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HCI UX Essentials 2) Body, Environment, Mind, Behavior

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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

This English version was translated by Claude.

친절한 찰쓰씨
Written by
친절한 찰쓰씨

Pleasant Charles — UI/UX researcher at AIT. Keeping notes on design, planning, and slow days here since 2010.

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