The document outlines a semester schedule for an interactive 3D imaging class, listing the date, topic, contents, and textbook for each of the 15 weekly classes, which cover topics like interactive trends, user interactions, service design, and planning, designing, and creating interactive 3D images.
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[I3 d]03 interactivity
2. 8. 주차별 강의계획
주 날짜 주제 내용 교재
1 09/07 Introduction Ice Braking | Orientation
2 09/14 인터랙티브 입체영상 트렌드 인터랙티브한 입체영상 시장 소개
3 09/21 다양한 사용자 인터랙션 소개 인터랙션 디자인 히스토리
4 09/28 상호작용성 소개 인터랙티비티에 대한 동향 및 방법 소개
5 10/05 서비스 디자인 세미나 학교 주관 서비스 디자인 컨퍼런스
6 10/12 인터랙티브 월(1) 전체 프레임워크 소개 및 기획
최유주
7 10/19 인터랙티브 월(2) Open Framework을 통한 제작(1)
교수님 진행
8 10/26 인터랙티브 월(3) Open Framework을 통한 제작(2)
9 11/02 중간고사 - 인터랙티브 월 기획 및 제작 프레젠테이션
- 인터랙티브한 환경에서의 입체영상
10 11/09 인터랙티브 입체영상 기획
- 사용자와 인터랙티브 입체영상
11 11/16 인터랙티브 입체영상 디자인(1) - 전체 네비게이션 및 정보 설계
12 11/23 인터랙티브 입체영상 디자인(2) - 인터페이스 및 인포메이션 디자인
13 11/30 인터랙티브 입체영상 후반작업 - 인터페이스 디자인 후반작업
14 12/7 인터랙티브 입체영상 포팅 - 기기 포팅
15 12/14 기말고사 인터랙티브 입체영상 기획 및 제작 프레젠테이션
6. | pre-computer
Before computers, there wasn’t “interaction design.”
– useful
– usable
– desirable
– affordable for the right people
– appropriately complex
– appropriately styled
– appropriately transparent in function and use
– overall, having “good fit” with people, context,
activity, result
8. | back in the day
• design was engineering design:
make faster, bigger machines, expose their guts
through controls
• people adapt to the machines
• people speak the language of the machines
• no designers involved, but lots of clever engineers –
emergence of a new set of skills, new disciplines
operate the machine
9. | characteristic statement of the time
people are seen
as components The Five Elements of System Design
in a system of
production personnel selection
personnel training
machine design
job design
environmental design
10. | a current statement of the goal of “human factors”
“minimize the
damage and Good Designs:
inconvenience” • design against misuse,
unintended uses, and abuses
• design for all sizes, shapes,
attitudes and personalities people
11. | input and output: people adapt to the machines
punch card,
80 columns, to hold 80
characters or numbers
paper tape, also encoding
characters with holes.
For fun, go make images of punch cards that say anything you want:
http://www.facade.com/legacy/punchcard
12. | wiring the ENIAC with a new program
ENIAC
1946
Mauchly and Eckert
Great description here: www.computinghistorymuseum.org/teaching/lectures/pptlectures/7b-eniac.ppt
18. | remote terminals attached to the S/360
IBM 3270
1970’s
80 columns x 24 lines
a.k.a., “80 cards”
Don’t laugh. These are very hip boys.
19. | at home, it’s still the switches – but what to do with it?
MITS Altair 8800
1975
One of the first
commercially available
home computers. You
ordered it. You built it. You
operated it through front
panel switches.
20. | command line interfaces
Very efficient once you
learned them.
Still, the emphasis is
“operate the machine.”
21. | “user friendliness”
providing clear help and
easy to remember command
names.
Paul Heckel’s Elements of
Friendly Software Design.
22. | in the meantime, a few people were thinking differently
mouse
Doug Englebart
1964
Doug Englebart’s 1968 demo
at SRI. He demonstrated
most of the ideas we
associate with modern desk-
top computing:
-the mouse hypertext,
-objects in the interface,
-dynamic file linking,
-two people at different
locations communicating
over network audio and
video.
This work was done from a
human-centered point of
view, and the demo is
required viewing. Watch it,
remember it’s 40 years ago,
and think about how
progress is made in this field. http://www.youtube.com/watch?v=1MPJZ6M52dI
23. “you can actually talk to the computer”
sketchpad
Ivan Sutherland
1963
Englebart, Sutherland and
others were shifting from
“operating the machine” to
providing people with useful
tools. Englebart sought to
“augment the human
intellect.”
http://www.youtube.com/watch?v=BKM3CmRqK2o&feature=related
25. • shift in focus from controlling the computer to using
applications and tools
• trying to make it so people have to adapt less to use
the machines’ capability
• design is still done mostly by engineers, few specialists
• still mostly thought of as “computer human factors”
use the software
operate the machine
26. use a spreadsheet
use a word processor
use the software
play a game
operate the machine
27. | a tool for home and small business calculations
visicalc
Dan Bricklin
1979
Finally people had a reason
to buy a home computer
(specifically, an Apple II): so
they could use VisiCalc, the
first spreadsheet.
THE place to learn about Visicalc: www.bricklin.com/visicalc.htm
Download a working version!
28. |Interface and interaction ideas that survived 25 years (so far)
VisiCalc’s design has lived long:
“It was interactive in a WYSIWYG way:
• Point to change a value
• Instant automatic recalculation based on formulas stored in
the cells referencing other cells
• Scroll left/right/up/down
• The input, definition, formatting and output were all
merged into a natural, program-by-example interface
…
• Labels and formulas distinguished by first character typed
• A1, B1, SUM(A1..A7)
• Realtime scrolling
• Numeric and text formatting
• Status and formula lines”
29. a tool for writing
wordstar
Seymour Rubenstein &
John Barnaby
1979
WordStar had a very
complicated interface, but
once you invested the time
to learn it, it was very
powerful. Now there was
another reason to buy a
home computer: to create,
format, store, and edit text
documents.
Find WordStar history here: http://www.wordstar.org/wordstar/history/history.htm
33. • wordstar was so complex yet so popular, it invited both
complaint and competition
• the success of Lotus 1-2-3 over Visicalc was partly due
to ease of use and appropriate power
• its use in large companies led to an emphasis on ease
of learning, ease of use, reduced errors, saved time
• this eventually led to a professional emphasis on people
doing a task rather than “a tool with good controls”
perform a task
use the software
operate the machine
34. draw a picture
create a brochure
perform a task create a budget
compose music
use the software
troubleshoot the aircraft
operate the machine
35. | the mac taps into pent-up desire for ease and pleasure of use
Think of a world full of command-line interfaces…
http://www.youtube.com/watch?v=HhsWzJo2sN4
http://www.youtube.com/watch?v=9pTHlG8USUg&feature=related
hello.
36. All 39 pages of advertising that Apple bought in a 1984 issue of newsweek are available here:
http://www.aci.com.pl/mwichary/computerhistory/ads/macnewsweek
37. | the software design manifesto
Mitch Kapor “The Roman architecture critic Vetrivius advanced the notion
1990 that well-designed buildings were those which exhibited
firmness, commodity and delight. The same might be said of
good software. Firmness: a program should not have any
bugs which inhibit its function. Commodity: a program should
be suitable for the purposes for which it was intended.
Delight: the experience of using the program should be a
pleasurable one. Here we have the beginnings of a theory of
design for software.”
www.kapor.com/homepages/mkapor/Software_Design_Manifesto.html
40. • after twenty years of trying to help people perform
tasks, we realized success depended on expanding the
scope of view
• most good work now involves an effort to fit context of
experience use, characteristics of individuals, patterns of life
live, learn, work, play
• most good work now attempts to go beyond
expressed need to latent or masked needs
perform a task
use the software
operate the machine
41. manage a
household compose music
run a business
experience
live, learn, work, play
learn math
perform a task
buy, use, &
maintain a car
use the software
immerse in a fantasy
operate the machine
42. | art and engineering
If your primary
concern is to make
something cool or
interesting happen
on the screen, you
are probably in the
camp of artists or
engineers. As
opposed to…
43. | interface
…interface design,
which is concerned
with the person in
front of the screen,
with understanding
and communication.
But interface design
often takes a fairly
static view of things…
44. | interaction
When we add time,
we see the
conversation back
and forth between
people and
machines
45. | design to support a person doing an activity in context
To do a good job of interaction design, we have to
understand as much as we can about the context, the
activity, what else is going on, where people’s attention
is focused, what happens before and after, what their
goals are, and so on.
46. design a vase
Shelley Evenson by way of
Chris Pacione contributes this
exercise to help us
understand how interaction
design these days differs from
the days of “making tools.”
Suppose I asked you to
design a vase. You would
sketch or model any number
of forms, most of them
probably looking like a cousin
of the vase shown here.
47. | design a way to enjoy flowers
But suppose I asked you
to design a way for people to
incorporate plants into their life,
or a way for people to enjoy
flowers.
Contemporary design has
changed the questions.
48. | the cycle of experience
Social
Reputation
Awareness Retention
Extension
Attraction Compelling
Interaction
Orientation
tip of the hat to john rheinfrank and shelley evenson
49. | interaction design’s many layers of concern
strategy
does the product connect with business goals?
experience
repeated interaction, activities in context
interaction
interface in use through time by different people
interface
presentation of information and controls
information & functionality
categories, types, attributes, relationships