Alternative Perspectives

Hartson and Pyla (sections 8.5, 8.6, 8.7, see section 6.2 and ch. 16 in second edition) survey design themes and goals that may not (yet) be generally practiced. These perspectives tend to work within the phenomenological paradigm.

Designs that (positively) influence users (8.5, ch. 16 in second edition)

Examples:

  • Encourage ecological behaviors
  • Promote empathy towards other stakeholders
  • Work towards collective goals

Embodied interaction (Section 8.6, 6.2.6.3 in second edition)

  • Consider physical perceptions and natural interactions
  • Integrate mind, body and thought
  • Example: use of gestures

Supporting article by Jelle Stienstra

Ubiquitous Computing (Section 8.7, 6.2.6.2 in second edition)

  • Computing vs. ubiquitous interaction with technology
  • Specialized for the context
  • Intelligent (i.e. software-based) objects in every day use

Issues for discussion

  • What are additional examples of each design perspective?
  • How do these perspectives fit together?
  • How may these perspectives be applied to the course project?