Situated Interaction - INSTRUMENTS AND SUBSTRATES

Notes of: 

FUNDAMENTALS OF SITUATED INTERACTION - 16 SEPTEMBER 2016 MICHEL BEAUDOUIN-LAFON UNIVERSITÉ PARIS-SUD & INSTITUT UNIVERSITAIRE DE FRANCE

Professor: Wendy E. Mackay 

https://www.lri.fr/~mbl/Teach/SituatedComputing/2016/#l2

Lecture 1

Introduction

INVENTION OF THE TOOL

  • Humans are the only species that creates tools to shape their environment;
  • Traces of tools have been found as far back as 3.3 million years;

Most of our interactions with the real world are mediated by tools and instruments.

Tools to shape our environment, but not always easy to learn.

 

A bit of psychology

AFFORDANCES

  • We directly perceive the capabilities for action of an object ;
  • … the affordances of the environment are what it offers the animal, what it provides or furnishes, either for good or ill…” James Gibson

PERCEPTUAL LEARNING

  • Learning to recognize affordances;
  • “We perceive to learn, as well as learn to perceive” Eleanor Gibson;

SIGNIFIERS

  • Affordances as redefined by Don Norman;
  • To be perceived, an affordance must be visible;

THE POWER OF TOOLS

  • We internalize the tool as a physical extension of our body;

TECHNICAL REASONING

  • We simulate in our head the physical mechanism to solve a problem;
  • We appropriate the objects at hands;

APPROPRIATION

  • A pen or a ruler? 
  • A mug or a compass?

WHEN YOU HAVE A HAMMER…

  • We create tools because we overestimate their capabilities;

What about digital tools?

GRAPHICAL INTERACTION

  • SKETCHPAD IVAN SUTHERLAND, 1963

 

COMPUTER AS TOOL

  • “Computers are like a bicycle for our minds” Steve Jobs

FROM PHYSICAL TOOLS TO DIGITAL TOOLS

 

Instrumental interaction

INTERACTION IS MEDIATED BY A TOOL

A DESCRIPTIVE MODEL

  • From direct manipulation To tangible interaction
  • But not universal:
    • Voice-based interaction?
    • Gesture-based interaction?

CPN2000

REIFICATION

  • Transform a command into an object that can be directly manipulated;
    • Example : alignment
    • STICKYLINES M. Ciolfi, N. Maudet, W. Mackay, M. Beaudouin-Lafon

POLYMORPHISM

  • The same tool can be used in different contexts;
    • Example : color selector;
  • Free the tools from the applications where they are trapped!

REUSE

  • Output reuse (objects);
    • Example : copy-paste
  • Input reuse (commands)
    • Example : redo, macros

UBICOMP INSTRUMENTS

  • Instruments spanning multiple interaction surfaces;
  • Multi surface interaction;
  • VIGO (CHI’09);

Information substrates

INSTRUMENTAL INTERFACES

  • To create and edit content
  • BUT limited:  How to use the pen from the “Paper” app to write on a photo in the “iPhoto” app?

INFORMATION SUBSTRATES

  • Data does not exist in a vacuum;
  • Substrates provide context for interpreting data and constraints for presenting and interacting with it;
    • Examples: musical score, spreadsheet, page layout, graph…

PAPER SUBSTRATES

  • Support the music composition process by combining and interpreting notations in various ways

INSTRUMENTS & SUBSTRATES

  • Instruments can manipulate substrates;
  • Instruments probe the substrate for specific properties or protocols to decide if they can operate;
  • Instruments are themselves substrates;
  • Instruments can be embedded in substrates;
  • WEBSTRATES C. Klokmose, J. Eagan, S. Baader, W. Mackay , M. Beaudouin-Lafon

LAYERING SUBSTRATES

  • A substrate can represent data in another substrate;
  • Instruments can modify the different substrates in the stack;
    • Example: A table substrate - edit a value A graph substrate - set its type A histogram - set its color An image - paint on it

 

Conclusion

INTERACTION FROM FIRST PRINCIPLES

Reinventing interaction by separating tools from applications, and replacing applications with shareable and appropriable information substrates

 

Lecture 2

Human-Computer Partnerships or

Co-Adaptive Instruments

Computer hardware has changed dramatically over the past 40 years …

Computer capabilities are exploding but human capabilities are not ...

Can computers augment human capabilities?

 

Key Research Challenge

How can we improve interactive systems, given today’s ever-increasingly complex computational environment?

 

Situated Interaction

Focus on interaction

we cannot effectively model user behavior without taking context into account

 

Human behavior is planned, but action is situated: plans are a resource for action, not the action itself

 

Differentiate between measuring data and understanding the complexities of context

 

Methodology

Generative theory

  • understand co-adaptive interaction
  • principles for creating co-adaptive instruments

 

Participatory design with creative professionals

  • develop novel prototypes
  • real-time interaction
  • personal language creation
  • long-term reusable patterns of interaction

 

Empirical studies

  • controlled laboratory studies
  • extended field studies

 

 

ExSitu

focuses on: reinventing interactive software to support creative activities … based on two key ideas

 

We have multiple relationships with computers

  • Computer as a tool I accomplish the task myself
  • Computer as a servant It accomplishes the task for me
  • Computer as a medium It lets me communicate with other people

 

Competing views of the future

Artificial Intelligence or Human-Computer Interaction 

 

GUIs are a vindication … and a challenge

 

Designed for executive secretaries to process documents in a completely different technology environment

Dates back to the 1970s to: copy hand-written notes check for mistakes format on letterhead

Problem: Brilliant then, out-moded today

 

 

Human-Computer Interaction research fought hard to make interfaces easier to use Today, novices easily accomplish simple tasks

Yet … advanced research in interaction techniques is rarely adopted in commercial systems

Today, experts use ineffecient techniques and are constantly forced to change their behavior 

 

Desktops, the web and apps …

  • Require constant relearning:
    • each new version introduces arbitrary changes
    • each system requires slightly different interaction
  • Require high visual attention
  • Do not scale
  • Depend on specific devices 

Smartphones are easy … but not powerful

 

We need to reassess human-computer interaction

  • Early assumptions about graphical user interfaces no longer hold
  • Everyone, not just experts manages increasing quantities of data faces information overload constantly relearns the details of interaction
  • Redefine what we mean by “computer literacy”

 

Design Trade-offs

  • Goal: Simple things should be simple … complex things should be possible
  • Fundamental challenge: Balance trade-off between: power of expression simplicity of execution
  • Design challenge: Shift the curve 

 

 

Strategy

Combine two key concepts

  • Instrumental interaction (Michel Beaudouin-Lafon)
  • Co-adaptive phenomena (Wendy Mackay)

 

 

Instrumental interaction  

Two levels of interaction: interaction with the instrument mediation with the system, Michel Beaudouin Lafon (2000)

 

 

 

 Magnetic guidelines

 

 

What makes an object an instrument?

Relationship between the user and the object

 

Human-Computer Relationships

  • Between people and physical tools:
    • follow well-known physical principles users can learn them
    • users can appropriate them

 

 

  • Between people and computer tools
    • follow arbitrary constantly changing rules
    • users must learn, and relearn, and relearn them users break them when they try to appropriate them

 

Focus on interaction, not interfaces

How can we let users control interaction

  • in a flexible, reusable way,
  • developing expertise without constantly relearning skills?

 

Solution: Co-adaptive Instruments

  • Separate interaction from data and functionality
  • Interaction becomes a first-class object

 

Co-adaptive phenomena

  • Inspired by co-evolution in biology
    • Organisms create their environment
    • even as they adapt to it

在适应环境的过程中创造环境

 

  • Anaerobic bacteria change the atmosphere making it possible for aerobic bacteria to emerge
  • Users change spreadsheets from an addition tool to a tool for exploring ‘what if’ scenarios(?)

 

Key phenomenon: Co-adaptation 

  • Users adapt to a new system they learn to use it
  • Users adapt the new system to their own needs they appropriate and change it

 

Co-adaptive instruments

  • Creative activities require both especially when integrating physical and digital information
  • Create digital tools that are as intuitive, and learnable, as physical tools

Co-adaptive Instruments

  • Worthwhile spending time and energy learning them
  • Complex tools become accessible
    • can learn cognitive and sensori-motor skills
    • can adapt to new situations
  • Move beyond graphical user interfaces to expert instruments
  • To do this: Extract widgets from applications to create personal instruments 

 

Reciprocal Co-adaptation

  • People adapt their behavior to technology… they learn it
  • People adapt the technology for their own purposes … they appropriate it

 

  • Computers adapt their behavior to people … machine learning
  • Computers adapt human behavior … training

 

Human-Computer Partnerships

People have rich cognitive and sensory motor capabilities

increasingly,

so do computers

Why is the interface so limited?

 

  • Physical tools
    • follow the laws of physics
    • we learn them
    • we appropriate them

 

  • Computer tools
    • follow the whims of programmers
    • we learn, and relearn and relearn
    • and then we break them!

 

Our vision

  • Software tools should be incrementally learnable
  • People should choose and control their own tools
  • Software tools should be easy to appropriate

 

posted @ 2020-06-16 00:28  林中空地  阅读(166)  评论(0)    收藏  举报

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