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3 mechanisms for how we complete things together |
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Conversational mechanisms Coordination mechanisms Awareness mechanisms |
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new technologies designed to extend how people |
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talk and socialise
work together
play and learn together |
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Sacks three rules and for what? |
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conversation Rule 1: the current speaker chooses the next speaker by asking an opinion, question, or request Rule 2: another person decides to start speaking Rule 3: the current speaker continues talking |
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Designing technologies to support conversations |
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how to support conversations when people are ‘at a distance’ from each other applications have been developed Do they mimic or move beyond existing ways of conversing? |
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two shared lounger areas audio and video (picture window) People did interact via the window but strange things happened 24/7 |
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Findings of how VideoWindow System was used |
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early findings Talked constantly about the system
Spoke more to other people in the same room rather than in other room
When tried to get closer to someone in other place had opposite effect - went out of range of camera and microphone
No way of monitoring this |
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Massive 3D virtual worlds |
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allows people to feel as if they are in the same virtual place even though in physically different spaces |
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mediated communication Communication takes place remotely at different times email, newsgroups, texting choosing to engage |
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benefits of mediated communication |
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Read any place any time Flexible as to how to deal with it Can make saying things easier |
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problems of mediated communication |
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FLAMING!!! Message overload False expectations as to when people will reply |
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Designing technologies to support awareness |
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Provide awareness of others who are in different locations Early example was media spaces examples: Clearboard and Portholes |
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Regularly updated digitized images of people in their offices appeared on everyone’s desktop machines throughout day and night |
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Users notify others as opposed to being constantly monitored Provide information about shared objects and progress of collaborative tasks examples: Tickertape, Babble |
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Shows you who is where and doing what… like google wave picture representations of participation |
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how to design interactive systems that make people respond in certain ways |
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Marcus proposed Americans like |
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prefer a more detailed presentation, curvilinear shapes and the absence of some of the more brutal terms ... favored by male software engineers.” |
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Marcus proposed europeans like |
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suave prose, a restrained treatment of information density, and a classical approach to font selection |
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found Marcus findings european dialog box preffered by alll round dialog box disliked |
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Reeves and Naas (1996) argue that computers should be made to apologize Should emulate human etiquette is it helpful? Yes and no, individual differences |
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Attributing human-like qualities to inanimate objects used in advertising exploited in HCI |
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Norman, Ortony and Revelle model of emotion sensory input reflective behavioral visceral interactions motor interaction/output |
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pleasure model- not stages |
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Focuses on the pleasurable aspects of our interactions with products Means of framing a designer’s thinking about pleasure, highlighting that there are different kinds |
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(i) physio-pleasure (ii) socio-pleasure (iii) psycho-pleasure (iv) ideo-pleasure (cognitive) |
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Advanced graphical (multimedia, virtual reality, information visualization) Web Speech (voice) Pen, gesture, and touch Appliance |
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Mobile Multimodal Shareable Tangible Augmented and mixed reality Wearable Robotic |
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what virutal reality gave us |
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ability to partake in an environment rather than observe new experience and interaction engaged user |
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immiates reality accurately feels like its real different viewpoints like 1st or 3rd person |
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uncomfortable motion sickness disorientation |
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largely text-based, providing hyperlinks how best to structure information at the interface to enable users to navigate and access it easily and quickly |
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emphasis on making pages distinctive, striking, and pleasurable |
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challenges with mobiles and lead to what? |
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Small screens, small number of keys and restricted number of controls Innovative designs |
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Usability and preference of mobilies |
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Definition
varies depends on the dexterity and commitment of the user |
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Type of sensor-based interaction, where physical objects are coupled with digital representations When a person manipulates the physical object/s it causes a digital effect to occur Digital effects can take place in a number of media and places or can be embedded in the physical object |
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examples of tangible interfaces |
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chromarium cubes flow blocks URP |
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when turned over digital animations of color are mixed on an adjacent wall faciliates creativity and collaborative exploration |
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depict changing numbers and lights embedded in the blocks vary depending on how they are connected together |
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physical models of buildings moved around on tabletop used in combination with tokens for wind and shadows -> digital shadows surrounding them to change over time |
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four issues of wearable technologies |
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comfort hygiene ease of wear usability |
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issue of wearability: comfort |
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needs to be light, small, not get in the way, fashionable, and preferably hidden in the clothing |
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issue of wearability: hygiene |
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is it possible to wash or clean the clothing once worn? |
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issue of wearability: ease of wear |
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how easy is it to remove the electronic gadgetry and replace it? |
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issue of wearability: usability |
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how does the user control the devices that are embedded in the clothing? |
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setting goals relationship with participants triangulation pilot studies |
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using more than one approach |
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is a philosophy with a set of techniques that include participant observation and interviews |
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difference between participant observation and ethonography |
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participation can vary along a scale from ‘outside’ to ‘inside’ |
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numerical methods to ascertain size, magnitude, amount |
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expresses the nature of elements and is represented as themes, patterns, stories |
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Aims to derive theory from systematic analysis of data categorization approach or coding Researchers are encouraged to draw on own theoretical backgrounds to inform analysis |
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Open: identify categories Axial: flesh out and link to subcategories Selective: form theoretical scheme |
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The people, environment & artefacts are regarded as one cognitive system Used for analyzing collaborative work Focuses on information propagation & transformation |
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