Scaffolding

Special Preview: Wearable Computing (Steve Mann)

The next chapter in the Interaction-Design.org tome on human-computer interaction design is now up for an early review to my readers. This chapter takes on Wearable Computing and is written by Steve Mann. Mostly, this is a historical review of Prof. Mann’s experimentations with wearable computing devices, and for those unfamiliar with this subject area, this is an interesting introduction. On the left, you can see an early version of wearable computing: Steve Mann’s backpack based system from the late 1970’s and early 1980’s. But as always, I have a slightly different take on this topic… The Little Mac That Saved My Son’s Life Almost 18 years ago, I went into a preterm labor. At 24 and a half weeks into gestation, this was very scary. At the time, San Francisco Children’s Hospital was pioneering a program for high risk pregnancies (which mine just turned out to be). Two doctors, Dr. Kuts and Dr. Maine, figured out how to use an old Mac SE, a modem, a telephone, a subcutaneous pump, and a belt which measures contractions to allow women like me to stay at home as much as we could (as opposed to spending months in the hospital). Here’s…

Compensations and Accommodations

chair from hell

Product design is a careful balance between building accommodations for different users and hoping users would compensate for aspects of design that are not well-suited to them. The power of good design is to know where this balance is located. It’s impossible to accommodate everyone. A chair that is the most comfortable sitting for one person might not work for another at all (some people are short, some are tall, some are wide, some are narrow, some have back problems…). And even a beloved chair only works for in some situations for some particular time in our lives — the rocking chair that we used to read to our kids when they were little… I talk about a chair because we can all relate: my “homework” chair, my “lucky” stool, my “lazy afternoon” stoop, my “theater” lounge, my “reading” nook, my “power” throne… It’s easy to see how my reading nook would be different from your reading divan or surfing seat. I can come up with compensations: I can add pillows or use the little knobs to adjust the hight. But the more things I have to do to make the sitting arrangement more comfortable, the less likely I’m to…

Emotional Scaffolding

Processing emotions takes time and energy. Part of the working memory is taken up by analyzing the emotional state of others, environmental stresses, personal feelings, and anxiety. Since working memory is an extremely limited resource, anything that takes up space there without our bidding (against our will) takes away from our ability to think through situations, to problem solve, and to make well-reasoned decisions. Instead of thinking, we are using up the working memory for processing emotions. Sometimes, emotions are just the right thing to focus on — to pay attention to. How does this painting makes me feel? Do I like this person? This music feels good… But if you are taking a math test, focusing on how much you really hate test-taking takes away from your ability to take the test. It is very common for individuals to “get” the subject matter, but fail the test. Some people are good at dealing with anxieties and some have trouble controlling their attention controls away from fretting. That’s one of the reason some educators are talking about doing away with summative assessments (final exams) in favor of continuous assessment (assessment as part of learning) — the on-going observation of students’…

Special Preview: Affective Computing

Pong Interface

Some 25 years ago, I came up with tiny application: each day, a person picks a color that represents his or her predominant emotional state; the collection of color moods are mapped onto a calendar and displayed as an animated film, summarizing the emotional life of person. It was simple and easy and very effective. And in some way, this was also part of the affective computing — computers that use emotion as part of HCI. [Note: This could and was done with watercolors as flip book some 40 years ago when I played in my art class in school.] Affective Computing, I feel, is only recently became part of the “vocabulary” of computer-based developers. When I first started working in this field, graphics were non-existent, thus Pong. In the early nineties, my business partner and I met with the president of Organic, a web design firm in San Francisco, who promptly informed us that his business had no need for Interaction or Interface Designers, that’s what graphic artists were for. Now, psychologists, sociologists, and sociologists are routinely hired by creative firms to help solve design problems. Times change! There are a lot of posts on emotional design on this…

Special Preview: Philosophy of Interaction and User Experience

A person uses a piece of software, a Web site, or any other product — “virtual” or “real” — to achieve a goal. The design of interaction with these products can either help or form obstacles that interfere with the realization of that goal. A product is easier to use when its interaction is designed to meet the needs of its intended audience. Product designers who consider those needs produce far more effective interaction solutions than those who base their designs on aesthetics or business needs alone. But how does one go about “considering” user needs and then come up with a design solution that works? Oscar Wilde famously said: The pure and simple truth is rarely pure and never simple. Pure and Simple design is similarly rarely pure and never simple to develop. I my class, Cognitive tools for Product Designers, we explore what users bring to usability. We all arrive at the scene with different baggage — our experiences, education, perception, memory, and so on are unique to each of us. No two individuals interpret an experience in exactly the same way. While this sounds daunting, we shouldn’t give up on design all together. We all have some…

Using Positive Emotion to Change Behavior

Games can be used to change our behavior — make something fun, and we are likely to do it again and again. Psychologists call is positive reinforcement. Pleasure triggers our amygdalas — makes us make strong neural connections between the activity and positive emotion. Thrills are memorable and we seeks them out in our daily lives. Here are two examples of using fun to change people’s behavior, to make us do something we ordinarily don’t particularly want to: climb stairs and recycle. November 17th Update A fellow member of the Human Factors and Ergonomics Society (HFES), David Watts, recommended the following: