in a strange land modelling and understanding cyberspace

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in a strange land modelling and understanding cyberspace Alan Dix Lancaster University, vfridge and aQtive http://www.hcibook.com/alan

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in a strange land modelling and understanding cyberspace. Alan Dix Lancaster University, vfridge and aQtive http://www.hcibook.com/alan. overview. background the history of cyberspace HCI changes and trends design general principles for HCI and Cyberspace. - PowerPoint PPT Presentation

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Page 1: in a strange land modelling and understanding  cyberspace

in a strange land

modelling and understanding cyberspaceAlan Dix

Lancaster University,

vfridge and aQtive

http://www.hcibook.com/alan

Page 2: in a strange land modelling and understanding  cyberspace

overview• background

– the history of cyberspace

• HCI– changes and trends

• design– general principles for HCI and Cyberspace

Page 3: in a strange land modelling and understanding  cyberspace

background

the history of cyberspace

Page 4: in a strange land modelling and understanding  cyberspace

one man’s journey• “A Mapmaker’s Dream” (James Cowen, 1996)

– Fra Mauro, 16th-century Venitian monk– cartographer– explorer within an island monastery

• the world– not just rivers and mountains– ideas, imagination, culture

Page 5: in a strange land modelling and understanding  cyberspace

four ages of information

• Age of Proximity– control and information by physical contact

Page 6: in a strange land modelling and understanding  cyberspace

four ages of information

• Age of Proximity

• Age of Bureaucracy– long-distance remote contact– physical messages– early cyberspace

Page 7: in a strange land modelling and understanding  cyberspace

four ages of information

• Age of Proximity

• Age of Bureaucracy

• Age of Money– freemarket economies:– exchange of value– exchange of information

Page 8: in a strange land modelling and understanding  cyberspace

four ages of information

• Age of Proximity• Age of Bureaucracy• Age of Money• Age of Information

– electronic messages– information objects– challenges power structures– remolds economics

Page 9: in a strange land modelling and understanding  cyberspace

way findingdesign issues for

cyberspace• maps and navigation

– ‘lost in hyperspace’– guiding users through it

• construction– designing structures for cyberspace

Page 10: in a strange land modelling and understanding  cyberspace

HCI

changes and trends

Page 11: in a strange land modelling and understanding  cyberspace

increasing multiplicity

• 1980s - personal computers– one man and his machine– and they were men!

Page 12: in a strange land modelling and understanding  cyberspace

increasing multiplicity

• 1980s - personal computers

• late 1980’s & 1990s - CSCW– lots of people– geographically remote– but ...– one person per machine

Page 13: in a strange land modelling and understanding  cyberspace

increasing multiplicity

• 1980s - personal computers

• late 1980’s & 1990s - CSCW

• family use ... ?

Page 14: in a strange land modelling and understanding  cyberspace

families and friends

lots of people, together and remote

Page 15: in a strange land modelling and understanding  cyberspace

work and fun

• traditional HCI methods– tasks, goals, work, work, work– and the odd game

• now– e-shopping– communities– experience

Page 16: in a strange land modelling and understanding  cyberspace

virtual crackers

• real crackers– cheap and cheerful!– bad joke, plastic toy, paper hat – pull and bang

Page 17: in a strange land modelling and understanding  cyberspace

virtual crackers

• virtual crackers– cheap and cheerful– bad joke, web toy, cut-out mask – click and bang

Page 18: in a strange land modelling and understanding  cyberspace

virtual crackers

• virtual crackers– cheap and cheerful– bad joke, web toy, cut-out mask – click and bang

Page 19: in a strange land modelling and understanding  cyberspace

design

general principlesfor HCI and Cyberspace

Page 20: in a strange land modelling and understanding  cyberspace

what is design?

achieving goals within constraints

• goals - purpose– who is it for, why do they want it

• constraints– materials, platforms

• trade-offs

Page 21: in a strange land modelling and understanding  cyberspace

abstraction and grounding

• in design– abstract rules and guidelines– concrete examples

• in training

• in navigation– maps, fish-eye etc.

Page 22: in a strange land modelling and understanding  cyberspace

hyperbolic browser (inxight)

data mapped inhyperbolic space

hyperbolic spaceprojected into 2D

Page 23: in a strange land modelling and understanding  cyberspace

scenarios

• stories for design– communicate with others– validate other models– dynamics

• linearity– time is linear - our lives are linear– tours - linear paths in complex spaces

Page 24: in a strange land modelling and understanding  cyberspace

labrynth

Page 25: in a strange land modelling and understanding  cyberspace

golden rule of design

understand your materials

Page 26: in a strange land modelling and understanding  cyberspace

for Human–Computer Interaction

understand your materials

• understand computers– limitations, capacities, tools, platforms

• understand people– psychological, social aspects– human error

Page 27: in a strange land modelling and understanding  cyberspace

for Cyberspace

understand your materials

• understand virtual objects– clones and copies, non-continuity, magic!

• understand virtual space– non-linear, non-Euclidean, discrete

• understand people– how do we understand physical space?

Page 28: in a strange land modelling and understanding  cyberspace

Clay tablet map

2200 BC

Yorghan Tepe,Iraq

Page 29: in a strange land modelling and understanding  cyberspace

Egyptian garden

1400 BC

garden of a high court official of Amenhotep III

at Thebes

Page 30: in a strange land modelling and understanding  cyberspace

T-O mapof the world

Isidore of Seville560-636 AD

Page 31: in a strange land modelling and understanding  cyberspace

Wales

John Speed1610

Page 32: in a strange land modelling and understanding  cyberspace
Page 33: in a strange land modelling and understanding  cyberspace

View of the World from 9th Avenue

Saul Steinberg 1975

Page 34: in a strange land modelling and understanding  cyberspace

rules of navigation

where you are

where you’ve come from

what you can do next

where you will get to

Page 35: in a strange land modelling and understanding  cyberspace

designing environments

• not just systems

• also environments– operating systems– buildings

• 2D surfaces– users create their own structure

Page 36: in a strange land modelling and understanding  cyberspace

vfridgecollaborativelybuildingstructureinspace

Page 37: in a strange land modelling and understanding  cyberspace

so ...the world becomes cyberspace

HCI gets more difficult

moving towards design of cyberspace

Page 38: in a strange land modelling and understanding  cyberspace

for more ...

• HCI textbookhttp://www.hcibook.com/

• Cyberspacehttp://www.hiraeth.com/alan/topics/cyberspace

• vfridge and aQtivehttp://www.vfridge.com/

http://www.aqtive.com/