Communications of the ACM. Jun93, Vol. 36 Issue 6, p57-64. 8p.
USER interfaces (Computer systems), HUMAN-computer interaction, SYSTEMS design, COMPUTER science, SYSTEMS development, and TECHNOLOGICAL innovations
The interfaces of computer systems embedded in certain types of consumer electronic products are frequently targets of criticism. Perhaps the most frequently cited examples of poor user interfaces are those associated with videocassette recorders. Two of the obvious consequences of poorly developed human-computer interfaces are first a considerable portion of the population is unable to benefit from the primary functionality of these products and second the loss of potential recording tape sales represented by the flashing clocks. Storyboard prototyping can be defined as a technique designed to generate consensus and closure via a tangible, interactive systems concept. Inspired by Scandinavian research into cooperative design, the thrust of the Cooperative Interactive Storyboarding Prototyping (CISP) approach is to more actively involve users in the prototype interface development. CISP empowers users with tools and techniques encouraging them to interactively contribute to real-time, storyboard use, evaluation and modification. Crucial here is the concept of the role of the user changing from reviewer to codeveloper.
Muller, Michael J., Wildman, Daniel M., and White, Ellen A.
Communications of the ACM. Jun93, Vol. 36 Issue 6, p64-66. 3p.
PROTOTYPES, ENGINEERING design, HUMAN-computer interaction, SYSTEMS design, COMPUTER science, SYSTEMS development, and TECHNOLOGICAL innovations
Plastic interface for Collaborative Technology Initiatives through Video Exploration (PICTIVE) is a Iowtech participatory design (PD) technique that has been used on products and research projects. PICTIVE was a response to two PD trends: rapid prototyping and the Scandinavian mock-up approaches. Unlike rapid prototyping, PICTIVE does not involve a technology environment for design activity. In rapid prototyping, the users often must express their Ideas through an Intermediary-the developer or designer who may be the only participant who understands the prototyping environment. The PICTIVE object model consists of common office objects, such as colored pens and Post-It notes, as well as scissors and removable tape for tailoring those materials. These low-tech objects are intended to be mapped onto computer functionality, usually as user Interface objects. The PICTIVE participation model contains three convergent guidelines for deciding who participates in a PICTIVE session. PICTIVE has been used in the design of telecommunications software products.
This article presents information on computer-augmented tabletop games. It is informed that computer-augmented tabletop games assume a special role within the pervasive gaming paradigm. To research the opportunities of hybrid computer-augmented tabletop games, an experimental platform called STARS uses wireless communications to integrate dedicated interaction and sensing devices with a smart game table, providing various means to bridge the gap between the real world and the virtual world, supported by a software platform that facilitates prototyping different tabletop games. Several applications based on the STARS platform are in development to demonstrate different opportunities for computer-augmented tabletop games. The KnightMage game implements a basic set of rules for medieval hack-and-slash style role-playing adventures. Players explore and ransack dungeons and landscapes filled with horrifying monsters in a typical pen-and-paper playing style, including a human game master. Due to the mixture of cooperative behavior when fighting monsters and the competitive interests when searching for treasures, KnightMage profits by the platform's capability to convey game information via public and private communication channels, including large public displays, earphones, and PDAs.