1 / 44

DIG2500c: Fundamentals of Interactive Design

Fall 2009 Semester Dr. Rudy McDaniel . DIG2500c: Fundamentals of Interactive Design. Lecture 3: Think. Review. Last week We discussed speaking in interactivity We looked at POV Human v. Computer We calculated asset sizes Questions?. This Week.

akiva
Télécharger la présentation

DIG2500c: Fundamentals of Interactive Design

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Fall 2009 Semester Dr. Rudy McDaniel DIG2500c: Fundamentals of Interactive Design Lecture 3: Think

  2. Review • Last week • We discussed speaking in interactivity • We looked at POV • Human v. Computer • We calculated asset sizes • Questions?

  3. This Week • We’re focusing on the aspects of interactivity from the technical point of view • Recall the Crawford definition is the cycle of • SPEAKING • THINKING • LISTENING

  4. Thinking (From the Human’s POV) • How do humans think? • Humans process patterns • We are designed to see patterns even when they may not exist • If the pattern doesn’t complete humans become “dissonant” • Good interactive designers take patterns into account when developing interactions

  5. An Unusual Argument • I’m going to present you with an unusual argument made by a cognitive scientist named Daniel Willingham. • The argument is simple: we, as humans, are not very good at thinking. • If this is the case, how have we been so productive in our lives and as a society?

  6. Are We Good at Thinking? Source: Willingham, D.T. (2009), Why Don’t Students Like School?

  7. What Does This Problem Tell Us? • Thinking is slow • Thinking is effortful • Thinking is uncertain

  8. Is Stress Useful for Thinking?

  9. Another Classic Problem (3 Disc)

  10. Animated Solution (4 Discs) Source: Wikipedia.

  11. How About a Word Problem?

  12. Combining Information • We can use Willingham’s (2009) definition of thinking as “combining information in new ways.”

  13. Thinking (From the Machine’s POV) • How do machines think? • Process bits of data with the three primary operators AND, OR, NOT • All machine thought is defined by combinations of these three • Large numbers of them must be placed together to make anything humans would consider useful. • You ever play with Legos? • Takes a lot of bricks to make something doesn’t it?

  14. Verisimilitude • What does this word mean, and why do we care?

  15. Designing Computer Thought • There are two major approaches to designing computer thought • Top-down Approach • Bottom-up Approach

  16. Top-Down Approach • This approach consist of: • Starting with the broadest statement of the objectives • Breaking the objective into smaller chunks • Breaking the smaller chunks into smaller chunks • Continuing to break the smaller chunks down until the implementation becomes obvious • In top-down design, we start with the questions.

  17. Bottom-Up Approach • This approach consists of: • Starting with capabilities, resources, and tasks • Build components combining the parts that are useful • Work upwards toward a general objective • This can be conceptualized as “starting with the answers.”

  18. Let’s design something • I want a new system that distributes news to people in real-time as it happens • What do we need to make this happen? • Use the top-down approach • Goals driven • Use the bottom-up approach • Resources driven • The reality: interactive design flickers continuously back and forth between top-down and bottom-up design.

  19. Compromise • Both approaches have their merits • They assist us in finding and resolving complexities prior to writing code or developing assets • They keep designers from designing something that cannot be developed • Always try to THINK before you speak • Your designs will be better and more robust • Both the humans and computers will thank you

  20. Translating Human Thought • Regardless of approach we need to be able to describe what we are doing • General descriptions are reasonable for humans because we’ll see the patterns and fill in the gaps • Computers need more structured specifics because they don’t • These descriptions are called algorithms

  21. Algorithm? • An algorithm is a procedure or formula for solving a problem. • The more complex the system you are attempting to achieve the more complex the algorithm can be. • A computer program can be viewed as an elaborate algorithm. • Modern applications can have millions of lines of code generated by hundreds of developers

  22. Crawford’s View • Listening, Thinking, and Speaking must be an integrated whole. • If you can’t design the algorithms, go do something else. • What does this mean for us as interactive designers?

  23. Technology Serves Art • But only for those willing to learn the technology.

  24. Make a PB&J

  25. Algorithms and Creativity • How did Crawford generate random numbers for his project as an undergrad?

  26. Algorithms as Metaphors • Here are some useful metaphors to help you generate algorithms • Spatial and geometric metaphor • Physical metaphor • Musical metaphor • Business and Economic metaphor • Emotional metaphor • Bureaucratic metaphor

  27. Spatial and Geometric Metaphor • Spatial and geometric metaphor • Distance • Relationships between objects • Shapes • Arrangement

  28. Physical Metaphor • Physical metaphor • Borrowing concepts from Physics or Chemistry • Springs • Catalysts • Magnetism • Mixtures • Weight

  29. Musical Metaphor • Musical metaphor • Harmonics • Melodies • Chords • Scales

  30. Business and Economic Metaphor • Business and Economic metaphor • Cost/ Price • Buy/Sell • Put/Call • Supply/Demand

  31. Emotional Metaphor • Emotional metaphor • Happy / sad / angry • Sleepy / tired • Hyperactive • Objective Defiant • Anthropomorphic Attributions to machines • “They don’t get happy they don’t get sad they just run programs.” – Short Circuit

  32. Bureaucratic Metaphor • Bureaucratic metaphor • Hierarchies • Executives v. labor • Social tasks • Divisions of labor • Bureaucracies have proven themselves to solve complex problems

  33. Class Exercise • In groups of two, come up with some original design metaphors for an application that allows very young children to learn art skills. • Report out

  34. What You Thinkin’? • We can structure the thinking but what are we thinking about? • Data is needed for thoughts • Data is necessary • Algorithms are just the framework to process thoughts • Without data algorithms do not function • Data is the fuel

  35. Data is Structured • Data can be thought of as a spreadsheet or table • Columns are the structure • Rows are the records • Cells are the data • Data can be stored • Short term / Long term • Accessing data is vital

  36. Significances of Thinking • Thinking is where all the content lies • Speaking and listening are important resources • Thinking is where the focus lies during interactive design • Technology can change but the thinking if done properly can transcend obsolescence

  37. To Review • The actors think • The actors can be humans or computers • Each think differently • Thinking in humans is difficult and we look for patterns and rely heavily on memory • Thinking from computers an be complex even though it is made up of simple operators • Algorithms • Data Structures • Thinking is the content of interactive design

  38. This Week’s Lab • More Introduction to Flash • Interface • Tools, Panes, and Panels • Drawing in Flash • Working with the timeline • Frame by frame animation • Tweening

  39. Sample Exam Question • What do we know about the way in which we as humans think? • We think slowly. • Thinking requires a lot of effort. • Thinking is uncertain. • All of the above. • A and B only.

  40. Sample Exam Question • In Crawford’s mind, which is the most important part of interactive design? • Listening • Thinking • Speaking • All of the above are equal

  41. Homework • See syllabus for readings • Your second lab is this Thursday with Adam Lenz. • Remember, lab 1 is due this Friday at 5pm. If you don’t finish by the Thursday of this week, you’re out of luck.

More Related