Details of the assignment can be found here.
Reflection on the concept map
Contemporary theory in HCI has changed even more drastically than former modern theories drifted from the classical ones. Now human values were considered more important, and stood above the efficiency of the system as considered in modern theories. Ethical, social, philosophical, and other human-related questions began to arise in a mindset of designers and researchers in HCI field. On the other hand, HCI community bewares of the totally new humanitarian approach, wanting it to be only interpretative, not prescriptive. In any case, this new even more radical approach enabled new forms of interaction design, which is concerned about user experience and other sensual experiences in the first place.
The concept map reflects turn to the social and culture in contemporary theory in HCI. Here I depicted main concepts that reflected those “turns”. After the challenging concept map from module 4, this one seemed to be easier to create) Meanwhile, I kept in mind David’s notice about creating network, not hierarchy, and making more connections between the concepts.
Reflection on the case study papers
1) Developing the Drift Table, by Andrew Boucher and William Gaver
This paper shows the process of having an idea of the drift table to developing a working prototype complete product. The paper shows us what challenges authors faced and what key decisions were chosen, which, in my opinion, reflect the nature of the turn to design, taking place in HCI. First of all, what clearly delineates this article as being separate from modern HCI is the very nature of the Drift Table – the artifact that brings in ludic experience at home, NOT designed for having any specific and robust task-oriented features.
The other thing worth mentioning is the critical engineering decision of pursuing a self-contained approach (far more difficult), which means that the table would handle fetching and processing data by itself, and not by simply streaming data into a display from an external server. The interaction designers pursued the first choice to keep with the idea that the Drift Table somehow contains the world on view. It clearly signifies that user experience prevailed, and efficiency lost the race (it would be more efficient to pursue a data streaming approach rather than a self-contained device, posing many challenges and headache to engineers 🙂 ).
To conclude, it becomes evident that the article fully represents the turn to design, dealing with the interaction design from the user’s perspective, taking into account ludic and playful design (representing novel design values), user experience, aesthetics and other human values. This case study is a good reflection of the theoretical landscape of the turn to design in contemporary theory in HCI.
2) Reflections on Norm-Critical Design Efforts in Online Youth Counselling, by Sofia Lundmark & Maria Normark
The article critically evaluates e-healthcare services in relation to social norms and values and, on the example of the Swedish National Youth Counselling site, illustrates how these norms and values co-relate to the interactions design process. The authors investigate a specific example of the umo.se site (Youth Counselling site mentioned before) project, called The Love Animation, to show some of the issues designers consider and face with while designing a simple to the first glance, but inherently complex when social norms and values are considered, animation.
After reading the article, I pinpointed the most important insights on cultural aspects and interaction design process I would like to share now as a bullet list:
- social norms are embedded in interaction design
- interaction design constructs meaning, norms, and values in design
- interactions design might unintentionally spoil the intended message (as in case with The Love Animation, showing different feelings that might happen when the one falls into love, the first design included a navigation in form of a timeline, that could suggest that these particulars feelings should happen linearly, which is not the case. It could confuse the user and spoil the intended message)
- norm-critical approach in the design enables designers to embed social norms into the interaction design
- design tends to make the norms invisible / implicit
- norms may be embedded in artifacts
- norm-critical perspective questions, challenges, transforms, and creates new norms and standards
- interaction design elements might be experienced as normative structures
- navigation & structure might be viewed as carrier of norms constructed in user and design contexts
- umo.se representations are reflections on existing values and norms
- design might reify and/or reinforce behavioral norms or challenge them
- norms are in the interface
I would say that this case study clearly pinpoints the turn to culture in contemporary HCI. In contrary to the turn to design, where aesthetics, ludic and playful experience etc. is taken into an account, in this case, the most essential factors are cultural norms and values, identities, human disabilities, gender/culture-based issues, considering majorities versus minorities and finding compromises when designing for both of these groups. In this case study, I clearly see the mapping in the theoretical landscape, especially with relation to critical theory, which challenges and critiques interaction design, as it can be seen in this study case.