A Glimpse of Human-Computer Interactionmboyle/COGS1/pdf-lecture... · DSGN 1: Design of Everyday...

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A Glimpse of Human-Computer Interaction Jim Hollan Design Lab Professor Cognitive Science Professor Computer Science and Engineering Email: [email protected] Web: hci.ucsd.edu/hollan & designlab.ucsd.edu

Transcript of A Glimpse of Human-Computer Interactionmboyle/COGS1/pdf-lecture... · DSGN 1: Design of Everyday...

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A Glimpse of Human-Computer Interaction

Jim Hollan Design Lab Professor Cognitive Science Professor Computer Science and Engineering Email: [email protected] Web: hci.ucsd.edu/hollan & designlab.ucsd.edu

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Jim Hollan, hci.ucsd.edu/hollan

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Today a Glimpse of HCI but first, one slide of adviceWhy do so few people make significant contributions? What is the difference between those who do and those who don’t? One factor is expectations: If you think you can’t almost certainly you won’t

To do significant things you have to neglect other things Take time to think important thoughts Be thoughtful about who you spend time with Refuse to let the urgent always drive out the important Do your absolute best in a course to learn what it feels like

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HCI and Design at UC San DiegoUC San Diego is a special place with a long history in Cognitive Science, Design, and Human-Computer Interaction (HCI)

Early Days: Institute for Cognitive ScienceFocus: User-Centered System Design (UCSD) and Parallel Distributed Processing

Today: Department of Cognitive Science HCI/Design Faculty: Steven Dow, Bill Griswold (CSE), Philip Guo, Jim Hollan, Lilly Irani (Com), David Kirsh, Scott Klemmer, Michael Myer (Raddy), Don Norman, Taylor Scott, Nadir Weibel (CSE), Haijun Xia Cognitive Science Majors (2255) 90% Specialize in areas HCI & Design Specialization is largest (32%) Machine Learning is second largest (30%) Design Minor (157)

Design Lab and Design & Innovation Building

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HCI/Design CoursesWinter and Spring 2020 COGSCI 3: Introduction to Computing COGSCI 9: Introduction to Data Science COGSCI 10: Cognitive Consequences of TechnologyCOGSCI 14A: Introduction to Research Methods COGSCI 14B: Introduction to Statistical Analysis COGSCI 100 Cyborgs Now and in the Future COGSCI 108: Data Science in Practice COGSCI 109: Modeling and Data Analysis COGSCI 118A: Supervised Machine Learning Algorithms COGSCI 118B: Introduction to Machine Learning II COGSCI 120 Human Computer Interaction COGSCI 121 HCI Programming StudioCOGSCI 128: Information Visualization COGSCI 187B Practicum in Professional Web Design COGSCI 189 Brain Computer Interfaces

Winter and Spring 2020 DSGN 1 Design of Everyday ThingsDSGN 100: Prototyping DSGN 119: Design@Large

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DSGN 1: Design of Everyday ThingsDSGN 1 is a studio-based course about the principles and process of design. It focuses on developing skills. Design is as much about identifying problems as finding solutions. It is fundamental to making the world a productive, enjoyable, and wonderful place to live.

You will learn to observe, analyze, and understand the role design plays in our lives. Look around. Virtually everything you see was designed: the layout of keys on your laptop, even the font used for the letters, the shape and placement of your front door knob, the ways you control your car, how you swipe to interact with your smartphone. All were designed. But how well were they designed? Could they be designed better?

We examine not only the visible features of designed objects but also the less visible features of process and interaction (e.g., how we queue to obtain service at an ATM, why we decide to grasp an object in a certain way, or sit in that specific seat in the classroom), the implicit and explicit ways design influences our interaction with the world and with each other.

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We address questions of crucial importance for our increasingly technological society:

How does technology shape our minds?

How should what we know about our minds shape technology?

Cogsci 10: Cognitive Consequences of Technology

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Digital Media Fast (Before)

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Digital Media Fast (After)

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Cogsci 10: Cognitive Consequences of Technology

Nate Bolt, UCSD undergrad, Bolt Peters sold to Facebook, design research manager at Facebook and Instagram. Co-wrote Remote Research, Ethnio is his current company, droned the NYPL, BookOps, … 

Ed Langstroth, UCSD undergrad, surfer, advance planning Nissan, platform coordinator VW research lab, Teach for America, automative product manager Apple, CarPlay at Geneva Auto Show in Volvo concept car…

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My Perspective on HCIComputers are special: new media for representation, communication, and collaboration

Increasingly we think with computers Moving beyond the desktop: onto the desk, into the world, and mobile Increasingly permeable boundary between physical and digital Important data revolution: capture real-world activity for scientific scrutiny We don’t know enough about what people really do Activity Histories: read/wear edit/wear; real-world driving Challenge of analyzing rich video data; ChronoViz: aid annotation, visualization, and analysis

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boltpeters.com,,

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Fun example: Spore (the outtakes)

Playing Spore

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Thinking with ComputersFor far too long we have conceived of thinking as something that happens exclusively in the head.

Thinking happens in the world as well as in the head. We think with things, with our bodies, with marks on paper, and with other people.

Thinking is a situated social activity that exploits the extraordinary facilities of language, representational media, and embodied interaction with the world and other people.

Today we increasingly think with computers.

Previously unimaginable amounts of computation now available. Already this morning there have been a billion Google searches. Each using the equivalent of all the computing that went into the Apollo Project that landed the first person on the moon.

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Computers Are SpecialComputers are special in that they provide a new kind of stuff, a new medium, out of which to fashion dynamic interactive systems to assist thought, communication, collaboration, and social interaction.

“The computer is the first meta-medium, and as such it has degrees of freedom for representation and expression never before encountered and as yet barely investigated.” — Alan Kay

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Xerox CEO decides Xerox shouldbecome “the architect of |information.”Parc becomes the place to be.Create the future by living in it.Alan Kay, “The best way to predict the future is to invent it.”

Parc Legacy: personal computer, ethernet, laserprinting, object-oriented programming, icons and desktop metaphor, ethnography of technology, ...

Xerox Parc and the Alto Xerox Parc

Stanford AI Lab

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Computers Are SpecialComputation provides the most plastic medium for representation, interaction, and communication we have ever known• Mimic existing media (e.g., books, newspapers, magazines, photographs, audio recordings, and films)• Create new media and modify the form of existing media,• Create models that represent, with ever increasing fidelity, the physical world

• Provide virtual worlds that range from the simple metaphorical desktop of the graphical user interface to the amazing digital effects and virtual characters of current games and films

• Combine the real and the virtual, as with robotic surgery. For example, robotic-assisted controls remove the tremors from a surgeon's hands

For this lecture I am always looking for examples of the amazing things computeralgorithms can do.A Morphable Model for theSynthesis of 3D Faces

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Computers are also changing form Monolithic computer is coming apart and being reassembled in myriad new forms New device ecologies and ways of interacting

As mentioned earlier, already today a billion google searches; each using the equivalent of all the computing of the Apollo Project that landed the first human on the moon

For good and for ill, our activities are increasingly mediated by computers

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End of Lecture

Including other slides for your interest but you should not be tested on their content.

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REMOVED - Eric Pickersgillwww.removed.social

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New types of computers: smartphonesIncreasingly we have multiple and we don’t think of many of them as computers

iPhone introduced in 2007

Internet: connected computers, sensors, and people all over the worldWeb: Changing our professional, personal, and social lives

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Boundary between physical and digital worlds is becoming permeable

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ObjecTop: Occlusion Awareness of Physical M. Khalilbeigi (Darmstadt), J. Steimle (MIT), and J. Hollan (UCSD)

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Data RevolutionInexpensive digital recording devices, sensors, and storage facilities are revolutionizing data collection in the behavioral sciences

Extending data collection into situations that have not typically been accessible Enabling examination of the fine detail of action captured in meaningful settings

This makes real world activity an object of scientific scrutiny in ways never before possible and at a scale that until recently was unimaginable.

Interesting work of Chuck Goodwin Three words: Yes, No, and And

We don’t know nearly enough about what people really do

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Data Collection using Kinect

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Long Interested in Capturing Activity History

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Activity HistoriesEdit Wear and Read Wear Hill, Hollan, Wroblewski, and McCandless

History-Enriched Digital Objects, Hill and Hollan

Attribute-MappedScrollbars

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Intelligent Driver Support System

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10 Cameras

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Video

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Laboratory Studies

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Field Studies

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Exploratory Work

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Exploratory Work

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ChronoViz: A tool for supporting navigation of time-coded data

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SummaryComputers are special: new media for representation, communication, and collaboration

Increasingly we think with computers Moving beyond the desktop: onto the desk, into the world, and mobile Increasingly permeable boundary between physical and digital Important data revolution: capture real-world activity for scientific scrutiny We don’t know enough about what people really do Activity Histories: read/wear edit/wear; real-world driving Challenge of analyzing rich video data; ChronoViz: aid annotation, visualization, and analysis