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	<title>MikeMadison.net &#187; HCI Theory</title>
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	<link>http://www.mikemadison.net</link>
	<description>Just a personal blog... with some other stuff on the side</description>
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		<title>HCI Theory Liveblog &#8211; 11/4/08</title>
		<link>http://www.mikemadison.net/2008/11/hci-theory-liveblog-11408/</link>
		<comments>http://www.mikemadison.net/2008/11/hci-theory-liveblog-11408/#comments</comments>
		<pubDate>Tue, 04 Nov 2008 14:13:07 +0000</pubDate>
		<dc:creator>Mike Madison</dc:creator>
				<category><![CDATA[Class]]></category>
		<category><![CDATA[HCI Theory]]></category>

		<guid isPermaLink="false">http://www.mikemadison.net/?p=729</guid>
		<description><![CDATA[<p>There&#8217;s a grab bag of interaction design practices. These link up with different theories in HCI. Once you get to a company, that company has certain pieces of the bigger picture that they focus on / use. </p>
<p>It&#8217;s important&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a grab bag of interaction design practices. These link up with different theories in HCI. Once you get to a company, that company has certain pieces of the bigger picture that they focus on / use. </p>
<p>It&#8217;s important to scale these various components&#8230; including:<br />
World View<br />
Philosophy<br />
Theory<br />
Methodology<br />
Method<br />
Techniques<br />
Tools</p>
<p>And to see where the company stresses its focus.Once you see what sort of method the company wants to focus on, you can see where it fits into Theory, what Philosophy it uses, where it sits in the company&#8217;s World View, and etc. </p>
<p>HCI Has 3 Components (Disciplines)</p>
<ul>
<li>Psychology</li>
<li>Computer Science / Information Science</li>
<li>Design</li>
</ul>
<p>Any of these three disciplines can be used to describe different aspects of HCI. In the early days of the field, Computer Science was the primary backbone. In the late 80&#8242;s / 90&#8242;s however, CS was replaced by Psychology as the major way of looking at / describing / defining HCI. Today, Design is becoming stronger and stronger. In the next 5-15 years design may end up being the &#8220;new&#8221; primary aspect of the field. </p>
<p><b>Rogers</b><br />
Part 1: Describes the existing contemporary theories of Interaction Design<br />
Part 2: Goes through research on how practitioners respond if they understand (or use) theories<br />
Part 3: Own discussion around this topic (what can we do, what are the solutions)</p>
<p>Theories:</p>
<ol>
<li>Early Theoretical Developments</li>
<ul>
<li>Scientific Theories regarding human beings</li>
<li>Rogers has a background in HCI, however she has education in Psychology.</li>
<li>Look at&#8230; Memory, Cognition, Perception</li>
<li>Example: I want to build &#8220;this&#8221; so I&#8217;m going to design &#8220;that.&#8221; If I know everything about &#8220;this&#8221; then I&#8217;ll be able to figure out what &#8220;that&#8221; is going to look like. Research was done on memory / cognition / perception because it was believed that if you know everything about a human being, you can build a perfect interact.</li>
<li>Cognitive Modeling</li>
<li>Human Beings use models to understand things. So, the user has a model about the system. Its not about the user, its about how the user thinks.</li>
<li>However, this lead to questions about what the difference between the designer&#8217;s model of the user, which is then used to understand the user&#8217;s model of the system, which then leads to a model of the system itself.</li>
<li>This also assumes that the system has a model of the user.</li>
<li>The goal here to get the user&#8217;s model of the system, and the system&#8217;s model of the user, to match up.</li>
<li>Goms theory: Users / methods / selections</li>
</ul>
<li>New Theories</li>
<ul>
<li>
</ul>
<li>Ethnomethodological Approaches</li>
<li>Practitioners Perspective</li>
]]></content:encoded>
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		<item>
		<title>HCI Theory Liveblog &#8211; 10/21/08</title>
		<link>http://www.mikemadison.net/2008/10/hci-theory-liveblog-102108/</link>
		<comments>http://www.mikemadison.net/2008/10/hci-theory-liveblog-102108/#comments</comments>
		<pubDate>Tue, 21 Oct 2008 13:10:29 +0000</pubDate>
		<dc:creator>Mike Madison</dc:creator>
				<category><![CDATA[Class]]></category>
		<category><![CDATA[HCI Theory]]></category>

		<guid isPermaLink="false">http://www.mikemadison.net/?p=679</guid>
		<description><![CDATA[<p>1st Part of the Presentation Who you are / what you&#8217;re doing<br />
2nd Part of the Presentation is a sort of mock presentation to the &#8220;client.&#8221;</p>
<p>Possible Design Models:</p>
<ul>
<li>Principles</li>
<li>Frameworks</li>
<li>Notions / concepts</li>
</ul>
<p><b>So far this</b>&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>1st Part of the Presentation Who you are / what you&#8217;re doing<br />
2nd Part of the Presentation is a sort of mock presentation to the &#8220;client.&#8221;</p>
<p>Possible Design Models:</p>
<ul>
<li>Principles</li>
<li>Frameworks</li>
<li>Notions / concepts</li>
</ul>
<p><b>So far this semester on the Theory channel&#8230;</b></p>
<ul>
<li>Philosophy!</li>
<li>Designer / Designerly Thinking</li>
<li>Relationship between the designer&#8217;s way of thinking and the design process</li>
<li>What is a design and what is the outcome of design (evil, splendor, common good, etc.) &#8211; bigger picture / societal aspects</li>
</ul>
<p><b>Today: How does a designer critique design?</b></li>
<ul>
<li>Realities of Design</li>
<li><b>Do designers think of some of the core concepts that we&#8217;re discussing?</b></li>
<ul>
<li>Maybe&#8230; Most of them don&#8217;t think of them in the same light that we do as we work through the course.</li>
<li>Very few people read the things that we read. We&#8217;re unique!</li>
<li></li>
</ul>
<li>The practical problem&#8230; how can I think about the design product?</li>
<ul>
<li>There are an infinite number of criteria or qualities to think about&#8230;</li>
<li>There are an infinite number of proposals to tell you how to sort through the criteria.</li>
<ul>
<li>Do people buy it?</li>
<ul>
<li>What if there&#8217;s monopoly or market saturation?</li>
<li>If they buy it, do they actually use it? Do they actually like it?</li>
<li>One purchase doesn&#8217;t necessarily mean repeated purchase, or &#8220;like&#8221;</li>
</ul>
<li>By the way&#8230; are we talking about a market wide sample, or an individual client?</li>
</ul>
<li>What happens when a field evolves to the point that there are no clear performance leaders? <b>Fashion</b></li>
</ul>
<li>If a product doesn&#8217;t sell&#8230; and the question of &#8220;Why&#8221; it didn&#8217;t is raise&#8230; we&#8217;re in trouble!</li>
<ul>
<li>Performance</li>
<li>Usability</li>
<li>Functionality</li>
<li>Speed</li>
<li>It just can&#8217;t be used</li>
<li>Looks</li>
</ul>
<li>Now you can ask people who didn&#8217;t buy it why they didn&#8217;t buy it, and try to fit it into the above categories (or others.)</li>
<li>Experience is being focused on in the field because it is believed that measuring experience (however you do that) can lead to an understanding of why people do or don&#8217;t do something, and why</li>
</ul>
<p><b>Krippendorff</b></p>
<ul>
<li>&#8220;Form Follows Meaning&#8221;</li>
<ul>
<li>&#8220;For me, its all about the context&#8221;</li>
<ul>
<li>Operation &#8211; In context of how its being used / interacted with</li>
<ul>
<li>Breaks down into 10 variables&#8230; that will help to define, describe, and add meaning to the operation</li>
</ul>
<li>Sociolinguistic &#8211; </li>
<li>Context of &#8211; Genesis</li>
<li>Ecological Context &#8211; </li>
</ul>
<li>Argues that the designer and the user look at a product in a radically different way.</li>
<p><center><img src="Files/images/081021.jpg" /></center></p>
<li>Product Semantics should inform the designer to help create the artifact.</li>
<li>The user creates / builds meaning</li>
</ul>
<li>What is the difference between meaning and aesthetics?</li>
<ul>
<li>Meaning infers something more than is typically seen / felt / experienced by others&#8230; i.e. &#8220;My Grandfather gave me this pen!&#8221;</li>
<li>Aesthetics don&#8217;t have to be defined as the artifact relates to other entities&#8230; the artifact is what it is.</li>
</ul>
<li>Form / Meaning is also called Function / Experience</li>
</ul>
<p>Interaction has everything that you find in film theory&#8230; It is temporal&#8230; there are rising and falling actions&#8230; different genres within interaction design&#8230; </p>
<p>An ATM for example is incredibly different than a sound board: The ATM is experienced in an entirely different, and often much more simplistic way than the sound board. </p>
<p>Literature Theory can lend to Interaction Criticism. You might go check out <a href="http://interactionculture.wordpress.com/2008/10/19/species-of-interaction-criticism/#more-638" target="_blank">Jeff Bardzell&#8217;s blog</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>HCI Theory Liveblog &#8211; 10/14/08</title>
		<link>http://www.mikemadison.net/2008/10/hci-theory-liveblog-101408/</link>
		<comments>http://www.mikemadison.net/2008/10/hci-theory-liveblog-101408/#comments</comments>
		<pubDate>Tue, 14 Oct 2008 13:24:39 +0000</pubDate>
		<dc:creator>Mike Madison</dc:creator>
				<category><![CDATA[Class]]></category>
		<category><![CDATA[HCI Theory]]></category>

		<guid isPermaLink="false">http://www.mikemadison.net/?p=663</guid>
		<description><![CDATA[<p><b>Evil</b></p>
<ul>
<li>Why do we need to think about good and evil when it comes to design?</li>
</ul><ul>
<li>It&#8217;s easy as a designer to be caught up in the complexity of &#8220;am I doing good&#8221; or &#8220;am I not doing</li></ul><p>&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p><b>Evil</b></p>
<ul>
<li>Why do we need to think about good and evil when it comes to design?</li>
<ul>
<li>It&#8217;s easy as a designer to be caught up in the complexity of &#8220;am I doing good&#8221; or &#8220;am I not doing good?&#8221;</li>
<li>It can be good for a design to have a certain naivety as it can lead to creation</li>
</ul>
<li>This idea leads to the thought that with creation comes destruction</li>
<li>In creating something new&#8230; something old is destroyed.</li>
<li><b>Types of Evil:</b></li>
<li>Necessity</li>
<ul>
<li>When you create something, you make a conscious decision</li>
<li>This is a pretty soft example&#8230; probably not something that would cause a person to go to jail.</li>
</ul>
<li>Accidental</li>
<ul>
<li>Very easy to do something bad&#8230; without meeting to do something bad.</li>
<li>Probably the biggest of the categories</li>
<li>You have the power to design, but you don&#8217;t have complete understanding over the consequences of what you&#8217;re doing</li>
<li>Somewhat of a gray area&#8230; are you responsible for this or not?</li>
<li>Cause without connection&#8230; are you able to predict something happening that is totally unrelated?</li>
</ul>
<li>Intentional</li>
<ul>
<li>Someone who is deliberate in their design&#8230; someone who tries to create something that is inherently evil</li>
<li></li>
</ul>
<li>In design, we are always faced with questions of good vs. evil.</li>
<li>Can we really define a &#8220;universal evil&#8221; if we can&#8217;t define a &#8220;universal good.&#8221;</li>
<li>If a designer tries to do something good and fails&#8230; is that evil?</li>
<li>To be considered&#8230;
<ol>
<li>Is the designer good / evil?</li>
<li>Is the product good / evil?</li>
<li>Is the process successful or not?</li>
</ol>
<li>There is a power in design&#8230; you can&#8217;t be a designer without accepting that power. Any design you participate in will change the world.</li>
<li>As a designer, we will change the world.</li>
<li>Some of us may have products and designs that will have a CONSIDERABLE influence on the future of the world</li>
<li>The first step in many programs&#8230; is acceptance. You can&#8217;t get anything done if you can&#8217;t accept that you are what you are. In this case&#8230; a designer.</li>
</ul>
<p><b>Ensoulment</b></p>
<ul>
<li>Things that are!</li>
<ul>
<li>A Ship</li>
<li>Democracy</li>
<li>Social Network</li>
<li>Vietnam Memorial</li>
<li>A gift (Leather Bag)</li>
<li>Nature</li>
</ul>
<li>Things that aren&#8217;t!</li>
<ul>
<li>A plastic Bag</li>
<li>A simple 5 function calculator</li>
<li>A Nail</li>
</ul>
<li>Value vs. Meaning</li>
<li>i.e. Erik found a rice cooker in a study that hadn&#8217;t been used in nearly 6 years. However, it was quite important to the person as it was a gift from her mother. Does this item have value? Obviously it has meaning to the owner.</li>
<li>Designers often come in with the plan of redesigning. Often, the first thing they choose to redesign is something that they see as not having any value. However, they don&#8217;t understand what the people who use the product find meaningful about that feature and as a result, the entire project is doomed because the design removed that one, key, critical thing that the users wanted.</li>
<li>Can you ensoul an object by design!?</li>
</ul>
]]></content:encoded>
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