Interaction Design

How does the product do it?

Using Computers to Teach Children Without Teachers

Johnathan, F . (2010). “Using computers to teach children with no teachers” BBC News. Retrieved on 21 July, 2010: http://www.bbc.co.uk/news/technology-10663353?print=true Summary of the article: The article summarizes studies conducted by Prof Mitra on the learning curve of children using computers for education with teachers. Results of the study prove that the teaching methods employed have been quite successful based on the fact that: Children who are not exposed to computers are highly motivated to teach themselves skills they want to learn Children have had a steep learning curve in picking up complex tasks with minimum supervision Learning by discussion and in groups ensures that content is retained and not skimmed through by children. Motivation levels of students are kept high with a grandmother figure in the picture. The best results of the study have been combined to create Self Learning Environments where children in groups of 4 share a computer to assimilate information. Virtually present volunteer grandmothers keep the student motivated and support the learning process. On Environment: The need for self-organized learning essentially arises in developing nations and the ones who do not have access to education. Children living in such conditions have a natural survival instinct, which keeps…

On “For digital artists, apps provide new palette”

Harmanci, R. (2010). “For digital artists, apps provide new palette.”  New York Times Online. Retrieved on October 4, 2010: http://www.nytimes.com/2010/08/20/us/20bciart.html To illustrate the impact of mobile/handheld-device technology on the arts, this article describes the work of several individual artists who have used iPhone/iPad applications as an artistic format. In my overview, I focus on the work by Scott Snibbe and pose the following question: what is it about handheld apps that sets them apart and makes them a more successful environment for interactive art than any other? Scott Snibbe is an artist for whom interactivity, i.e. the opportunity for audience participation, is a central theme. His installations are often designed to capture human bodily actions and respond to them. The audience thus has the experience of bringing an art piece’s content into existence. For example, in Falling Girl (2008) and Make Like a Tree (2006), people’s movements are replicated, with some time lag, by silhouettes projected onto screens, while in Blow-Up (2005) people’s breath triggers fans that reproduce its spatio-temporal contour.  Snibbe’s very popular mobile apps are closely based on an earlier Dynamic Systems interactive series that involved manual action, except that their original version used more traditional cursor-based interface. …

On “3-D Printing Spurs a Manufacturing Revolution” by Vance

Vance, A., (2010). “3-D Printing Spurs a Manufacturing Revolution.“ New York Times Online. Retrieved on October 6, 2010: http://www.nytimes.com/2010/09/14/technology/14print.html Summary: Vance highlights the remarkable impact and wide application 3-D printing has on a wide range of traditional and non-traditional manufacturing industries. While traditional printers print on one dimensional paper, 3-D printers create a 3-dimensional physical object, usually from plastic or metal, by stacking layers one on top of another. The application of 3-D printers spans a wide variety of applications: from custom made prosthetic casings to building houses, and literally anything in-between. It may very well hold the promise of a game-changing technology for the US manufacturing industry in that the cheap labor may no longer be the “be-all” important factor it is today. User Groups While the application of technology in design and manufacturing hardly is a new phenomenon, the scale, ease of use and its wide application do provide something of a paradigm shift in a cross-section of manufacturing industries. In tomorrow’s 3-D printing world, yesteryears chasm between conceptual design and manufacturing is a non-existing obstacle. In this new 3-D printing world the virtual product concept conceived by the product creator and the material manifestation of her/his creation…

Antisocial Networking?

Stout, H. (2010). “Antisocial Networking?” New York Times Online. Retrieved on 3 October, 2010: http://www.nytimes.com/2010/05/02/fashion/02BEST.html The main topic of this article is that technology may be changing the very nature of kid’s friendships. Children used to actually talk to their friends. But now, even chatting on cellphones or via e-mail is becoming rare. Today’s teenagers and preteens, prefer to make friends and communicate using cellphone texts and instant messages, or through the very public forum of Facebook walls and MySpace bulletins. People now are more likely to use their cellphones to text friends than to call them. The article shows two opposite points of view on the topic. The author believes the quality of human interactions is becoming worse without the intimacy and emotional component of regular face-to-face communications (hence the title of this article). The ease of electronic communication may be making teens less interested in face-to-face communication with their friends, but close childhood friendships help kids build trust in people outside their families, develop empathy, understand emotional nuances and read social cues like facial expressions and body language, and consequently help lay the groundwork for healthy adult relationships. On the other hand, online social networking allows children to become…

Skin-deep Usability

The Universal Remote Control Story A few years ago, we got a Star Trek phaser universal remote control as a gag gift for the holidays. As any universal remote control (URC), it was supposed to control any and all devices that were hooked up to our TV and do it with a flair of shooting a phaser at the general direction of our equipment. A few days later, it was relegated to our sons’ toy box, and now I wouldn’t even know where to look for the thing. Big buttons, footballs, phasers, UFOs, futuristic control centers—the makers of universal remote controls have tried them all. But consumers still buy one URC after another in the hope of finding something that would work for them. Why are these things so darn hard to use? Manufacturers seem to believe that by giving their products a friendly, toy-like appearances, these devices would seem more user-friendly and easier to use. But, personally, I don’t want a giant ball in middle of my kitchen table or rolling around my living room floor. I don’t want the kids to toss footballs to control the channels or fire phasers to lower the sound. I just want something…

The History of Usability

NASA Space Shuttle SR-71 Blackbird U2 Cockpit Designs

When did we start being concerned with usability? Some will say that such concern is part of being human: cavemen worked their stone tools to get them just right. Interaction design mattered even then. But the field of usability research really came into being when the tools we used started to run up against our cognitive and physical limitations. And to avoid hitting literal, as well as psychological, walls, it was the aviation engineers who started to think about usability seriously. While cars were becoming ever more sophisticated and trains ever faster, it was the airplanes that were the cause of most usability problems around WWI. Cars were big, but didn’t go very fast or had a lot of roads to travel on at the turn of the century. In the first decade of the 20th century, there were only 8,000 cars total in the U.S. traveling on 10 miles of paved roads. In 1900, there were only 96 deaths caused by the automobile accidents. Planes were more problematic. For one thing, the missing roads weren’t a problem. And a plane falling out of the sky in an urban area caused far more damage than a car ever could. Planes…