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Flashcards about Social Interaction and Prototyping
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Social Interaction
Social technologies developed to enable us to persist in being social when apart
Digital Detox
Excess tech use may be getting in the way of your wellness
Sacks et al. (1978)
Conversation analysis proposes turn allocation rules for conversations.
Back channeling signals
Uh huh, umm, aha, ahh
Sacks et al. (1978)
Proposes turn allocation rules: current speaker chooses the next speaker; another person decides to start speaking; the current speaker continues talking.
Breakdowns in conversation / misunderstandings
includes requests for reiteration (e.g., A: this one? B: no, that one!) and tokens (e.g., eh? huh? what?)
Draper et al. 1998
Telepresence refers to an experience that appears to involve displacement of the user’s self-perception into a computer-mediated environment.
Social presence
The subjective experience of being present with a real person in technology-mediated communication and environments
Co-Presence
Co-located groups who want to collaborate, enabled by technologies like tabletops and whiteboards.
Coordination Mechanisms
When a group of people act or interact together, they need to coordinate themselves using verbal & non-verbal communication, schedules, rules, conventions and shared external representation
Awareness Mechanisms
Knowing who is around, what is happening, and who is talking with whom
Peripheral Awareness
Keeping an eye on things happening in the periphery of vision, allowing tracking of what others are doing without explicit cues.
Situational Awareness
Being aware of what is happening around you in order to understand how information and your actions will affect ongoing and future events
BJ Fogg
Computer products can leverage principles of social influence to motivate and persuade.
Prototyping designs
A crucial step in the user-centred design process to develop design ideas and make them concrete
Prototype
Early model or version of something used in many design fields to test ideas
Sketching
Crudity means people concentrate on high-level concepts rather than details
Interactive Paper Prototypes
Allows designers to test competing representations, good for eliciting user reactions, modifications, suggestions
Storyboards
A series of sketches/individual frames presenting a sequential storyline, showing how a user might progress, focusing on task & context
Wizard of Oz Prototypes
A technique whereby a person is controlling the interface or particular aspects of the interaction; the user thinks they are interacting with a computer
Why Prototype
Find problems early with input from diverse user groups, quick improvements, low cost
Low fidelity prototypes
Cheaper, but limited feedback capabilities
High fidelity prototypes
More expensive & time-consuming, but greater information yield
Low-Fidelity Prototyping
Uses media which are unlike the final media (e.g., paper, cardboard); quick, cheap, easily changed
Mid- & High-Fidelity Prototyping
Look more like the final system/design than a low-fidelity version; definition of mid-fidelity is debatable, but generally has some kind of simulated functionality
Horizontal prototype
Wide range of functions but with little detail
Vertical prototype
A lot of detail but only for few functions