User:Natasa Siencnik/notes/bardini/

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Abstract

Thierry Bardini: Inventing the Virtual User. In: Bootstrapping. Stanford University Press, 2000.

  1. Introduction
    • computer interface design is an ad hoc discipline (Brenda Laurel)
    • many people today equate the interface with the screen
    • but several models of the interface emerged through time
  2. Problem of the Interface
    • Brenda Laurel > Computers as Theater
    • simplistic model of interface as rectangle between user and computer
    • person's mental model of computer and computer's understanding of person
    • conceptual interface > user and computer need understanding of each other
    • simpler concept of interface > how humans and computers interact
  3. Interface as representational space
    • agents in the interface cannot be separated from the plot
    • human-computer interface entails narratives of interaction
    • user and designer agree on the "truth" of the representation
    • consequently the representation (illusion) appears "real"
    • designing this illusion is designing the user interface
    • moving a document on the desktop of a personal computer
    • similar to but different from moving the "real" document on a "real desktop
  4. Virtual Witnessing
    • invention of the user as a virtuality via virtual witnessing
    • imagined users anticipate the potential use of the design
  5. Reflexive user
    • designer's representation of user is a distorted representation of the designer himself
    • designers often think of themselves as typical users
    • virtual user is progressively shaped and transformed via virtual witnessing
  6. Inventing the Virtual User
    • Dougles Engelbart > framework for the augmentation of human intellect
    • user described in his own idealized image: "knowledge worker"
  7. Bootstrap Group
    • who would be the most likely computer user if not a computer programmer?
    • experimental reasons describe programmers as ideal intelligence workers
    • they are autonomous and creative
    • fundamental reasons deal with the benefits of using programmers as the template
  8. Black-Boxing the User
    • in sociology of technology, the projection of a representation of the user via testing has sometimes been called "black-boxing the user"
    • potential differences between what the designer envisioned the virtual user to be and what the real user actually becomes
    • testing as central moment in process of technology development
  9. Prospective testing
    • testing if the design is feasible, whether the technology works as specified in the design, whether different components can be integrated
    • 1967 mouse was compared with alternative devices already on the market
    • several pointing devices were tested (mouse, light pen, tablet, joystick)
    • results seemed "disappointingly nonspecific", but the usage system seemed too broad
    • defined virtual user of someone who did not need to learn how to employ the technology
    • from the start, user of the personal computer was imagined in terms of an existing incorporating practice
    • alternative device > knee control that liberated both hands from selection operations
    • systematic attempts to imagine ways to use the possibilities for instrumentation by human body
  10. Mouse in a Maze
    • marking interface > mouse and chord keyset
    • feedback loop on the screen, input device is determined by display system
    • Engelbart imagined an input and feedback loop that was purely tactile (gesture)
  11. Augmented Knowledge Workshop
    • place in which knowledge workers do their work
    • coordinated set of user interfaces principles
    • specific vocabulary and commands, but consistent language and control structure
    • front ends should be universal things to serve multiple applications for the user
  12. ARC's oN-Line System (NLS)
    • NLS was designed as a collection of applications (then called "subsystems")
    • certain kinds of commands did certain kinds of things no matter where you were
    • vision has been realized in many forms (graphical user interface, architecture)
    • problem was that it relied on practices of only reflexive virtual users
  13. Modes of Systems
    • mode is a particular state of a system
    • early text-editing systems had at least two modes: input mode and editing mode
    • input mode > hitting the "d" key would input a "d"
    • editing mode > hitting the "d" key would send the delete command
    • user had to memorize where he or she was in the hierarchy of commands and modes
    • reflexive users accepted the premise of the modal interface
  14. Conclusion
    • transformation of humans and machines
    • design of interface combining chord keyset and mouse lead to increase in speed
    • this goal drove the whole concept of the interface
    • modal nature of NLS for Engelbart wasn't a problem, but one of its features