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in a strange land modelling and understanding cyberspace

in a strange land modelling and understanding cyberspace. Alan Dix Lancaster University, vfridge and aQtive http://www.hcibook.com/alan. overview. background the history of cyberspace HCI changes and trends design general principles for HCI and Cyberspace.

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in a strange land modelling and understanding cyberspace

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  1. in a strange landmodelling and understanding cyberspace Alan Dix Lancaster University, vfridge and aQtive http://www.hcibook.com/alan

  2. overview • background • the history of cyberspace • HCI • changes and trends • design • general principles for HCI and Cyberspace

  3. backgroundthe history of cyberspace

  4. one man’s journey • “A Mapmaker’s Dream” (James Cowen, 1996) • Fra Mauro, 16th-century Venitian monk • cartographer • explorer within an island monastery • the world • not just rivers and mountains • ideas, imagination, culture

  5. four ages of information • Age of Proximity • control and information by physical contact

  6. four ages of information • Age of Proximity • Age of Bureaucracy • long-distance remote contact • physical messages • early cyberspace

  7. four ages of information • Age of Proximity • Age of Bureaucracy • Age of Money • freemarket economies: • exchange of value • exchange of information

  8. four ages of information • Age of Proximity • Age of Bureaucracy • Age of Money • Age of Information • electronic messages • information objects • challenges power structures • remolds economics

  9. way findingdesign issues for cyberspace • maps and navigation • ‘lost in hyperspace’ • guiding users through it • construction • designing structures for cyberspace

  10. HCIchanges and trends

  11. increasing multiplicity • 1980s - personal computers • one man and his machine • and they were men!

  12. increasing multiplicity • 1980s - personal computers • late 1980’s & 1990s - CSCW • lots of people • geographically remote • but ... • one person per machine

  13. increasing multiplicity • 1980s - personal computers • late 1980’s & 1990s - CSCW • family use ... ?

  14. families and friendslots of people, together and remote

  15. work and fun • traditional HCI methods • tasks, goals, work, work, work • and the odd game • now • e-shopping • communities • experience

  16. virtual crackers • real crackers • cheap and cheerful! • bad joke, plastic toy, paper hat • pull and bang

  17. virtual crackers • virtual crackers • cheap and cheerful • bad joke, web toy, cut-out mask • click and bang

  18. virtual crackers • virtual crackers • cheap and cheerful • bad joke, web toy, cut-out mask • click and bang

  19. designgeneral principlesfor HCI and Cyberspace

  20. what is design? achieving goals within constraints • goals - purpose • who is it for, why do they want it • constraints • materials, platforms • trade-offs

  21. abstraction and grounding • in design • abstract rules and guidelines • concrete examples • in training • in navigation • maps, fish-eye etc.

  22. hyperbolic browser (inxight) data mapped in hyperbolic space hyperbolic spaceprojected into 2D

  23. scenarios • stories for design • communicate with others • validate other models • dynamics • linearity • time is linear - our lives are linear • tours - linear paths in complex spaces

  24. labrynth

  25. golden rule of design understand your materials

  26. for Human–Computer Interaction understand your materials • understand computers • limitations, capacities, tools, platforms • understand people • psychological, social aspects • human error

  27. for Cyberspace understand your materials • understand virtual objects • clones and copies, non-continuity, magic! • understand virtual space • non-linear, non-Euclidean, discrete • understand people • how do we understand physical space?

  28. Clay tablet map 2200 BC Yorghan Tepe,Iraq

  29. Egyptian garden 1400 BC garden of a high court official of Amenhotep III at Thebes

  30. T-O mapof the world Isidore of Seville 560-636 AD

  31. Wales John Speed1610

  32. View of the World from 9th Avenue Saul Steinberg 1975

  33. rules of navigation where you are where you’ve come from what you can do next where you will get to

  34. designing environments • not just systems • also environments • operating systems • buildings • 2D surfaces • users create their own structure

  35. vfridge collaboratively building structure in space

  36. so ... the world becomes cyberspace HCI gets more difficultmoving towards design of cyberspace

  37. for more ... • HCI textbook http://www.hcibook.com/ • Cyberspace http://www.hiraeth.com/alan/topics/cyberspace • vfridge and aQtive http://www.vfridge.com/ http://www.aqtive.com/

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