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Transcript
Interaktionsdesign
E2007
Lektion 6
Social computing
Læringsmål
• At forstå etnografisk tilgang og social
computing i Dourish’ embodied
interaction tilgang
• Få en analytisk og teoretisk overbygning
på etnografiske inspirerede metoder
Indhold
• Dourish’ framework
• Social computing
• IDEO
• Om projektarbejde / designprocessen
• Problemformulering
Towards a
Foundational Framework for
Embodied Interaction
- Social Computing
Paul Dourish
Xerox Palo Alto Research Center
Theory and Foundations
• A history of HCI and interaction paradigms
–
–
–
–
electronic
symbolic
textual
graphical
• A history of conceptual & theoretical models
– incorporating new human skills and abilities
– incorporating new ways of understanding their use
Two Recent Trends
• “Tangible computing”
– physical interaction
– augmented environments
– computation as part of the physical world
• “Social computing”
– using social understandings of interaction
– enhancing interaction with computation
Social Computing
• Incorporating sociological understandings
– context: organisational, cultural, etc.
• Sociological methods and reasoning
• In design, development and evaluation
• Sociologists and technologists working together
in the design process (not just a perspective)
• Why study structure and function of society?
Important in understanding of context
– Social conduct rather than broad social trends
– Real activities and experiences rather than
abstractions and models
Ethnography, anthropology and sociology
- historical background and traditions
•
•
•
•
Field work and observations (from anthropology)
Overlap between anthropology and sociology
Anthropology … colonial experience
Later: Ethnography … collecting facts – detailed
understanding of a culture, participant observation,
members own view, avoid preconception
• The Chicago School: ethnography and sociology
– Studied urban cultures / subcultures
– Working practices
– CSCW (1986: Gerson & Star: office work)
Sociology in HCI
• Cognitive psychology ->
social psychology
(individual perspective)
• Thoughts and emotions
• Understanding what
goes on when working
with computer ->
understanding reflected
back on design
“From Human Factors to Human
Actors” – Bannon (1991)
• Broaden the scope: context of the activity that the user
was engaged in
• Evaluations should not be de-contextualized (take
place in labs, performance evaluation)
• Distinction between work processes and work practice
• the design of interaction
• the improvised sequential organisation of conduct
(rather than social trends)
Social Computing - example
• Ethnography in Air Traffic Control
– focus on the work and the setting of the work
– Location important
– two roles of flight strips
• a representational role
• a coordinational role
– making work visible
• “cocking out” the strip
• public availability of action over flight strips
• strips as a record of history
–
–
–
–
work and the setting are intertwined
> embodied performance of physical activity
Coordination and distribution bound up with physicality (strips)
Other examples?
Air Traffic Control – flight strips
Social Computing – two trends
• Design-focussed social computing
– gathering field data and studying working settings
– analytic interpretation of data drives design
• Foundationally/theoretically-focused social
computing
– organised around foundational issues rather than
specific designs
An analytic perspective – Lucy
Suchman
• Plans and situated Actions
(1987+2007)
• Planning paradigm (p. 72)
in AI vs situatedness:
– Active interpretations of the
world formed in response to
specific settings and
circumstances
• Sequential rather than
hierarchical (planned)
organisation of behaviour
• From purely empirical to
analytic perspective
Ethnomethodology – Garfinkel
• Revival in HCI through Suchman’s
work
• Studies in ethnomethodology (1967)
• Inspired by phenomenology
(experience of everyday world rather
than abstract reasoning)
• The problem of social order
• Finding evidence for the ways in which
people achieve orderly social conduct
• Emergence of social order
• Conversation analysis
“Technomethodology”
• Dourish & Graham Button (1998)
• Combining areas of both technical and
ethnomethodological issues
– Accountability
– Abstraction
Accountability and abstraction
– accountability in
ethnomethodology
– abstraction in software design
• Accountability
• … being a competent member of
some setting is being able to
• modularity and information
engage in action in ways that are
hiding
recognizable to other members …
– abstraction in user interface
• Abstraction
design
• … all software based systems are
• hiding information
based on abstractions. Software /
– “accounts” are representations
that systems offer of their own
interfaces hide implementation
activity
(formalization)
– A good idea to build systems that • Accountability in interface
tell you what they are doing…?
abstractions
(Mac / Windows OS)
• A program is “performance” of the
representation
Space, place and locales
• Spatial models and
metaphors
– In interactive and
collaborative systems
– Metaphors we life by (Lakoff
& Johnson 1980)
• Distinction between space
and place
– Space: physical properties,
how people and artifacts are
configured in a setting (ex
lecture room, stage)
– Place: the way that social
understanding convey an
appropriate behavioral
framing for an environment
– From structure to activity
(from plan to situatedness)
– > design for interaction
• Place: Emergence of practice
(vs work processes)
• Place cannot be designed,
only designed for
• Community of practice:
practice that constitute a
place (ex Roskilde festival)
• Locale (Giddens 1984 /
Strauss 1993): Structuration
Theory: “the use of space to
provide the setting of
interaction”
• Trajectory: understanding
how social worlds develop
Features of Social Computing summary
• Beyond single-user interactions
– users act in cultural, social, organisational contexts
• Orientation towards settings
– where and how work gets done
• Focus on practices
A Common Theme
• Exploiting human skills and experiences
• Direct participation in the world
– a world of physical and social reality
– unfolding in time and space
• Focussing on context
– settings in which action unfolds
– how action is related to those settings
Later …
• Embodiment is a foundation for new HCI models
– tangible and social computing
– a common focus on participation and meaning
• Turning to phenomenology
– a conceptual understanding of embodiment
• 6 design principles
– steps towards an account of embodied interaction
Workshops
• Physical Computing (Tomas)
• Etnografi (Tanja)
Problemformulering (19/9)
• Skriv én side:
–
–
–
–
Område / domæne
Hvad er problemet?
Hvem er målgruppen?
Hvad er den ID-mæssige
udfordring?
– Hvordan vil I undersøge?
– Hvordan vil I modellere?
– Hvordan / hvad vil I
præsentere?
Grupper
• Tænk i problemer i stedet for i løsninger
• Målgruppe på plads
Jacob’s
Signes + Mies designerfaringer
• Signes MyZiql
Slut