DIG2500c: Fundamentals of Interactive Design
Fall 2009 Semester
Dr. Rudy McDaniel
Lecture 3: Think
Review
Last week We discussed speaking in interactivity We looked at POV▪ Human v. Computer
We calculated asset sizes Questions?
This Week
We’re focusing on the aspects of interactivity from the technical point of view
Recall the Crawford definition is the cycle of SPEAKING THINKING LISTENING
Thinking (From the Human’s POV)
How do humans think? Humans process patterns We are designed to see patterns even
when they may not exist If the pattern doesn’t complete humans
become “dissonant” Good interactive designers take patterns
into account when developing interactions
An Unusual Argument
I’m going to present you with an unusual argument made by a cognitive scientist named Daniel Willingham.
The argument is simple: we, as humans, are not very good at thinking.
If this is the case, how have we been so productive in our lives and as a society?
Are We Good at Thinking?
Source: Willingham, D.T. (2009), Why Don’t Students Like School?
What Does This Problem Tell Us?
Thinking is slow
Thinking is effortful
Thinking is uncertain
Is Stress Useful for Thinking?
Another Classic Problem (3 Disc)
Animated Solution (4 Discs)
Source: Wikipedia.
How About a Word Problem?
Combining Information
We can use Willingham’s (2009) definition of thinking as “combining information in new ways.”
Thinking (From the Machine’s POV)
How do machines think? Process bits of data with the three primary
operators AND, OR, NOT All machine thought is defined by
combinations of these three Large numbers of them must be placed
together to make anything humans would consider useful.
You ever play with Legos? Takes a lot of bricks to make something
doesn’t it?
Verisimilitude
What does this word mean, and why do we care?
Designing Computer Thought
There are two major approaches to designing computer thought Top-down Approach Bottom-up Approach
Top-Down Approach
This approach consist of: Starting with the broadest statement of
the objectives Breaking the objective into smaller
chunks Breaking the smaller chunks into smaller
chunks Continuing to break the smaller chunks
down until the implementation becomes obvious
In top-down design, we start with the questions.
Bottom-Up Approach
This approach consists of: Starting with capabilities, resources, and
tasks Build components combining the parts
that are useful Work upwards toward a general
objective This can be conceptualized as
“starting with the answers.”
Let’s design something
I want a new system that distributes news to people in real-time as it happens
What do we need to make this happen? Use the top-down approach▪ Goals driven
Use the bottom-up approach▪ Resources driven
The reality: interactive design flickers continuously back and forth between top-down and bottom-up design.
Compromise
Both approaches have their merits They assist us in finding and resolving
complexities prior to writing code or developing assets
They keep designers from designing something that cannot be developed
Always try to THINK before you speak Your designs will be better and more
robust Both the humans and computers will
thank you
Translating Human Thought
Regardless of approach we need to be able to describe what we are doing General descriptions are reasonable for
humans because we’ll see the patterns and fill in the gaps
Computers need more structured specifics because they don’t
These descriptions are called algorithms
Algorithm?
An algorithm is a procedure or formula for solving a problem.
The more complex the system you are attempting to achieve the more complex the algorithm can be. A computer program can be viewed as an
elaborate algorithm. Modern applications can have millions of
lines of code generated by hundreds of developers
Crawford’s View
Listening, Thinking, and Speaking must be an integrated whole.
If you can’t design the algorithms, go do something else.
What does this mean for us as interactive designers?
Technology Serves Art
But only for those willing to learn the technology.
Make a PB&J
Algorithms and Creativity How did Crawford
generate random numbers for his project as an undergrad?
Algorithms as Metaphors Here are some useful metaphors to
help you generate algorithms Spatial and geometric metaphor Physical metaphor Musical metaphor Business and Economic metaphor Emotional metaphor Bureaucratic metaphor
Spatial and Geometric Metaphor Spatial and geometric metaphor
Distance Relationships between objects Shapes Arrangement
Physical Metaphor
Physical metaphor Borrowing concepts from Physics or
Chemistry▪ Springs▪ Catalysts▪ Magnetism▪ Mixtures▪ Weight
Musical Metaphor
Musical metaphor Harmonics Melodies Chords Scales
Business and Economic Metaphor Business and Economic metaphor
Cost/ Price Buy/Sell Put/Call Supply/Demand
Emotional Metaphor
Emotional metaphor Happy / sad / angry Sleepy / tired Hyperactive Objective Defiant
Anthropomorphic Attributions to machines “They don’t get happy they don’t get
sad they just run programs.” – Short Circuit
Bureaucratic Metaphor
Bureaucratic metaphor Hierarchies Executives v. labor Social tasks Divisions of labor
Bureaucracies have proven themselves to solve complex problems
Class Exercise
In groups of two, come up with some original design metaphors for an application that allows very young children to learn art skills.
Report out
What You Thinkin’?
We can structure the thinking but what are we thinking about?
Data is needed for thoughts Data is necessary Algorithms are just the framework to
process thoughts Without data algorithms do not function Data is the fuel
Data is Structured
Data can be thought of as a spreadsheet or table Columns are the structure Rows are the records Cells are the data
Data can be stored Short term / Long term Accessing data is vital
Significances of Thinking
Thinking is where all the content lies Speaking and listening are important
resources Thinking is where the focus lies during
interactive design Technology can change but the
thinking if done properly can transcend obsolescence
To Review The actors think
The actors can be humans or computers Each think differently
Thinking in humans is difficult and we look for patterns and rely heavily on memory
Thinking from computers an be complex even though it is made up of simple operators Algorithms Data Structures
Thinking is the content of interactive design
This Week’s Lab
More Introduction to Flash Interface Tools, Panes, and Panels Drawing in Flash Working with the timeline▪ Frame by frame animation▪ Tweening
Sample Exam Question
What do we know about the way in which we as humans think?
A. We think slowly.B. Thinking requires a lot of effort.C. Thinking is uncertain.D. All of the above.E. A and B only.
Sample Exam Question
In Crawford’s mind, which is the most important part of interactive design?
A. ListeningB. ThinkingC. SpeakingD. All of the above are equal
Homework
See syllabus for readings
Your second lab is this Thursday with Adam Lenz.
Remember, lab 1 is due this Friday at 5pm. If you don’t finish by the Thursday of this week, you’re out of luck.