Enrichir et simplifier le quotidien : passer du présent...
Transcript of Enrichir et simplifier le quotidien : passer du présent...
Directeur de recherche INRIAEquipe ALCOVE, Lille Nord Europe
http://www.lri.fr/~roussel/mailto:[email protected]
Nicolas Roussel
Enrichir et simplifier le quotidien : passer du présent imparfaità un futur simple...
There have been various computer-driven revolutions in the
past: the widespread introduction of the personal computer
(PC) was one, the invention of the graphical browser was
another, and the Internet yet another. There have also been
computer eras where one type of computer has dominated,
having straightforward implications for whether the
computers were shared or personal, and for whether they
were specialised commodities or not (see diagram below). But
the ways computers have altered our lives, all aspects of our
lives, is more comprehensive than, at first blush, recollections
of these technological revolutions or eras might suggest.
Photography, for example, has retained its familiarity despite
moving from being chemically-based to being digital. At the
point of creation, people still ‘point and shoot’ in much the
same way as they used to.
However, what one can do with images when they are digital is
quite different. Whereas, before, we may have only printed one
or two rolls of film, displaying the photos on the mantelpiece
or in an album, digital images are now reproduced many times
over, and are often broadcast around the world on websites.
The activities we undertake and the goals we have in mind
1.1 Changing Computers
1
3
2
4
Computers affect how we undertake the most prosaic of
activities – from buying food to paying our bills – and they
do so in ways we might not have imagined when the first
personal computers arrived on our desks. They have also
created wholly new experiences, for example, allowing us
to inhabit virtual worlds with people from many different
parts of the globe. In between these extremes, from the
prosaic to the wholly new, computers have taken over
from older technologies in ways that looked merely like
substitution at first but which have ended up creating
radical change.
when we take photos and share them, then, are not at all the
same now as they were even five years ago.
It is not just in terms of user experiences, such as shopping,
games, and picture-taking that the world has changed.
Computers have altered our sense of the world at large,
letting us see images of far-away places, instantaneously and
ubiquitously. The world, now, seems so much smaller than it
was even a decade ago. In this section we begin to look at
many different aspects of how computing technologies have
changed and their impact on our lives.
Four Computing Eras !
1
3
2
4
1
3
2
4
1
3
2
4
1960s: Mainframe Era
One computer per many users.
1980s: Personal Computer Era
One computer per user.
2000s: Mobility Era
Several computers per user.
2020 and beyond: Ubiquity Era
Thousands of computers per user.14 15
There have been various computer-driven revolutions in the
past: the widespread introduction of the personal computer
(PC) was one, the invention of the graphical browser was
another, and the Internet yet another. There have also been
computer eras where one type of computer has dominated,
having straightforward implications for whether the
computers were shared or personal, and for whether they
were specialised commodities or not (see diagram below). But
the ways computers have altered our lives, all aspects of our
lives, is more comprehensive than, at first blush, recollections
of these technological revolutions or eras might suggest.
Photography, for example, has retained its familiarity despite
moving from being chemically-based to being digital. At the
point of creation, people still ‘point and shoot’ in much the
same way as they used to.
However, what one can do with images when they are digital is
quite different. Whereas, before, we may have only printed one
or two rolls of film, displaying the photos on the mantelpiece
or in an album, digital images are now reproduced many times
over, and are often broadcast around the world on websites.
The activities we undertake and the goals we have in mind
1.1 Changing Computers
1
3
2
4
Computers affect how we undertake the most prosaic of
activities – from buying food to paying our bills – and they
do so in ways we might not have imagined when the first
personal computers arrived on our desks. They have also
created wholly new experiences, for example, allowing us
to inhabit virtual worlds with people from many different
parts of the globe. In between these extremes, from the
prosaic to the wholly new, computers have taken over
from older technologies in ways that looked merely like
substitution at first but which have ended up creating
radical change.
when we take photos and share them, then, are not at all the
same now as they were even five years ago.
It is not just in terms of user experiences, such as shopping,
games, and picture-taking that the world has changed.
Computers have altered our sense of the world at large,
letting us see images of far-away places, instantaneously and
ubiquitously. The world, now, seems so much smaller than it
was even a decade ago. In this section we begin to look at
many different aspects of how computing technologies have
changed and their impact on our lives.
Four Computing Eras !
1
3
2
4
1
3
2
4
1
3
2
4
1960s: Mainframe Era
One computer per many users.
1980s: Personal Computer Era
One computer per user.
2000s: Mobility Era
Several computers per user.
2020 and beyond: Ubiquity Era
Thousands of computers per user.14 15
There have been various computer-driven revolutions in the
past: the widespread introduction of the personal computer
(PC) was one, the invention of the graphical browser was
another, and the Internet yet another. There have also been
computer eras where one type of computer has dominated,
having straightforward implications for whether the
computers were shared or personal, and for whether they
were specialised commodities or not (see diagram below). But
the ways computers have altered our lives, all aspects of our
lives, is more comprehensive than, at first blush, recollections
of these technological revolutions or eras might suggest.
Photography, for example, has retained its familiarity despite
moving from being chemically-based to being digital. At the
point of creation, people still ‘point and shoot’ in much the
same way as they used to.
However, what one can do with images when they are digital is
quite different. Whereas, before, we may have only printed one
or two rolls of film, displaying the photos on the mantelpiece
or in an album, digital images are now reproduced many times
over, and are often broadcast around the world on websites.
The activities we undertake and the goals we have in mind
1.1 Changing Computers
1
3
2
4
Computers affect how we undertake the most prosaic of
activities – from buying food to paying our bills – and they
do so in ways we might not have imagined when the first
personal computers arrived on our desks. They have also
created wholly new experiences, for example, allowing us
to inhabit virtual worlds with people from many different
parts of the globe. In between these extremes, from the
prosaic to the wholly new, computers have taken over
from older technologies in ways that looked merely like
substitution at first but which have ended up creating
radical change.
when we take photos and share them, then, are not at all the
same now as they were even five years ago.
It is not just in terms of user experiences, such as shopping,
games, and picture-taking that the world has changed.
Computers have altered our sense of the world at large,
letting us see images of far-away places, instantaneously and
ubiquitously. The world, now, seems so much smaller than it
was even a decade ago. In this section we begin to look at
many different aspects of how computing technologies have
changed and their impact on our lives.
Four Computing Eras !
1
3
2
4
1
3
2
4
1
3
2
4
1960s: Mainframe Era
One computer per many users.
1980s: Personal Computer Era
One computer per user.
2000s: Mobility Era
Several computers per user.
2020 and beyond: Ubiquity Era
Thousands of computers per user.14 15
There have been various computer-driven revolutions in the
past: the widespread introduction of the personal computer
(PC) was one, the invention of the graphical browser was
another, and the Internet yet another. There have also been
computer eras where one type of computer has dominated,
having straightforward implications for whether the
computers were shared or personal, and for whether they
were specialised commodities or not (see diagram below). But
the ways computers have altered our lives, all aspects of our
lives, is more comprehensive than, at first blush, recollections
of these technological revolutions or eras might suggest.
Photography, for example, has retained its familiarity despite
moving from being chemically-based to being digital. At the
point of creation, people still ‘point and shoot’ in much the
same way as they used to.
However, what one can do with images when they are digital is
quite different. Whereas, before, we may have only printed one
or two rolls of film, displaying the photos on the mantelpiece
or in an album, digital images are now reproduced many times
over, and are often broadcast around the world on websites.
The activities we undertake and the goals we have in mind
1.1 Changing Computers
1
3
2
4
Computers affect how we undertake the most prosaic of
activities – from buying food to paying our bills – and they
do so in ways we might not have imagined when the first
personal computers arrived on our desks. They have also
created wholly new experiences, for example, allowing us
to inhabit virtual worlds with people from many different
parts of the globe. In between these extremes, from the
prosaic to the wholly new, computers have taken over
from older technologies in ways that looked merely like
substitution at first but which have ended up creating
radical change.
when we take photos and share them, then, are not at all the
same now as they were even five years ago.
It is not just in terms of user experiences, such as shopping,
games, and picture-taking that the world has changed.
Computers have altered our sense of the world at large,
letting us see images of far-away places, instantaneously and
ubiquitously. The world, now, seems so much smaller than it
was even a decade ago. In this section we begin to look at
many different aspects of how computing technologies have
changed and their impact on our lives.
Four Computing Eras !
1
3
2
4
1
3
2
4
1
3
2
4
1960s: Mainframe Era
One computer per many users.
1980s: Personal Computer Era
One computer per user.
2000s: Mobility Era
Several computers per user.
2020 and beyond: Ubiquity Era
Thousands of computers per user.14 15
Being human: Human-Computer Interaction in the year 2020Harper, Sellen, Rodden & Rogers, editors
Science finds, Industry applies, Man conformsMotto of the Century of Progress Exposition, Chicago, 1933
1965 2009
A software design manifestoM. Kapor, 1990
The great and rapid success of the personal computer industry over the past decade is not without its unexpected ironies. What began as a revolution of individual empowerment has ended with the personal computer industry not only joining the computing mainstream, but in fact defining it. Despite the enormous outward success of personal computers, the daily experience of using computers far too often is still fraught with difficulty, pain, and barriers for most people, which means that the revolution, measured by its original goals, has not as yet succeeded.
(...)
There is a conspiracy of silence on this issue. It’s not splashed all over the front pages of the industry trade press, but we all know it’s true. Users are largely silent about this. There is no uproar, no outrage. Scratch the surface and you’ll find that people are embarrassed to say they find these devices hard to use. They think the fault is their own. So users learn a bare minimum to get by. They underuse the products we work so hard to make and so don’t help themselves or us as much as we would like. They’re afraid to try anything else. In sum, everyone I know (including me) feels the urge to throw that infuriating machine through the window at least once a week. (And now, thanks to recent advances in miniaturization, this is now possible.)
The lack of usability of software and the poor design of programs are the secret shame of the industry. Given a choice, no one would want it to be this way. What is to be done? Computing professionals themselves should take responsibility for creating a positive user experience. Perhaps the most important conceptual move to be taken is to recognize the critical role of design, as a counterpart to programming, in the creation of computer artifacts. And the most important social evolution within the computing professions would be to create a role for the software designer as a champion of the user experience.
By training and inclination, people who develop programs haven’t been oriented to design issues. This is not to fault the vital work of programmers. It is simply to say that the perspective and skills that are critical to good design are typically absent from the development process, or, if present, exist only in an underground fashion. We need to take a fresh look at the entire process of creating software—what I call the software design viewpoint. We need to rethink the fundamentals of how software is made.
The Case for Design
What is design? What makes something a design problem? It’s where you stand with a foot in two worlds—the world of technology and the world of people and human purposes—and you try to bring the two together. Consider an example.
Architects, not construction engineers, are the professionals who have overall responsibility for creating buildings. Architecture and engineering are, as disciplines, peers to each other, but in the actual process of designing and implementing the building, the engineers take direction from the architects. The engineers play a vital and crucial role in the process, but they take their essential direction from the design of the building as established by the architect.
Building systems which are correct with respect to given requirements is the main challenge for all engineering disciplines
J. Sifakis, 2008
We have hit thecomplexity barrier
Using conventional design techniques, we cannot significantly expand the functionality of systems without passing users’ threshold of frustration.
Rather than adding complexity, technology should be reducing it, and enhancing our ability to function in the emerging world of the future.
W. Buxton, 1995
People propose,Science studies,
Technology conforms
Don Norman, 1993
Mon domaine : l’Interaction Homme-Machine (IHM)
La science de l’interaction
‣ pas la science des interfaces
‣ l’interaction en tant que phénomène socio-technique
‣ l’interaction en tant que phénomène co-adaptatif
‣ une approche pluridisciplinaire (e.g. psychologie, sociologie, design)
Objectifs généraux
‣ comprendre le phénomène : le décrire, l’expliquer, l’évaluer
‣ innover : proposer de nouvelles formes d’interaction
‣ guider : intégrer les connaissances et le savoir-faire dans des théories, méthodes et outils
La recherche en IHM en France et dans le monde
En France : une communauté principalement académique et universitaire
‣ Orsay, Grenoble, Toulouse, Lille, Poitiers & Montpellier, entre autres
‣ une conférence : IHM, créée en 1989
‣ l’AFIHM (Association Francophone d’Interaction Homme-Machine), créée en 1996
‣ un journal (RIHM de 1998 à 2007 et aujourd’hui JIPS), des rencontres jeunes chercheurs, etc.
Dans le monde : SIGCHI est le deuxième SIG de l’ACM
‣ 1352 soumissions à CHI 2010 (1130 et 2400 participants pour CHI 2009)
‣ une communauté à la fois académique et industrielle
Quelques conférences
‣ UIST (ACM) : Victoria (Canada), du 4 au 7 octobre 2009
‣ IHM (AFIHM) : Grenoble, du 13 au 16 octobre 2009
‣ CSCW (ACM) : Savannah (USA), du 6 au 10 février 2010
‣ CHI (ACM) : Atlanta (USA), du 10 au 15 avril 2010
‣ DIS (ACM) : Aarhus (Denmark), du 16 au 20 août 2010
Mes (principaux) thèmes de recherche
Communication médiatisée
‣ quels usages de la vidéo pour la coordination, la communication ou la collaboration ?
‣ quelles nouvelles formes de communication ?
Environnements graphiques interactifs
‣ comment faire évoluer la métaphore du bureau, l’améliorer, l’étendre ?
‣ comment enrichir et simplifier de manière significative l’interaction au quotidien ?
Comprendre l’interaction : la décrire, l’expliquer, l’évaluer
Décrire l’interaction
‣ observation directe
‣ instrumentation
‣ sondes technologiques
‣ expositions grand public
Expliquer l’interaction, l’évaluer
‣ expériences contrôlées
‣ quasi-expériences
‣ études longitudinales
78.77
7370
16.55
8.8812.35
96.85
15.4511.55
92.78
13.45
0
10
20
30
40
50
60
70
80
90
100
Success Fail Timeout Success
Rate
(perc
ent)
Single
Slow
Fast
_________________________________________Presence
Monitoring
__________Text Correction
Innover : proposer de nouvelles formes d’interaction
Communication médiatisée
Environnements graphiques interactifs
Le puits1999 - 2002
VideoProbe2003
MirrorSpace2004
Web-based mediaspaces1997 - 2000
Pêle-Mêle2006 - 2008
User interface façades2006
Restack & roll2007
UImarks2009
PowerTools2008
Metisse2000 -
Guider : intégrer les connaissances et le savoir-faire
ici là-bas
Metisse : un système de fenêtrage dérivé de X Window
‣ une plate-forme pour développer et évaluer de nouvelles techniques en contexte
‣ distribué et suivi par Mandriva depuis janvier 2007 (2 à 3 millions d’utilisateurs potentiels)
Xmetisse
application
X11
application
X11
application
X11FVWM
Fvwm
Compositor
protocole Metisse
Metisse
commandes
d'affichage
événements des
périphériques
d'entrée
protocole
X11
système de
fenêtrage
natif
La communication multi-échelles : une théorie intégrative et générative
‣ la communication vue comme un monde où l’information peut exister à différents niveaux de détail
‣ l’engagement comme une variable ajustable qui détermine le niveau approprié au contexte
Quelques thèmes pour les années à venir
Communication multi-échelles
Prise en compte du contexte : observation, description, restitution ou interprétation
Interaction homme-machine multi-échelles : implicite, explicite ou hybride
Interactions hommes-machines
Le geste comme moyen d’enrichissement du vocabulaire d’interaction...
card (trucs complexes) !
card (trucs mal faits) >> card (trucs intrinsèquement complexes)
ID (utiliser un truc mal fait) >> ID (mal faire un truc)
ID (bien faire un truc simple) >> ID (mal faire un truc compliqué)
A good design is better than you think
Rex Heftman in (Raskin, 2000)
Rock & roll!
Façadesinteractives
Metisse
Power tools
UIMarks
Sondestechnologiques
VideoProbe
MirrorSpace
Communicationmulti-échelles
Pêle-Mêle
VideoServer
Le puits
VideoPointer
Comprendre
Innover
Guider
http://www.lri.fr/~roussel/mailto:[email protected]
Nicolas Roussel
Vidéos (et démos)http://www.lri.fr/~roussel/videos.html