User:Natasa Siencnik/notes/bardini/: Difference between revisions
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#*person's mental model of computer and computer's understanding of person | #*person's mental model of computer and computer's understanding of person | ||
#*conceptual interface > user and computer need understanding of each other | #*conceptual interface > user and computer need understanding of each other | ||
#*simpler concept of interface > how humans and computers | #*simpler concept of interface > how humans and computers interact | ||
#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 | |||
#Virtual Witnessing | |||
#*invention of the user as a virtuality via virtual witnessing | |||
#*imagined users anticipate the potential use of the design | |||
#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 | |||
#Inventing the Virtual User | |||
#*Dougles Engelbart > framework for the augmentation of human intellect | |||
#*user described in his own idealized image: "knowledge worker" | |||
#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 | |||
#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 | |||
#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 | |||
#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) | |||
#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 | |||
#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 | |||
#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 | |||
#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 |
Latest revision as of 16:27, 23 October 2010
Abstract
Thierry Bardini: Inventing the Virtual User. In: Bootstrapping. Stanford University Press, 2000.
- 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
- 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
- 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
- Virtual Witnessing
- invention of the user as a virtuality via virtual witnessing
- imagined users anticipate the potential use of the design
- 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
- Inventing the Virtual User
- Dougles Engelbart > framework for the augmentation of human intellect
- user described in his own idealized image: "knowledge worker"
- 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
- 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
- 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
- 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)
- 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
- 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
- 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
- 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