Monday, May 4, 2009
Fitts' Law
The Inmates are Running the Asylum
Providing Dynamically Changeable Physical Buttons on a Visual Display

Human Centered Design Considered Harmful
Usability Evaluation Considered Harmful
Saul Greenberg Bill Buxton
In this paper, Greenberg and Buxton discuss some problems that are associated with current methods of user interface evaluation, namely an overuse of quantitative usability studies in cases where other methods of evaluation might be more appropriate.
I find this particularly interesting as it brings up the question (to me) of whether CHI truly is a "hard science" where specific testing methods are generally sufficient and indeed necessary to evaluate a solution. Because of the great variety of goals in systems developed in CHI it is easy to see that one testing methodology is not going to be sufficient to test the usefulness of all systems.
A somewhat disturbing point that the authors bring up to support this claim, is the trend of researchers designing systems with the idea of qualitative evaluation in mind. If you are designing a system so that it specifically does well in the tests you plan to put it through, doesn't that really invalidate the tests you are going to perform? What does that prove about the system, that it performs exactly as hoped in the specific highly controlled environment you put it in. Even then, is it actually a system that should be evaluated in this way?
I agree with the authors that testing should be more flexible and actually fit the problem that is being addressed, and thus not necessarily quantifiable. Perhaps a new testing system should be created for each new system instead of recycling old test and trying to recast the problem into an existing mold.
Ethnography Considered Harmful
Andy Crabtree, Tom Rodden, Peter Tolmie Graham Button
This paper is essentially a caution written towards interactive designers about the dangers of the wholesale use of sociological ethnographic methods. The authors feel that even though computing is moving into a new level of ubiquitousness it does not mean that designers should throw away old task and work specific study methods. They feel that the new methods being employed are too centered on creating a story and not on focusing on applications and uses of technology.
I feel that these arguments are certainly fair, but that in finding new places to apply technology designers can't just look for existing tasks and work but have to create a broader picture of their target. Just as it makes no sense to only ask a user what they want and not considering what they might need, it makes little sense to study only what people are currently doing without asking what their goals and beliefs are and whether there is some system or solution that could fit those goals better than adapting what they already use.
Still, I can see that it is dangerous to only rely on a highly qualitative study of a group as this can lead to conclusions that are difficult to back up. Without well aimed quantitative study, working results that are gleaned from an ethnography could essentially be considered conjecture and do little to provide scientific proof.
Sunday, May 3, 2009
CHI 2007: Software or Wetware
CHI 2007
Software or Wetware? Discovering When
and Why People Use Digital Prosthetic Memory
Vaiva KalnikaitÄ— , Steve Whittaker
This paper investigates the use of prosthetic memory (both electronic and traditional) vs the use of organic memory. They compared usage of their journaling system, ChittyChatty, an audio recorder, organic memory and pencil and paper notes. They evaluated the four over a period of 1 to 30 days, asking users about the perceived efficiency, usability and accuracy of the systems.
As a result, the studies found that people like the ease of use of organic memory and pencil and paper over the short term, but that these degraded quickly in their usability and accuracy over time. They also found that their system ChittyChatty was generally well liked.
While their studies are interesting, especially for design of memory aid devices, I found their ChittyChatty system most interesting. It is a free hand note taking software that also records audio simultaneously, associating text notes with the audio recorded at the time. I think that would be extremely useful in the context of classes because you could essentially manually index the audio so you know where certain events occurred. Then you can quickly go back and listen to the audio for more details instead of having to write all the details at once.
UIST 2007: Gaze-enhanced Scrolling Techniques
Manu Kumar, Terry Winograd
Friday, March 27, 2009
Don Norman gets all Emotional
Emotional Design: Donald Norman
In this book Don Norman goes out to cover how designers can design with the emotions of users in mind. He talks about a number of ways designers can approach and affect the visceral, behavioral and reflective levels. He also talks about emotions in robots both as a human interface and as an AI goal/reward system.
I like that Norman acknowledges the large role that emotional connection plays in how people use objects, and more obviously how they feel about how well those objects/devices work.
Just as Norman says, it not very often that people use the reflective part of their mind, and as such it is rare that people truly use logic to make decisions in real life. Often people are doing things where there is not enough time or information to make a decision based solely on logic, and that is where emotion plays a large part.
Say you are looking to buy a new laptop. If you went in to the process just looking for a complete comparison based numbers and price you would likely go crazy with all the options presented. But then you decide that one laptop looks better than another. Perhaps it is pleasing to look at, this could signify that someone put a lot of thought into the construction. Maybe they keyboard feels good, something that might be important when using it to write a long paper. Maybe when you pick it up, it feels sturdy, possibly indicating good construction. All of these aspects affect how you feel about the laptop, and while these feelings may not be indicative of reality, they are often good heuristics to live by.
Of course if we make the jump and say that emotions are just subconscious, self-adjusting mental heuristics, then we could say that Don Norman's vision of robots with emotions is already a reality. Modern AI systems already have rudimentary learning systems that update heuristics that in essence act in the same way as emotions.
My final thought is on Norman's suggestion that we use emotion as output from systems as a way to quickly convey messages to people. This is pretty much the best idea in the book. Taking advantage of the emotional connotations that people place on everything from colors, sounds and facial expressions, we could create a subconscious vocabulary that would create an efficient way for machines to communicate their status to people.
Say your computer is running out of hard drive space, then perhaps a small face or something representing your computer in the corner of your screen begins to look worried, with its expression getting more severe as the problem gets worse. Now obviously the expressions would have to fit the situation, otherwise a person would just get irritated at the false positives and turn the system off. But at a quick glance the system could quickly inform you as to the status of your machine with more detailed information available on request.
Tuesday, March 24, 2009
Shocking
Thursday, March 12, 2009
Robot control: wiimotes

Exploring the Use of Tangible User Interfaces for Human-Robot Interaction: A Comparative Study
Tuesday, February 24, 2009
The once and future design: or, how I learned to stop worrying and love the robot car.
I found his discussion of "loose reign" vs "tight reign" control to be one of the most interesting parts of the book. It is an excellent metaphor that could be usefully applied with some sort of literal interpretation. My thought, going to his focus on the intelligent car, would be to have the steering wheel be able to be pulled out or pushed into the dashboard a certain amount, where fully extended would be maximum human control and pushed in could mean more car control (perhaps folding out of sight completely if the car is fully automated). It would be interesting to see what other things this could be applied to, where an automated system continues navigating about (perhaps the web?) until a human grabs hold and shows interest.
RANDOM TANGENT!!
One thing that continued to pop up into my mind while reading this was why noone has tried putting neural networks or the like into videogames to test automated learning techniques. Perhaps people have, but I think it would be fascinating to integrate AI learning into an online game, where an AI could watch players techniques, whether in strategy games or FPS or racing games, learn from them and then try them out itself. It seems that if you wanted to test how effective an AI system is you could first test it for basic design flaws within a virtual environment populated by lots of human users and test it there.
Tapping and rubbing, way better than buzzing.
Tactile Feedback with Voice Coil Motors




Thursday, February 19, 2009
Elevator Algorithm: Ethnography, going down.
The Mole People: one big underground party
Thursday, February 5, 2009
Media = Reality
Monday, February 2, 2009
The media equation: A quick thought
Thursday, January 29, 2009
Favorite Interface: Canon XSLR
Oddly enough one of my favorite interfaces (besides my ipod touch) is control system for my Canon XS dslr.