Creating Affinities between paper and digital resources (original) (raw)
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From “Human-Computer Interaction” to “The Use and Design of Digital Artefacts”
When seeing the title of this workshop, I realize that in academia, we are often fixated on the computer itself rather than on what it is supposed to accomplish. Our conferences are called things like "Human-Computer Interaction", "Ubiquitous Computing", or "Computer Graphics". Even supposedly alternative paradigms like "ambient" or "pervasive" computing places too much emphasis on how things are done, rather than what we should be doing. In fact, the notion of "human-computer interaction" is a remnant of an increasingly outmoded way of thinking about digital technology. The term "computer" itself is now so loaded with meaning, that looking for new ways to "interact with computers" can be genuinely counterproductive. Instead of looking for new human-computer interfaces, what we should think about is interaction models and applications where humans and computing (rather than computers) co-exist. I propose that rather than "human-computer interaction", we should talk about "the use and design of digital artefacts." Let's take a few steps back. During the last decade, HCI researchers have been developing a multitude of alternatives to the traditional desktop computer. In the hope of improving how we interact with digital information, we have seen a number of new paradigms, such as virtual reality, graspable interfaces, tangible interfaces, augmented reality, mixed reality and so on.
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Current paper-based activities and practices are highly disseminated and intrinsic to our daily lives. Particular cases such as therapeutic and educational procedures, which rely strongly on paper-based artefacts (eg questionnaires, forms, manuals) assume special importance due to their critical content. However, their passiveness, limited interactivity, lack of adjustment, among other problems tend to obstruct personalization, hindering efficiency and preventing users from achieving desired goals.
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It is widely recognized that paper remains a pervasive resource of human conduct and collaboration and yet there has been uncertain progress in developing technologies that bridge the paper-digital divide. In this paper we discuss the design of a technology that interweaves developments in hardware and materials, electronics and software, and seeks to create new affinities between digital content, in whatever form, and paper. The design of the technology is based upon the findings of a range of studies of the 'interaction' that arises between 'users' and the device. We discuss the results of an evaluation of the technology and its implications for our understanding, and the design of, mundane artifacts.
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Occupying Time: Design, technology, and the form of interaction
As technology pervades our everyday life and material culture, new possibilities and problematics are raised for design. Attention in contemporary design discourse is shifting 'beyond the object', to the qualities of processes and experiences. The boxes and screens typically the 'object' of interaction and interface design are miniaturizing, even disappearing, as computation is integrated into familiar materials and ordinary objects. This opens possibilities – for example, as computer and materials science converge with fashion and architecture in smart textiles and intelligent environments – even as it turns us back, in new ways, to traditional design disciplines and practices. In this context, design is not only about the spatial or physical form of objects, but the form of interactions that take place – and occupy time – in people's relations with and through computational and interactive objects. ... As argued in this thesis, a central, and particular, concer...
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Bridging Technical and HCI Research: Creating Usable Ubiquitous Computing
This paper describes methods used to support collaboration and communication between practitioners, designers and engineers when designing ubiquitous computing systems. We tested methods such as "Wizard of Oz" and design games in a real domain, the dental surgery, in an attempt to create a system that is: affordable; minimally disruptive of the natural flow of work; and improves human-computer interaction. In doing so we found that such activities allowed the practitioners to be on a 'level playing ground' with designers and engineers. The findings we present suggest that dentists are willing to engage in detailed exploration and constructive critique of technical design possibilities if the design ideas and prototypes are presented in the context of their work practice and are of a resolution and relevance that allow them to jointly explore and question with the design time. This paper is an extension of a short paper submitted to the Participatory Design Conference, 2004.