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 20.1.04
 

 
» Boxes and Arrows: What's Your Idea of a Mental Model?

by Scott McDaniel

"As usability and design professionals, we often use the term ?mental model? loosely. Part of the problem is that there isn?t a clear English definition, though there are several serviceable academic ones (for some examples, see Johnson-Laird, Girotto, and Legrenzi?s introduction and Martina Angela Sasse?s excellent Ph.D. thesis on the subject).
Even in these works, however, mental models aren?t defined more specifically than a mental representation of something. (...)"


posted by [jochen denzinger] at [12:50]

 

 
» Social Software [corante.com]
Weblog zum Thema Social Software


posted by [jochen denzinger] at [12:37]

 

 
» W.J. Mitchell: How to Do Things with Pictures

How to Do Things with Pictures | William J. Mitchell

This is a text-only version of Chapter Nine of William J. Mitchell's The Reconfigured Eye: Visual Truth in the Post-Photographic Era (Cambridge: MIT Press, 1994): 190-223.


posted by [jochen denzinger] at [12:24]

 
 13.1.04
 

 
» International Conference on Intelligent User Interfaces

posted by [jochen denzinger] at [16:01]

 
 12.1.04
 

 
Nathan: Experience Design

Intro zum Thema Experience Design

While everything, technically, is an experience of some sort, there is something important and special to many experiences that make them worth discussing. In particular, the elements that contribute to superior experiences are knowable and reproducible, which make them designable.

These elements aren't always obvious and, surely, they aren't always fool-proof. So it's important to realize that great experiences can be deliberate and are based upon principles that have been proven. This book explores the most important of these principles.

The design of experiences isn't any newer than the recognition of experiences. As a discipline, though, Experience Design is still somewhat in its infancy. Simultaneously, by having no history (since it is a discipline so newly defined), and the longest history (since it is the culmination of many, ancient disciplines), experience design has become newly recognized and named. However, it is really the combination of many previous disciplines; but never before have these disciplines been so interrelated, nor have the possibilities for integrating them into whole solutions been so great.

Experience Design as a discipline is also so new that its very definition is in flux. Many see it only as a field for digital media, while others view it in broad-brush terms that encompass traditional, established, and other such diverse disciplines as theater, graphic design, storytelling, exhibit design, theme-park design, online design, game design, interior design, architecture, and so forth. The list is long enough that the space it describes has not been formally defined.

The most important concept to grasp is that all experiences are important and that we can learn from them whether they are traditional, physical, offline experiences or whether they are digital, online, or other technological experiences. In fact, we know a great deal about experiences and their creation through these other established disciplines that can-and must-be used to develop new solutions. Most technological experiences-including digital and, especially, online experiences-have paled in comparison to real-world experiences and have been relatively unsuccessful as a result. What these solutions require is for their developers to understand what makes a good experience first, and then to translate these principles, as well as possible, into the desired media without the technology dictating the form of the experience.


posted by [jochen denzinger] at [11:53]

 

 
The Telegarden: "The TeleGarden is an art installation that allows web users to view and interact with a remote garden filled with living plants. Members can plant, water, and monitor the progress of seedlings via the tender movements of an industrial robot arm. "

posted by [jochen denzinger] at [11:50]

 
 8.1.04
 

 
Simon: The Sciences of the Artificial

Herbert A. Simon (1969). The Sciences of the Artificial (First Edition), MIT Press


posted by [jochen denzinger] at [14:15]

 

 
Herbert Simon


Herbert Simon. Artificial Intelligence as a Framework
for Understanding Intuition
 
(Journal of Economic Psychology. 2003.)


posted by [jochen denzinger] at [14:14]