Week 2 Reading : Chapter 6

In Readings, Week 2 Readings on January 27, 2010 at 4:27 pm

Starts off talking about difficulties of describing tasks in terms of design.
When discussing interface design, 2 main problems with theoretical design models.
1. Laborious and Time Consuming.
2. Theory-laden and beyond the scope of a typical HCI designer.

Tangible computing has 3 related ways of connecting activities and space in which they’re carried.
1. through the configurability of space
2. through the relationship of body to task
3. through physical constraints

Much of interaction involves communicating realistic data.
Additionally, users tend to actively improvise while operating within the set virtual reality.

Design changes to support improvised action by giving users control over management.
Support improvisation by making the dynamic situation visible to the user.
Generally common expectations, meaning, systems, based on this operation. Relates to how mind works.
Means we need to pay attention to how users’ behavior evolves around technologies over time.

Six Design Principles Explored:

Computation is a Medium
This basically means that we are modulating our behavior and that the computer translates it via computation.
The computer is not relevant unless we look at how it is computing.
We modulate based on how the computation works.
Therefore we must look at how computation affects modulation, which in turn affects meaning and defining.
Focus not on capability of technologies per se, but how technology embeds into set of practices.

Meaning Arises on Multiple Levels

objects carry meaning on multiple levels.
on their own right, as signifiers of social meaning, as elements in systems of practice, etc.
creating and managing meaning cannot simply be up to the designer.
Items have iconic and symbolic meanings.
Items also vary between items of object to items of action.
We have to revise this

Users, not Designers, Create and Communicate Meaning
Users, not Designers, Manage Coupling

There is the artifact, and how the artifact is used.
Designer cannot completely control how people use an artifact.
Need to be alert to how systems may be used.
Need to be aware of how it operates within a set of existing practices.
Designers can only suggest coupling of meanings.
Ultimately the users and perception of how things are used determines coupling.
Designers stance, or conception of what he is doing.
Stance needs to change to operate as the user, not as a dictator to the user.
Different set of issues need to be seen.
This can be done by looking at a user and acting with and through them instead of for them.

Embodied Technologies Participate in the World they Represent

Meaning arises from engaged action.
Embodiment doesnt mean physical reality, it means parcipitative status.
Creating a language through engaged action requires participation in existing schema.
In roller example, it’s about the rollers and how they integrate into human interaction.
Not about the rollers. Not about interaction.
Representation and participation are important considerations in system design.

Embodied Interaction Turns into Meaning

Relationship between action and meaning is central to embodiment.
This is within the perspective of reality and the rest of the world.
Didn’t really understand this last section.

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