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Ambiguity

This lecture presents techniques for designing for ambiguity; that is, moving the interpretation of a design to the user. The goal is to design systems that interact with people at a more humanly meaningful level. We discuss three types of ambiguity - information, context, and relationship - and techniques for designing for each. We also discuss the design of Slow Technology to similarly place the design interpretation in the hands of the user.

Students will learn to think about design in an open, flexible, and innovative manner where the user creates the experience narrative as opposed to the designer.

Lecture Materials:

Readings:

  • Hallnas, L., and Redstrom, J. (2001) Slow Technology - Designing for Reflection, Personal and Ubiquitous Computing, 5:201,212, Springer-Verlag London Ltd.
  • Gaver, W., Beaver, J., and Benford, S. (2003) Ambiguity as a Resource for Design, Proceedings of CHI 2003, ACM Press.

Riddle Questions:

Do the above Readings and then answer these questions.

  1. What is an example of something you use that could be considered slow technology? Why?
  2. In Uncle Roy All Around You, is ambiguity exploited? If so, how?
  3. Is there anything you didn't understand?
  • Go here to answer them.

Optional Readings:

  • Gaver, W.., Sengers, P., Kerridge, T., Kaye, J., and Bowers, J. (2007) Enhancing Ubiquitous Computing with User Interpretation: Field Testing the Home Health Horoscope, Proceedings of CHI 2007, ACM Press.