HCI UX Essentials
2) Body, environment, mind, behavior
Embodied cognition / UX differs for cars, phones, and TVs
Human actives in the wild
UX that changes with relationship, time, and space
Interaction (paper cup / jjak-jjak-kkung—a process of constructing narrative) vs interactivity
Interfaces mediating interaction
Watching TV—is it interaction?
- Judge by asking: does it construct a narrative?
UX -> are you absorbing the world the creator built
UI -> when you want to break off the narrative,
when you want to find a better narrative
Games
: the user creates the narrative.
UI—a process that accelerates my narrative
In fact, people aren't experiencing UI—they're experiencing content.
"A good house isn't just a good front gate."
UI is just the door.
Embodied cognition
Designing for the body
Haptics fall into that body.
Haptic memory, seeing with hands
But it only lasts 2 seconds, so you need repetition.
Muscle memory
Touch leads to possession.
Touching is very important.
Touching creates a 40% sales lift.
Smartphones? - You have to think about how to make them touchable.
Luxury cars
Social responsibility
Touching builds ownership.
But one space that breaks ownership = the bathroom
= ownership conflicts (body heat, smell, residue)
Making the product well matters, but so does your attitude about the product
Optimus—well-built, but awkward about it.
Recent NUI- UI that connects device and context
- Uses parts of the body
Flip to mute, swipe with your palm to capture
Gesture / gesture UI (dance moves)
- Has to be memorized.
- You can't give feedback and have to recall it, so it must be designed well
Recall (remembering without cues) system / recognize system
Interaction research with the totally blind
Native-blind gesture UI
GUI -> mouse -> point -> check: actions that demand precise control
Gesture: flexible interface / but: not consistent and shifts with age.
Windows 8: point + gesture—mixed.
Fails to deliver the experience the platform promises.
Can't change the apps.
Human Shenandoah
UX isn't new.
It's been here since the industrial revolution.
Marketing—deliver meaning, not jargon, to consumers
Human-centeredness in design
UX
- To understand how people experience the world
Stay long; avoid a rushed UX.
Finding the user's needs
-> This doesn't quite hold. People's experiences are inevitably different!!
Who you meet matters
-> Instead of needs, they might love a philosophy. You can lead.
Design process and UX (human-centered design) are different.
To build UI well, you can't do it alone.
Because users experience it as one whole.
We're only practitioners in one field.
UI is an interface.
A user saying "the experience is great" doesn't come from UI alone
GMarket's design is rough, but people still go there.
Because the content is good.
--> Content, task design, managing touchpoints, branding (attitude)
Apple was built to break IBM.
= to crush Big Brother
= to crush the military-industrial, state, conservative company
= the hippie counter-culture, a Challenger-style strict stance
= think different (it's not "creative" / IBM is "think")
= so from the moment Apple dominates (the moment it becomes the establishment), it has to decline.
= In Europe, Apple is just a place that makes things well.
* 1 5
- 7
-------
? : people often get it wrong as 12. -> Normally we just look at the answer, but you have to find the fundamental reason.
* Zone of proximal innovation
- Walking the tightrope between novelty (fresh but difficult) and familiarity (familiar but boring)
* Innovation isn't about technical advance;
regardless of class, when people first encounter it, it should feel like a 'pop' in the head.
* Psychological block
: a disinfectant can kill a person -> get ahead of it by making them aware: "Ours is not harmful to people."
* Transhumanism
: an intellectual and cultural movement aiming to improve human mental and physical traits and abilities through science and technology.
It frames human conditions like disability, suffering, disease, aging, and death as undesirable and unnecessary.
* Not romanticizing humans or just chasing needs, but properly understanding humans
Not designing to fit users (matching what they want), but understanding them and, through that, offering direction
(shaping case)
: shaping used in therapeutic horseback riding to remove phobias in autistic children
: http://bit.ly/1bqKwK5
* Find the air / temperature / scent that makes you feel good
* Panda, banana, monkey—how you connect them changes the associations.
* Concept model for my life cycle
