Schedule --> Week11
Cognitive and physiological design drivers - attention

As you watch the following video:
So you think you can multitask?

consider the implications for the broad issue of addressing limited attention.

Suppose you are designing an ambient interface, one that provides subtle presentations of information and is embedded within the environment. According to your group project, answer the following questions:
‒ identify a form of information that would be suited to an ambient interface;
‒ create a design for it;
‒ identify the trade-offs you have made between the competing goals of visibility (with associated increased awareness) against subtlety;
‒ identify the ways that limited attention affects your design.

Repeat the task for an ambient interface which is intended to help people maintain awareness of their activity levels, helping them remember to keep up their goal to avoid sitting still for long periods and to ensure they have aerobic activity for at least 30 minutes a day.

Cognition and vision:

Illusions by Michael Bach
Motion Aftereffect (Waterfall Illusion)
Spiral aftereffect
"Troxler fading, complementary colours, negative after-effects"
Hermann Grid - Luminance & Contrast
Induced Grating - Luminance & Contrast
Gestalt in Isoluminance

What are the implications of effects like these for designing pervasive computing interfaces, particularly "calm" interfaces?
Cognitive and physiological design drivers
As advertised in the seminar, this class is reserved for preparing for the presentations that will be next week.

Also advertised, Assessment criteria:
‒ clear presentation of current prototype (for those implementing on the phone, this is a demo on the phone)
‒ clear presentation of the design process;
‒ clear presentation of the evaluation process;
‒ good self-evaluation of strengths and weaknesses of the current prototype, the design process and the evaluation process;
‒ penalty for going over time (needing to be stopped after 5 minutes plus 2 minutes per person in the group.)

Remember the time limit on the Projects page

Brainstorm at the tabletop for demo - parallel activity
Brainstorming is a technique that is widely used to help people be creative in coming up with ideas to tackle a problem. Andrew Clayphan has created a tabletop interface to support this. So, part of the lab time will be devoted to brainstorming in groups of no more than 4.

Things you should know about brainstorming:
‒ The first phase is called storming. In this, all group members work in parallel to generate as many ideas as they can. ‒ It is important to call out your ideas as your type them - this enables others to be inspired by your ideas.
‒ It is important to avoid any comment, be it criticism or praise, in the storming phase.
‒ The second phase is called norming. In this, the group works together to look at the ideas generated, group them and categorise them.
‒ You might start by reviewing all the ideas and then deciding a first category and then start moving relevant ideas into that.
‒ You may think of new ideas at this stage - feel free to add them.
‒ At any stage, you may decide some ideas should be junked. For example, there may be duplicates. Or the group may decide that an idea is not really practical.
‒ The third phase is reflection. You do this when all ideas have been categorised. You may decide that you would like to go back and rethink the categories.

Note that groups with more than 4 members should identify some members who will work with smaller groups.

Sample exam questions
See discussion questions above. Similarly, explore similar questions in relation to the later parts of the seminar.
Last change: Thu Oct 13 10:23:01 2011