Post on 17-Jun-2018
1
© Matthias Rauterberg, 20061/18
From Personal to Cultural Computing
Matthias RauterbergEindhoven University of TechnologyThe Netherlands
© Matthias Rauterberg, 20062/18
Historical Trends in Interaction Design
time1900 2000
mechanical style
electronic style
mechatronic styleactive forms(e.g., robotics)
given forms(e.g., ubiquituous computing)
channel forms(e.g. PC, TV, Radio, etc)
connected forms(e.g., ambient intelligence)
dedicated form(e.g. typewriter, etc))
1950
2
© Matthias Rauterberg, 20063/18
Past, Presence, and Future of HCI
time1960 2020
Personal computingMan-machine-interaction
1980 2000
Cooperative computingComputer-mediated-interaction
Social computingKansei-interaction
Cultural computingUnconscious-interaction
© Matthias Rauterberg, 20064/18
Our Research Approach
Validated Designknowledge
empiricalvalidation
Interactive systems
requirementsstatistics
assessmentcriteria
3
© Matthias Rauterberg, 20065/18
ResearchMethod
Research QuestionPsychology
C So cm ip eu nt ce er
The Interdisciplinary Matrix
Computer Science
Psychology
TheBUILD-ITproject
TheAMMEproject
© Matthias Rauterberg, 20066/18
AMME: Automatic Mental Model Evaluator
s0
d
s1
h
s0
b
s2
F3
s3
CR
s3
F9
s1
_
s3
TAB
s3
F2
s3
_
s3
TAB
s3
_
s3
structure as a
Petri net
s0
d h
s1
b
s2
s3
F3
F9 CR
_
TAB
F2
FOLDING
observable process
unknown structure (e.g., mental model)
?
main menu level
module level
routine level
Samuel Schluep
Morten Fjeld
M. DecasperJ. Hofmann C. LeuchterP. MerzP. MeyerJ. RudnikC. SenftenE. Zeller
4
© Matthias Rauterberg, 20067/18
AMME: analyzing learning
2
4
6
8
10
12
14
16
18
20
task 1
week-3week-2week-1
task 1' task 1 task 1' task 1 task 1'21
22
23
24
25
26
27
28
task 1
week-3week-2week-1
task 1' task 1 task 1' task 1 task 1'
Time structure and knowledge structure are different!
Task solving time Behavioral complexity
N=6 men (average age of 25 ± 3 years)Roger Aeppli
© Matthias Rauterberg, 20068/18
Tic-Tac-Toe with four interaction styles
CI Command Interface MI Mouse Interface TI Touch-screen Interface TUI Tangible User Interface
BUILD-IT: field study[September 1995]
5
© Matthias Rauterberg, 20069/18
computer win
remis
user win Cell Line Chart for "winning chance" Grouping Variable(s): Interface typeError Bars: ± 1 Standard Deviation(s)
CI MI TI TUI
P<.001P<.080P<.020
P<.802P<.001
P<.007
Results : winning chance per dialog technique
We recorded automatically 9'006 contacts with in total 96'739 moves.CI = 1'128 player contacts,MI = 3'645 player contacts,TI = 2'881 player contacts, TUI = 1'352 player contacts. In total 3'801 completed games.
BUILD-IT: empirical results
© Matthias Rauterberg, 200610/18
IPOOMRON, Japan (2004)
BUILD-IT: tabletop worldwide
Markus Meier
Martin Bichsel
[1996-1998]
[1998--]ID
Morten Fjeld
Chalmers University
6
© Matthias Rauterberg, 200611/18
ResearchMethod
Research QuestionPsychology Computer
Science
Psychology
C So cm ip eu nt ce er
TheSmartExexperiment
Social Computing
TheSmartExproject
© Matthias Rauterberg, 200612/18
SmartEx: adaptive environments
HumanAdaptive
technologyAdaptation Rate: RsA
Adaptation Rate: RhA
Control Rate: RhC
7
© Matthias Rauterberg, 200613/18
SmartEx: the adaptive exhibition booth
Ben Salem
Experiment [June 2005]Test conditions are:(1) Standard without displays(2) Standard with displays(3) Adaptive displays
© Matthias Rauterberg, 200614/18
SmartEx: experimental results
Task duration:Drops from 23 min to 16 min
Correct answers:Increases from 11.5 to 16
Non-profileNon-adaptive
ProfileNon-adaptive
ProfileAdaptive
Non-profileNon-adaptive
ProfileNon-adaptive
ProfileAdaptive
8
© Matthias Rauterberg, 200615/18
Cultural Computing: society and its parts
AttitudesNormsValuesBeliefs
Etc.
© Matthias Rauterberg, 200616/18
ADA Experience at Expo-2002 in Switzerland
link to video clip
http://www.ada-exhibition.ch/