Monday, May 4, 2009

Ethnography Considered Harmful

Last in a series of "Considered Harmful" papers is Ethnography Considered Harmful by Andy Crabtree, Tom Rodden, Peter Tolmie from the University of Nottingham and Graham Button from Sheffield Hallam University. This paper argues that Computer Scientists have taken the ethnography to new and dangerous direction that skew the results of their analysis. I think that any analysis technique can be skewed, but as computers become more and more a part of everyday life, they become the same as any tools that any ethnographer has ever written about, and can then be used in many new ways of analysis. I do however agree with the paper in stating that design ethnographies should not jump to conclusions on rhetoric or deep analysis of actions to create a new design. Ethnographies should serve more of a purpose to find flaws in how people use computers today and how to fix them.

Human Centered Design Considered Harmful

Another paper in the "Considered Harmful" series is Human Centered Design Considered Harmful by Don Norman. In this paper Norman argues against Human Centered design and instead favors Activity Centered Design. Human centered design states that all computer activities should mold their form around the human, and designers should try to understand the human behind the interface. This, however, doesn't take the action into context and this is exactly what Norman points out. Norman points out that too much focus on the user can lead to a complicated software design and makes the software more difficult to update and create.
I agree with most of what Norman says in this paper, but believe that perhaps a balance between Human and Activity centered design is the ideal. The focus should be based on what part of the software is being designed and what is necessary at the time. This of course is a very path to walk down and is not easy to find.

Usability Design Considered Harmful

This paper is titled Usability Evaluation Considered Harmful (Some of the Time) and is written by Saul Greenburg of the University of Calgary and Bill Buxton from Microsoft Research. Their paper reflects on the recent upsurge of usability evaluations in CHI papers at every level of development. They repeatedly state that they do appreciate the benefits of usability evaluations at the end of a research project, but early in the creation process they adamantly oppose them. The CHI field is full of new, strange, and novel ways to interact with computers, and this paper suggests that evaluating these young technologies against long-developed, traditional methods of interaction may prove that the new technique is inferior to the traditional one, even though the new technique is just not fully developed.
I agree with the statements of the paper and have read several research papers were usability evaluations seemed to be tagged on as an afternote to appeal to the conference committees. Usability evaluations should be considered as a possibility depending on the nature of the research project and not a necessity.

Fitts's Law

This blog post is about a paper written in 1954 by Paul M. Fitts. This paper, titled The Information Capacity of the Human Motor System in Controlling the Amplitude of Movement, contains the description of what is now called Fitts's law. In the general case it shows that how much time it takes to perform a task is based on the distance something must travel to perform an action, and how accurate the action must be. This law has proven to be near infallible over the years and is an excellent way to analyze efficiency of a task.
While the paper was math-dense and the descriptions were very general, I think it is these things that keep Fitts's findings alive even now. One thing I am very curious about is an analysis of various keyboard configurations using Fitts's law to see how they compare.

Saturday, March 28, 2009

Emotional Design

Comments
Devin McKaskle

Description
Yet another book by Don Norman is Emotional Design. In this book Norman almost renounces everything he has said about design and tries to explain to us that emotions are a crucial part of the design of things. How objects make us feel reflects on how we feel about them. This is somewhat a reflection on The Media Equation. Norman describes certain rules of design and gives great examples showing his beliefs. Later in the book, Norman discusses robots with emotion and how they will be necessary in the future. Finally in Norman style he jumps into a wild creative spree at the end discusses rules presented by Isaac Asimov to prevent robots from rising up and destroying humanity.

I enjoyed this book just as much as every other Norman book, perhaps a little more than The Design of Everyday Things because the examples is presents are more timeless. I enjoyed his discussion human emotions and the division of emotional design into visceral, behavioral, and reflexive design. The part about the emotional robots was very fun to read.

The Man Who Shocked the World

Commments
Ben Carsten
Brian Salato
Devin McKaskle


Description
This book is a biography of Stanley Milgram written by Thomas Blass. Stanley Milgram is the popular social psychologist who performed several experiments on human obedience and created the "six degrees of separation" theory. The book follows his entire life and describes his schooling, experiments, movie work, and interactions with colleagues in detail.

I had heard of the "Milgram Experiments" and the six degrees of separation theory before but never learned about them in detail. I enjoyed learning about the way these experiments came to be and liked the description of his interactions with his teachers and, later, students. I think Milgram would have been an interesting person to talk to, although slightly intimidating because he would be surely thinking about every little action you make.

Tuesday, March 10, 2009

Game Over Learning by Dying

This post is about an article called "Game Over: Learning by Dying" by Dimitris Grammenos from the Foundation for Research and Technology. In this paper Grammenos presents a game that breaks all fundamentals of video game design in order to teach (entertainingly) designers what to do in order to make their games available to all players. Each level of Grammenos's game breaks only a single rule of video game design, leading to horrible gameplay. This single rule-breaking scheme allows the player to fully understand what is wrong with the system. Grammenos uses a derivation of Space Invaders as his game model. He chose this game for its simplicity and easily defined goal.

While I found the exaggeration of the design mistakes entertaining and the premise behind the creation of the game useful, I feel that the research behind the presentation is shallow. It presents the game as a somewhat viable learning tool but not extraordinarily great and there is no significant result.