:
Suggested by Vicky Teinaki
http://www.dubberly.com/articles/how-do-you-design.html
Suggested by Alan James Salmoni
CARROLL, J.M. ed. (2003) HCI Models, Theories, and Frameworks: Toward a Multidisciplinary Science. Morgan Kaufmann
GENTNER, D. and STEVENS, A.L. eds. (1983) Mental Models. Lawrence Erlbaum Associates Inc.
JOHNSON-LAIRD, P. N. (1983) Mental Models. Cambridge University Press
PAYNE, S. J. (1991) A descriptive study of mental models. Behaviour and Information Technology, 10 (1),3-21
Suggested by J. Ambrose Little
YOUNG, I. (2008) Mental Models: Aligning Design Strategy with Human Behavior. Rosenfeld Media
Suggested by Alan Cooper
ALEXANDER, C. (1963) Notes on the Synthesis of Form. Harvard University Press
ARIELY, D. (2009) Predictably Irrational: The Hidden Forces That Shape Our Decisions. HarperCollins Publishers Ltd
GALL, J. (1986) Systemantics: The Underground Text of Systems Lore. General Systemantics Press
TALEB, N.N. (2008) The Black Swan: The Impact of the Highly Improbable. Penguin
Suggested by Francis Norton
LAKOFF, G. & JOHNSON, M. (1981) Metaphors We Live By. Chicago University Press
Introduction
This blog will be an online design journal that will document the pre-production, production and evaluation of my first PhD interaction design project. The project itself will for now remain confidential but it will be: online, interactive and will concern user mental mapping. The schedule for this project will span 2009 and 2010. This I suggest will be:
Proposal = June 2009
Launch = November 2009
Evaluation = February 2010
I will encourage and invite comments on the development of the project so subscribe to this blog with an RSS feed. In the meantime visit my main PhD research blog at newmediabazaar.blogspot.com. That blog will underpin this practical project.