In this talk I discuss to foundations of spatial interaction design by exploring how weve used our environment all through the centuries to help us with cognitive tasks.
1. Experts arrange physical spaces and items to simplify tasks and trigger known rules, allowing them to work efficiently. The intelligent use of space is an integral part of cognition.
2. New rules for computing propose designing interfaces that incorporate the body and focus on meaning, physicality, places over spaces, and collaboration. Representations should relate to the real world.
3. Through interacting with digital information in various ways like collecting, filtering, linking, probing, rearranging and creating, people can gain understanding and insights from data. Interaction supports knowledge development.
This document summarizes a workshop about spatial interaction design and embodied understanding. It discusses how experts use the intelligent arrangement of space to extend memory, make sense of tasks, simplify choices and processes. It also discusses how understanding comes through interaction with representations that relate to the physical world and allow direct manipulation. Designing for collaboration and dynamic spatial modeling was presented as a way to activate the body for understanding complex systems. The workshop aimed to discuss using space to think and dynamic spatial models for sensemaking.
Space as a material for interaction designSjors Timmer
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This document discusses using space as a medium for interaction design. It explores how people use the spatial arrangement of objects to think and plan, and proposes designing computing interfaces that take advantage of people's natural spatial skills. Examples are given of potential future technologies that embed computing into everyday objects and environments. The document concludes by arguing we should redesign computing from a spatial perspective to better match how people naturally interact with the physical world.
Space as medium for interaction designSjors Timmer
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In the past 50 years computers have infiltrated the work environment to the point where theres hardly a job left where they are not used. In the process, however, a rich continuum of understanding the world through sound, touch, spatial interactions has been flattened to pictures behind glass that are either manipulated through mice or touch interactions.
New technical developments such as augmented reality and spatial computing offer the opportunity to rethink how we can incorporate our body in knowledge work. To do this successfully we have to let go of design concepts that have been developed for a world of flat screens and start over with designing for digital spatial interactions.
Building on the work of Paul Dourish on embodied interaction design and David Kirsh on the use of space for cognitively demanding tasks I discuss a framework for thinking about and designing for spatial interactions.
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The document discusses the importance of brainstorming and how to improve brainstorming techniques. It notes that brainstorming helps solve problems by harnessing collective knowledge and sharing ideas. The document suggests that while the internet provides access to global knowledge and ideas, brainstorming online still has room for improvement, such as managing relevancy, anonymity, and viewing information in a nonlinear way. It also previews upcoming changes to how brainstorming is supported on the internet.
Gilbert Ryle argued that cognition is not something that occurs solely inside an individual's mind, but is rather situated in social practices and interactions with the external world. He distinguished between "knowing-that" as factual knowledge, and "knowing-how" as practical skilled abilities. Researchers since then have further developed the idea that cognition is socially situated, occurring through embodied interactions between individuals and their shared social and physical environment. Sense-making is a collaborative process that involves verbal and non-verbal communication as well as the use of artifacts. Learning occurs through social interactions and participation in shared practices of a community.
A key-note presented at Rotterdam University of Applied Sciences in february 2014 about how philosophy of "embodiment of human being" can help design the Smart City. Instead of making the city digital, how can we use digital processing to make for a better experience in the actual, concrete world in which our bodies are situated?
An introduction to dive deep into 3D Product Design for VR / AR / MR Experience
Join me in AltspaceVR as we uncover the needful for becoming an excellence assets for the rising technology to be mass adapted in the future !
Understanding Context for UX Strategy UXSTRAT 2015 Andrew Hinton
油
1) The document discusses three themes for how context relates to UX strategy: environmental complexity, principles and facts, and framing and narrative. As environments become more complex with new digital technologies, UX strategy must address this complexity beyond just interfaces.
2) UX strategy requires understanding both the systemic principles behind human experience and behavior, as well as specific facts and realities. Projects often focus only on assumptions and theories without testing against real data.
3) Human context is shaped by how experiences are framed and narrated. Strategies need to regularly re-examine narratives to avoid "narrative debt" that obscures realities. Framing complexity with clarity is important, rather than just pursuing simplicity.
Designing for Immersive Worlds: Enhancing Experience to Accelerate LearningNiki Lambropoulos PhD
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Human centered
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Figure-ground
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Control is overrated
Designing a Future We Want to Live In - UX STRAT USA 2017Andrew Hinton
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The document discusses the importance of user experience strategy in the context of new technologies like artificial intelligence. It argues that as technologies become more pervasive in our environments and able to perceive and act on their own, it is crucial to understand them not just as products but as "users" themselves that experience the world differently than humans. The document advocates taking a holistic, service design approach to understand how technologies fit into and shape human contexts and experiences. It also stresses the need for UX professionals to engage at strategic, organizational levels and consider all stakeholders to ensure technologies are developed and used in truly human-centered ways.
The document discusses the work of Roy Roebuck from 1957-2008 in envisioning and developing models of how knowledge and the world are connected. It describes his early models representing things as knots in a fishing net connected by strings, and how his thinking evolved over time to incorporate concepts like semantics, technology, management models, and how awareness of connection has increased.
The document provides an overview of a presentation on mobile UX essentials. Some key points:
- It discusses similarities and differences between designing for web and mobile, noting mobile's unique context of environment and limited input.
- Three important attributes of great mobile experiences are outlined: being uniquely mobile, sympathetic to context, and allowing interfaces to "speak their power".
- Design principles are proposed such as focusing on what mobile can do well and understanding relationships of place, time and context.
- Activities are presented to prototype concepts that pivot users through information and allow for exploration based on identified user needs.
This design space explores supporting collaborative exploration of self-monitored information through varying degrees of proximal interaction based on the level of personal interaction between the partner and the user. The scale moves from most intimate to least intimate.
IBM is developing Project Intu to enable embodied cognition by placing Watson's cognitive abilities into robots, avatars, objects, and spaces. This would allow Watson to perceive the physical world using senses like vision, hearing, and touch. It would also allow Watson to act in the physical world using effectors like limbs and facial expressions. The goal is for Watson to understand and reason about the world in more natural, human-like ways in order to augment human capabilities.
Tangible Interaction Design, Space, And Placejane74726
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The document discusses tangible interaction design and how it relates to space and place. It presents a framework for designing tangible interfaces that are embedded in real space. The framework focuses on how tangible interfaces take up physical space, how users must move through real space to interact with them, and how interactions can become performative when observable to others in shared spaces. The framework also addresses how software defines virtual structures while physical space defines physical constraints, and how allowing bodily rituals can enhance user experiences. An example project of a mobile app for exploring an historic estate is discussed in the context of the design framework.
1) The study investigated how non-photorealistic rendering (NPR) techniques can influence discernability and presence in immersive augmented reality. Three rendering modes - conventional, stylized, and virtualized - were tested.
2) In a discernability task, the stylized rendering mode was most effective at visually merging virtual objects with the real environment, with accuracy near chance level.
3) In a presence task where participants navigated a virtual environment, behavior was consistent across conditions, indicating participants perceived the augmented environment as the salient reality. The results support the idea that NPR can enhance the illusion of non-mediation in augmented reality.
I am very fond of complexity thinking these days. It provides a refreshing alternative for people planning interventions and conducting evaluation in humanitarian and development aid.
際際滷s with notes for my workshop at Lean UX 2014. This is an iterated version of my 2013 workshop - different exercise, slightly different content, but much is similar. Includes link to handout!
1. Knowledge can exist publicly but remain undiscovered if pieces of information are independently created but never connected or interpreted.
2. Information architecture thinking involves finding, structuring, and determining relationships between information to make sense of it and solve problems for people.
3. The document advocates using information architecture thinking and tools to uncover patterns in big data and address global challenges.
This document discusses holographics and virtual reality. It provides background on the history and development of these technologies. Some key concepts are explained, such as how holography allows the recording and reconstruction of 3D images and how virtual reality aims to fully immerse users in simulated environments. The document also explores theoretical ideas about the holographic nature of reality and memory storage in the brain based on research in these fields.
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2. It recommends questioning every question by considering who needs the answer and why, if it is required to answer, what happens if there is a mistake, and if the question can be removed. A question protocol template is provided to analyze each question.
3. The document stresses the importance of designing the form flow like a conversation by grouping related questions and using bullet points to start and end the conversation clearly stating next steps.
4. Finally, it discusses design details like placing labels above each field, using help text carefully, making fields tappable on mobile, improving
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A detailed technical report of my 1st year Masters in Architecture design brief. The design is an air rights photonics building which sits over the existing Nine Elms station, Battersea. Hope you enjoy it !
13. The intelligent use of space
How we manage the spatial arrangement of items around us,
is not an afterthought; it is an integral part of the way we think,
plan and behave.
- David Kirsh
18. Experts constantly re-arrange
items to make it easy to track the
state of the task, or to notice the
properties signaling what to do
next.
- David Kirsh
19. Simplify choice
Once a context of action has
been triggered, the local
a鍖ordances make clear what can
and must be done. and prevent
us from considering irrelevant
alternatives.
David Kirsh
20. Simplify whats next
If I can arrange items to display
the sequence they are are to be
used in, then I dont have to
remember that order.
- David Kirsh
22. Experts create little assembly lines of tasks, switching between
short bursts of high cognitive preparation tasks and longer
lower cognitive execution tasks.
24. We should invent knowledge work that incorporates the body
- Bret Victor
The humane representation of thought (2014)
25. Embodied Interaction is the creation, manipulation, and
sharing of meaning through engaged interaction with
artefacts.
- Paul Dourish
26. 1. Observable and reportable
Interaction with the system should reveal the
purposes for which it was designed and how it is
intended to be used
27. 2. Representations should relate to the world
The relation between what can be seen and what
is represented should make sense within the
users world experience
28. 3. Physical representation
Being physical humans in a physical world has
endowed us with a rich set of skills. We should
build upon those
29. 4. Direct manipulation
Interaction through physical movements
Allow for rapid and reversible actions that
provide immediate visible feedback
30. 5. From space to place
Turn space into a place by transforming it from
just physical to a social environment
31. 5. From space to place
Turn space into a place moving it from just
physical to a social environment
How you move your body changes how you
experience the computing system
32. 5. From space to place
Turn space into a place moving it from just
physical to a social environment
How you move your body changes how you
experience the computing system
The computational system can be adapted
through changes in your physical environment
33. 6. Design for collaboration
When the system is centred around manipulating
artefacts, than all users can see the results of an
action because they all see the same artefact
34. 7. Design for model making
We should design for the dynamic spatial
representation of thought
- Bret Victor
The humane representation of thought (2014)
Illustration by David Hellman
35. Using our body to interact with the world around us frees up
underused capabilities for understanding complex information
36. Recap
- We use space to think
- We programme our environment through artefacts
- Using our body to interact with the world around us
opens up underused capabilities to understand
complex information
- Creating and interacting with dynamic spatial
models is the most powerful way to understand
complex information
37. Deep Interaction at UX Brighton -
Youtube
Karl Fast
The Humane Representation of
Thought - Vimeo
Bret Victor
More to watch