Interactive Ecosystems
Interactive Ecosystems
Interactive Ecosystems
(Magistral)
Waves:
1. Focus, Challenges
2. Main metaphors
3. Examples
4. Theory and concepts, Methods
5. Contribution and Values
Predecessors
Human Factors: is concerned with the application of what we know about people, their
abilities, characteristics, and limitations to the design of equipment they use, environments in
which they function, and jobs they perform.
Ergonomics: is the design and engineering of human-machine systems for the purpose of
enhancing human performance.
1st wave: emergence of HCI (from 1980s), research at unis and labs
Focus: better cognitive coupling human-machine, information-processing phenomena,
machine-centered notion, task-based actions, evaluation of existing systems, analysis of
features.
Metaphor: Mind and computer as a coupled information processor
(from engineering, cognitive psychology, industrial and information design, etc.)
Concepts: “user friendly”, efficiency, efficacy, effectiveness, satisfaction
Decrease the cognitive load
Gulfs of evaluation and execution
Affordances: (introduced by Gibson,1979) Refers to he perceived and actual properties of
the thing, primarily those fundamental properties that determine just how the thing could
possibly be used (Used by Norman, 1988).
Acting on a perceptible affordance leads to information indicating new affordance
(Gaver,1991)
Gestalt: perceptions of patterns, configurations instead of individual elements.
principles that describe how we perceive: proximity, similarity, continuity, closure, etc.)
Methods: modelling the user = processor (GOMS (Goals, Operators, Methods, and Selection
Rules), KLM, PUMs)
Goals: little effort, cost, time
Lab- setting/experiments
Assumption: can be generalized
Assumes no error, user know how to
Human factors modeled as a set of specifications
Rigid guidelines
Systematic testing: usability testing (usefulness, efficiency, efficacy, learnability, satisfaction)
Recap:
• Focus on the fit, emphasis on cognition. Humans and computers
modeled as information processors
• Concepts: mental models, gulf of execution and evaluation, affordances…
• Methods: In-lab. Usability: efficiency, effectiveness, usefulness, …
2nd wave
Theories: Situated action
Interaction is “situated”: how ppl use their circumstances to achieve intelligent action, rather
than attempting to abstract action away from its circumstances
Relationship between action structures and environment:
- Interactionist view – Situation: resources for actions to construct meaning.
- Ecological view – Situation: organization of action partially taken care by the
environment
Methods: ethnographic (observations, interviews,...)
Inspired interesting concepts: seamless and seamful design
Interactionist, ecological
Study: complex and real situations in the work environment
IMP context: interaction w other ppl, objects, in the context of ongoing activities and
practices
coordination of joint action: awareness, collaboration, cooperation
Methods:
- Proactive
- User-centered design processes
- Participatory design
- Contextual inquiry and design
- Analysis: sociology, anthropology, ethnomethodology (field work: in the wild,
observation techniques, micro analysis)
3rd wave
2000s, from users to actors or participants
Extended context and application domain (from workplace to home, from work to leisure)
Importance: from performance to culture, emotions, experience
Technology: from desktop to mobile, tangible,wearables, hybrid spaces
Mobile technology
Waves: portability, miniaturization, connectivity, convergence, divergence, apps, digital
ecosystems
Ubiquitous computing
Any device, any time, any place, any data across any network
Instead of one powerful computer, multiple distributed devices
Tangible computing
From abstract cognition to physical world
Interface moves to the environment
Technology manifests in the world
Interacting with digital info= interacting w the world
Exploit our skills w real world objects
New concerns:
- managing attention
- incorporating context
- combining devices
Tangibility and materiality of interface (new affordances)
New interaction styles
Internet of Things
Connecting any device to the Internet and to other devices
IoT – big network of connected things and people
Collecting and sharing data about how they are used and their environment
Wearable computing
Wearing tech
Part of ubiquitous computing
Challenges: HW, integration, interaction, acceptance
Theory:
Methods:
Very explorative
Design at the center:
- “Design thinking”: practice based, thinking out of the box, centers on innovation
- Embodied design methods: use embodied engagement of designers and users
- Research through design: knowledge generation, captured on designs
VR/AR/MR
Flexible electronics and interfaces
3D printing, DIY prosthetics
Smart jewelry
Interactive arts
Metaverse
4. Participatory and people-centered design. Problem Framing
User experience: “person's perceptions and responses resulting from the use and/or
anticipated use of a product, system or service”
Includes emotions, beliefs, preferences, behaviors, accomplishments that occur before,
during, and after use
Consequence of brand image, presentation, functionality, system performance
Problem framing: important to frame a guiding question for research and design, and to scope
our design context or problem space
Design context: characterization of the situation, phenomenon, practice or activity designed
for
Assumptions: smthn that u take for granted w/o supporting evidence (requires further
investigation)
Claim: statement of supposed “thruths” w/o supporting evidence, they put the design proces
at risk
Design thinking
Design thinking is well suited to tackle wicked problems. It centers on what does not yet
exist. Iterative process of framing and reframing problems and solutions. Hands on approach:
prototyping and testing. Success measure: “ultimate particular”
Design models
IDEO
Company known for their design thinking approach and methods.
Creative tools for designers and non-designers
Start with a good question focused on a change
Starting from people
Build to think : “Instead of thinking about what to build, building in order to think”
Involving users
Double Diamond Model
Phases: (EDIPT)
- Empathize
- Define
- Ideate
- Prototype
- Test
Design thinking and UCD: both centered on users, iterative, UCD more traditional, design
thinking more innovative, similar goals
PCA, why?
understanding users is essential, it can help designers design good user experiences, one
size fits all rarely works, it can reveal incorrect assumptions of designers, expensive errors
late in the design process.
Problem framing
- Select and scope our design context (what do we know ab it? how can we know
more?)
- Frame a guiding question for research and design
1. Empathize
Central key in a person-centered design process. Understand ppl and their context.
Important bc you are not the user, insights are key to create innovative solutions
Observe, watch, listen…then ENGAGE (interviews, stories, show and tell, walk-throughs, se
the environment as prompts)
● Focus groups
Group interviews, led by a facilitator, frequent in marketing, political campaigns,
social sciences. Look out for: group dynamics, salient and sensitive topics, common
and different opinions and stances
Contextual inquiry: mix between interview and observation, contextual interview (1-
on-1 field interview), active role- master/apprentice, participants talk as they do,
emerge hidden and specific details of what ppl do and why, looking for cool concepts,
data collection (annotations or recordings)
Observations-useful technique
Think aloud: participants think out loud as they are acting. Useful to understand what
users think and feel, their thought and mental models, expectations, fears, doubts.
● Indirect observations
- Diaries: self documentation of daily activities, regular basis, useful when
participants unreachable, location is private, to report feelings. + not much
time for researchers, good for long term studies. - rely on participant
remembering and engaging. Experience Sampling Method (ESM)- diary w
prompts for action
- Probes: self-documentation technique, a set of artefacts given to participants to
interact with. Prompts for action. After a while: back to the researcher,
capturing action and engagement.
- Interaction logs: using SW to record users’ activity, usually in combo w other
techniques. + not intrusive, automatic logging of data, ok for large volumes of
data. !ethical aspect. Logistics: visualization tools to handle large data and
statistical methods
- Data scraping: examining online trail of activity, focus on social media
● Other techniques
- Design thinking techniques: good to tackle wicket problems, key for innovation
(thinking outside of the box)
- Embodied design activities: 1st person experience, perspective and understanding,
immersion and engagement w contexts and users, empathy towards users, improves
communication and work, facilitate exploration of situations that might be hard to
observe, create from experience.
Pilot study
reduced version of the study, test your study protocol prior to the real study
Documentation techniques
important for posterior analysis and synthesis, some are auto-document themselves
(questionnaires, diaries, interaction logging) some dont (observations, interviews)
Forum theatre: group of actor play a piece of theater, the audience suggest changes according
to their preferences.
Who? design team and actors
Techniques: scripts and improvisations, adaptable scenarios, pause and play
Enactment, improvisation
Who? design team and users
Techns: contextual inquiry+participatory design, scenarios created by users, users enacting
“present” and improvising possible futures, onsite and real time ideation and test
Define-what
Clarity and focus to the design process
Defining the problem, challenge, question
== sensemaking
Synthesizing info and insights (from empathize phase)
Developing a point of view or POV
making info actionable and guiding the design process
Define-why
Define-how
Personas: embody target user, made up, reflect empirical data, IMP: detailed description
Scenarios: informal narrative description of users’ activities, tasks and goals. Allows
identification of important aspects of design context. Everyday language, can include tech or
not.
1. Empathy mapping
Articulates what we know about a type of user.
It helps understand user’s mindset, creates a shared understanding of user type, helps in
decision making, builds empathy for users.
At beginning of design process, to help classify data from interviews
How? Split into key quadrants (says, feels, thinks, does), show user’s perspectives on actions,
behavior, tasks, related to product. Not chronological, 1 persona.
2. Experience map
- Analytic technique
To analyze both existing products and future products
To collect design issues
- Envisioning technique
Help designers consider and overall experience
Explore and question the designed experience
Anytime in the design process, to create a shared understanding of the customer journey, take
ownership of key touchpoints.
How? many diff types and complexity, actions ordered chronologically in timeline, 1
interaction w product/service, captures diff issues. Tied to specific prod/serv, 1 persona.
Draw a timeline w goals and actions. Show user’s perspectives (mindset, thoughts, emotions)
4 popular lanes: phases, actions, thoughts, mindsets/emotions.
4. Service blueprint
Block of functionalities: functional (features), and non functional (usability and UX)
Consists in: description, time/effort estimation, verification test
Epics: complex user story (weeks or months), split into smaller efforts (user stories)
Tasks: spit user stories into smaller chunks
Epic format: As a <role>, I want <behavior> so that <benefit>.
What? Idea generation, divergence: open up the design space, base to prototype, key for
innovation
Why? Early in design process, transition from identifying problems to creating solutions,
expand the possibility space
How? Balance between conscious and non conscious, rational thinking and imagination.
Techniques: brainstorming, building, sketching, body storming. Co-designing, building ideas
together, feeding on one another. Productive constraints, quantity over quality (quality comes
later)
Classical techniques
Brainstorming: define the problem or goal to envision the preferred state and possible
ultimate particulars. Gather relevant participants, visual, set the rules, no discussion, just
generation.
Prompts and timer:
• To guide thinking: “Let’s bring about ideas about X”
• To entice immediate action: “let’s bring about ideas about X, NOW!” “two more minutes!”
• To think out of the box. E.g. completely unrelated prompts: “write (post-it) the name of a
fruit: three, two, one, now!”
Analysis
- Affinity diagram: organization, arrangement and visualization of large amounts of
data. Data organized in groups and themes, hierarchically. Highlight differences and
similarities. Mainly inductive process.
Key in qualitative analysis:
- open coding: break data up into small and discrete bits of data, code each piece q a
descriptive label
- axial coding: find connections and relationships between codes. Group and condense
codes into broader categories
- selective coding: find overarching categories, identify connections between
categories, remove those w/o enough supportive data, back and forth between source
code and overarching categories
Brainstorming in the wild, in the context you are going to design for, who?design team.
Techniques: brainstorming, location as inspiration and prompt – divergent thinking, location
immediate feedback – convergent thinking.
Use Case Theatre. Who? design team. Techniques: role-playing, prompts and staging, scripts
to guide interaction, improvisation, wizard of Oz
Embodied sketching
Characterizes multiple design activities that use physical engagement of designers and other
stakeholders to generate and polish concepts.
It leverages the embodied experience of designers to understand, explore and design
experiences
Focus: sketching key aspects of the future experience through bodily engagement.
Early in design process.
Several roles: sensitizing participants, ideation (creating smthn from scratch), evaluation.
Participants: designers, users, stakeholders
Holistic and ecological design
Designing the whole activity through key actions or embodied core mechanisms, extended
repertoire of design resources. Movement and play: goals and means.
Sensitizing
Bodystorming
Early in design process. Process driven by embodied core mechanisms and design resources.
Goal: open and populate the design space “embodied sketches”
Fast pace of ideation, focus on quantity.
Who? designers and facilitators.
Techniques: brainstorming (turn taking, co-creation, exhaustive exploration)
Logistics: space selection, props and tools
Envisioning (and faking) tech
Seeing problems in the moment and on site
Through the whole design process. Some very characteristic of specific phases (ideation-
divergence). But both likely needed in all phases
Designing technology-supported activities for training for children with Sensory-based Motor
Disorder
- Sensitizing designers through sensory bodystorming
- Sensitizing end users: warm up games
- Bodystorming w designers
- Emergent bodystorming (end users)
Dot-voting
Write each idea
Give a num of votes to participants
Vote
Color variations possible: degree of preference, for traceability, to vote on aspects that need
prioritizing)
- Method 1: note-and-vote
- Method 2: heat map (similar to note-and-vote w/o formal vote
- Method 3: straw poll (vote with names, give rationale behind vote, to find personal or
team preferences)
Provide good number of dots, depending on num of ideas and participants
(+ideas→+votes, +voters→ -votes), clustering(- votes if clustered), and phase in design
process(early→ +votes, late→ -votes)
Pitfalls to avoid
- No parity between things
- Redundancies
- Poor understanding of concepts
- Mixing basic expectations with differentiators
- Not for pieces in the system
- Dont mix problems and solutions
- Careful w relationships between things voted on
Dot-voting pros
Prevents HiPPO effect, equal voice and contribution, converging expertise to inform
decisions, productive and time efficient, focus discussion on few prioritized possibilities,
shared material for discussion.
Dot-voting pros
Persuaded voting, split voting, group voting, anti-group voting, familiarity bias
Alternatives
Feedback frames
Anonymous voting with well structured rubric
Priorization matrix
What?
Iterative artefact generation
To answer questions: + broader at first, + concreted later
Anything that takes a physical form
Anything with which users can interact
Why?
To explore, inspire, ideate and problem solace, communicate, start a convo, test possibilities,
quickly fail and cheaply, bring you closer to end solution, manage solution-building process,
gain empathy.
How?
ID a variable- what is being tested
Prototypes act as filters
Start building
No big attachments
Build with the user in mind
Classical techniques
Pros
Useful communication tool, proofs of concepts, quick revisions, improves design prior to
development, allows testing multiple design concepts
Cons
Not for errors and bugs, little specificity, not for usability studies, limitations, requires
facilitation
Wizard of OZ (WoZ)
Simulation of functionality, less costly than functional implementation, centers on
interactivity and experience
Pros
Almost completely functional, interactive, centered on the user, clearly defines
navigation/interaction schema. Use: exploration, test, evaluation. Look and feel of final
product, a live or evolving requirement, tool for marketing and sales
Cons
More resources and development time, + costly modifications, not efficient as proofs of
concepts, can be mistaken for final product, unrealistic expectations
Prototypes- trade offs
Horizontal vs. vertical prototyping
Level of robustness vs. changeability
Wireframe
• Cost: ↓ ↓ ↓
• Fidelity: low (- medium)
• Basic visual representation of the interface (structure)
• For: documentation and communication
Mockup
• Cost: ↓ ↓
• Fidelity: medium - high
• + precise representation: content, functions, look
• For: discussing with clients and investors
Prototype (Careful!)
• Cost: ↓
• Fidelity: (medium )- high
• Center on interactivity
• For: Usability studies, evaluations, UI design
Wireframes
Most basic prototype, design skeleton
Low fidelity: structure, main content, basic UI
Cheap and quick
Documentation and communication: center on functionality, not aesthethics
Wireflow== wireframe+flowchart. Screen by screen changes, center on interactivity, variable
resolution
Mockups
Medium to high fidelity
Centered on aesthetics, more costly, requires specific SW
Discuss w clients and investors
Proposals (slides)
9. Prototyping and iterating the design. Design Crits and Internal Validation.
Evaluations
2 kinds:
- Summative evaluation: when design is complete
To assess the success of the design solution. To polish, improve, fix a final design. To
discover bugs and usability problems, add new features.
- Formative evaluation: during design
Done with designs in different polishing states, to check design is on track, discover
new requirements and needs, to iterate the design
Design crits
At any point, multiple through the process, if not used to it start soon and small, if used to it
bring external voices.
It is NOT brainstorming, user evaluation, user research.
Why? make sure we are on track, improve design by incorporating perspectives, internal
exposure beneficial and needed to avoid mistakes and for better designs. Affords change
before design is final. Less cost, time, energy. Supports team building, enables cooperation
and collaboration.
Roles: presenter, critiquer, facilitator
Approaches:
- Round robin: participants share perspectives one by one (democratic)
- Quotas: each participant has a number of pros and cons
- Presentation format: 1st questions then feedback
- Reverse/blind forma: 1st feedback then questions
Facilitator responsibilities:
- Time boxing
- Keeping focus and goal
- Filter feedback
- Negotiating and discussing tensions
- Promote equal participation
- Creating and distributing scope and agenda
- Ask right questions
- Reformulate questions
- Documenting discussion
- Wrap up and next steps
Presenting
Vulnerable position
Not take feedback personally
Mindset: improve your product
- Summarize
- Send your work beforehand
- Tell a story
- Request specific feedback
- Request follow up questions if needed
Critiquer
3-4 ppl
help presenter achieve design goal
- Ask clarifying questions
- Talk in terms of tradeoffs
- Empathize w presenter
- Be specific
- Advocate for the user and the project goal
- Provide directional suggestions, avoid problem solving
- Feedback or ideas beyond scope of design crit
10. Briefing stakeholders. Capturing and presenting a vision and design concepts.
Why? To consider different possible designs, to choose between design alternatives, to make
design decisions, to get feedback/approval
Design decisions should be informed by:
- Empirical material (insights from field study, workshop w users and stakeholders)
- Expertise
- Project’s goals, constraints, etc.
- Ultimately: by the user experience
Documentation
Traditional way to communicate design.
Too static, hard to capture the dynamics of behavior, IMP for an interactive product
Prototypes
“It involves producing a limited version of the product with the purpose of answering specific
questions about the design’s feasibility or appropriateness. ”
- Give a sense of the user behavior and experience
- Different kinds depending on stage in the design process
- Different goals spending on when in dessign process
Experience prototyping
Video prototypes
Use video to illustrate: future design concepts and features, how the user will interact, the
resulting experience-
Build on previous design tools: personas, scenarios and storyboards (foundation of video
prototype), prototypes, embodied design activities.
Why? fast, right fidelity (useful), focus on what matters, helps communicate and envision,
allows understanding and anticipate issues, co-create with viewers.
How?
- select concept to be prototyped
- bodystorming
- prepare the storyboard (focus on 1 concept, make it short, capture key moment of
interaction)
- prepare the props (create lightweight props with basic affordances)
- Shooting (no need high quality)
- Prepare interfaces
- Post production (SW, adobe’s creative suite)
Recommendations (slides)
- how to shoot videos
- how to edit videos
Evaluation steps:
Evaluation goals:
Evaluation types:
Many. Depends on kind of product, prototype, design concept, objective for designers
With users: observing or interacting
- Controlled environments: lab
- Natural environment: in the wild
Without users: expert studies, behavior modeling and analytics.
● Experiments
From experimental psychology
Hypothesis
Generally in controlled spaces: eliminate confounding variables, study effects of particular
feature, same study protocol
● Usability studies
Mainly in lab
Goals: study how specific users fulfill specific tasks, and what they think/feel
Qualitative and quantitative methods: video recordings of users interactions with design,
questionnaires, interviews
SUS: System Usability Scale. 10 questions, 5 point likert scale, alternating positive and
negative bias. Score 0-100 (>68 acceptable usability). Quick and easy to do, OK for small
samples.
Other established questionnaires: Computer System Usability Questionnaire (CSUQ),
Questionnaire for User Interface Satisfaction (QUIS), Perceived Usefulness and Ease of Use
(PUEU), After Scenario Questionnaire (ASK), Technology Acceptance Model (TAM).
Kinds
- Inspection methods (design reviews): investigator, acting as users. Inspect design
aspects and identify potential problems
- A/B testing: comparative experimental method. Usually remote. Random experiment
with 2 variables, one is control variable, other is modified variable. Comparing effect
of both in users’ actions and experiences. Same instructions. More control, less
artificial situations.
- Analytics: User Interaction Logging
- Predictive modeling: analysis of physical and mental operations needed to fulfill the
task under study, operationalized w quantitative metrics
Pilot study
Reduced version of the study that is tested before the real study.
- Test protocol, equipment, instructions, questions…
- Difficult with real users, then with other partners
- Identify problems and learn from mistakes
- Iterate the study protocol
Final considerations
Validity
- General (rigor and validity) about the method and how it is implemented
- Replicability (validity and generalizability)- same results in different tests under same
condition
- Ecological validity- considers how the environment affects the evaluation and results
12. Final Considerations: engaging stakeholders with a design vision. Critical analysis
Implementation phase
● Roadmap
Timeline and plan of action to get your idea into the world. Helps keep on time and on target
● Resource assessment
What is going to take to execute idea. Understand feasibility of the solution.
● Build Partnerships
Getting partners to help to get concept to market
● Ways to grow framework
Understand whom your design solution is for and what implementation will look like.
● Funding strategy
Get the money needed to get the solution off the ground
● Pilot
Longer-term test of the solution and a critical step before going to market
● Keep iterating
Testing, getting feedback, and iterating will help get a great solution to market and let you
know where to push it when you do
● Create a pitch
Great way to communicate your idea, how it works, why it counts and who it benefits to
funders, partners, consumers, etc.
● Monitor and evaluate
Design the ways to measure and grow your goals
● Keep getting feedback
Never ending process and critical as you push your idea forward