itsme tutorial at CTS 2009

Post on 17-Oct-2014

1483 Views

Category:

Education

1 Downloads

Preview:

Click to see full reader

DESCRIPTION

In the last 30 years, the desktop metaphor has become the standard user interface for workstations, with its pros (e.g., ease of learning) and cons (e.g., interaction constraints for skilled users, lack of context awareness). In this tutorial we present itsme, an initiative to create the next-generation workstation – especially designed for users who think that what they do holds value. Much of what we present derives from CSCW research, while Interaction Design research shapes the project, as well as the involvement of a wide and heterogeneous community of contributing people. The early design phases of the project led to the definition of a new metaphor for personal computing, called ‘stories and venues’. The metaphor is being adopted for the development of a radically new front-end for the Linux operating system. The tutorial illustrates (through the itsme case) how CSCW research can drive the design and development of an innovative project

Transcript

© 2008 by Itsme S.r.l.All rights reserved. No part of this document may be reproduced or transmitted in any form or by any means,electronic, mechanical, photocopying, recording, or otherwise, without prior written permission of Itsme S.r.l.

From CSCW to new workstations:the itsme project

by Giorgio De Michelis and Marco Loregiangiorgio.demichelis@itsme.it

marco.loregian@itsme.it

May 2009 2

Outline

The scenario

CSCW research

The metaphor of ‘stories and venues’

The itsme approach

Research

Development

Communication

Conclusion, Q&A

May 2009 3

The scenario

May 2009 4

1984: during the Superbowl

Apple launches the Macintosh

A new personal computer with a

graphical user interface based on the

desktop metaphor

It delivers the ideas developed at

Xerox PARC by Alan Kay (and

colleagues) to a large public, at a

reasonable price

May 2009 5

The desktop metaphor

Based on similarity with physical

environment

Familiar tools and operations

Reflecting some specific work

practices

May 2009 6

From the ‘90s on

All personal computers adopt the desktop metaphor

There is a dramatic growth of the size of internal and external

(fixed and removable) memories of personal computers

The email becomes a universal medium

The Web, invented by Tim Berners-Lee, evolves far beyond some of

the PC limits (e.g., social computing)

May 2009 7

Problems of the desktop metaphor

Very dependent on the culture (of the designers) (Olsen andKorfhage 1994)

Implies a physical organization of elements that is tightly coupled tothe logical organization, and vice versa

Requires memorizing where a lot of stuff is (Ravasio et al. 2004)

Depends on hierarchical file system

OK for a limited number of items, if each item is meant to be available in asingle place (and not in different contexts), as long as the user is able andwilling to keep things sorted

well known since the ‘80s

May 2009 8

Additional problems with the user interface(Ravasio et al. 2004)

Concerning the interface: the desktop metaphor should help noviceusers but it does not, the screen plane is regularly misused andovercrowded, skilled users are irritated by similarities between thescreen plane and the file system’s interface, and the user interfaceis too intrusive

Concerning the underlying system: the separation between files,email and bookmarks is inconvenient, temporary material (shortterm notes) are not supported, resources cannot be linked even ifthey belong together, classification and gaining overview impliesadditional effort

May 2009 9

Three main problems with PCs

The personal computer has been unable to cope with the evolution

of the Cyberspace:

information overload (from keys to gigas; more and bigger objects)

dispersion of information (in the file system, attachment folder, e-mail,

browser)

backwardness of the PC file system with respect to the Web (no tags,

hyperlinks, and structure)

May 2009 10

Today

On-line computing is not yet ubiquitous

The PC lacks some capabilities, compared to the Web

Different users have different needs and desires

Who has control?

May 2009 11

How to possibly solve these issues

Refer to better metaphors (also non-physical)

Get rid of hierarchies (when they are not needed)

Learn from the Web (e.g., folksonomies)

Put the user, and not the workplace, at the center of the world

There is a lot of (forgotten?) research literature from which we can

learn how to do it

May 2009 12

CSCW research: basis for innovation

May 2009 13

The early CSCW debates

CSCW community formed in the mid ‘80s

The early years of CSCW were extraordinary for the number of new

ideas that were presented to its conferences and for the passion

animating the discussions raised by them

May 2009 14

Winograd & Flores

Language-action perspective

Inextricable binds linking together words and actions, conversations and

interactions

The concepts of ‘conversation for action’ and of ‘commitment for future

action’ has deeply influenced our research for over twenty years (e.g., De

Cindio et al., 1986; De Michelis and Grasso, 1994)

May 2009 15

Suchman (vs. Winograd)

Situated action perspective

Very nature of human practice, its being situated in space and time and

within the experiences people share during their life

Sharp dispute with Winograd and Flores (Suchman, 1987b, 1994; Winograd,

1995), but we think they offer complementary views (De Michelis, 1995)

May 2009 16

Holt

Coordination theory with the idea of centers

Projects as networks of inter-related centers

Better having a personal system than one shared by all the participants to a

cooperative process

May 2009 17

Dourish

Concepts of place and of embodied interaction

May 2009 18

Malone et al.

Semi-structured messages

Even text objects like messages contain a structure where you can find

some information that can be used to trigger agents and/or commands

Coordination Theory

May 2009 19

Our idea, itsme vision:Stories and Venues

May 2009 20

A new workstation

Helping to avoid the dispersion of information

Embodying what we know about knowledge work

Designed for those people who “think what they do holds value”

Based on a new metaphor: ‘stories and venues’

May 2009 21

Avoiding the dispersion of information

A new front-end where:

Related objects, messages, urls, people contact details, information sources,

and tools appear together

All objects are characterized by tags and links

A ‘back-end’ enabling Linux to support it

May 2009 22

The lessons of ethnographic research on work

What human beings do is embedded in their relations with other

people: actions and interactions

Action and communication are strictly intertwined

Any action is situated in space, time and, often, in the story within

which it has sense

The stories a person lives are not disjoint

Stories are viewpoints on actions and interactions

May 2009 23

The target users of itsme

High-value users, i.e., all those who have a great number of

interactions with other people, manage loads of information, live a

great number of stories at the same time, but do not have adequate

support to manage the complexity of their life

Professionals

Managers

Intellectuals

Knowledge workers

May 2009 24

A new metaphor: ‘stories and venues’

Our life interweaves a large number of different stories

Each story has its participants and objects

Each story has its venue, where you can access its participants and

objects

Each person lives in several diverse interweaving venues

The new metaphor is characterized by its being plural and its

reflecting situatedness of human experience

May 2009 25

itsme: research

May 2009 26

itsme workstation scheme (vision)

May 2009 27

itsme: a workstation based on the metaphor of ‘storiesand venues’

At any moment, itsme presents the venue of the story in which its

user is acting

itsme users do not need to search for things: they have them at

hand

itsme creates, maintains and updates the venues of its user

itsme venues can be corrected, modified and organized by its user

itsme is not intrusive: its behavior is purely reactive

May 2009 28

What’s a venue in the itsme UI?

May 2009 29

itsme interface layers

May 2009 30

The look of a venue

May 2009 31

Venue details

Create new message Highlight related items Single channel view

May 2009 32

The home, where venues are

May 2009 33

Limbo and transition panel

Limbo: http://en.wikipedia.org/wiki/Limbo

May 2009 34

itsme: development

May 2009 35

itsme: components

A new workstation, with a radically new design

An open-source ‘back-end’ supporting stories (named Guglielmo)

A front-end embodying the venue metaphor

A service supporting the migration of Microsoft, Apple, and Linux users to

itsme

A consistent and reliable plan for further improvements of the system

May 2009 36

itsme architecture overview

May 2009 37

“Our” Linux

Two members of our team started Sabayon Linux www.sabayon.org

Binary GNU/Linux based on Gentoo

Focused on user: simplicity, style, usability

Entropy package management framework

The way to easily distribute and maintain itsme

itsme front-end as an alternative UI

May 2009 38

Front-end architecture (version 0.1)

May 2009 39

itsme: the back-end rationale

Files can be tagged, linked and have an XML-like structure

An email system supporting conversations, with bi-directional links

between messages and attachments

A browser locating its bookmarks in the file system

Navigation systems within venues

Multiple views of venues

May 2009 40

The itsme back-end: Guglielmo (more about rationale)

Open source project, available as a framework (with plugin

technology) to implement any other metaphor

But with design requirements initially extracted from itsme interaction

manual

Technologically decoupled from front-end implementation

May 2009 41

Guglielmo (architecture, version 0.1 RC3)

May 2009 42

Development milestones

A three - year process

Two years for the development of the system beta

(spring 2008 - spring 2010)

Two years for the development of the migration support system

(autumn 2008 - autumn 2010)

Creating a partnership for the development of a hardware prototype

to hit the market

May 2009 43

itsme: communication, involvement,participation

May 2009 44

itsme community website

Provide information about the project

Create a community discussing about the scenario in which we are

working

Design with us and interactively evaluate what we are doing

May 2009 45

May 2009 46

May 2009 47

Concept evaluation http://www.itsme.it/evaluation (since October 2008)

May 2009 48

itsme emulator (version 0.2.0, unreleased: public release scheduled for early June 2009)

May 2009 49

itsme first interactive prototype (version 0.1 released internally Apr. 1st)

May 2009 50

The help we need

Three active communities, supporting itsme from the very beginning:

Research (CSCW, KM, ID)

Open source software (Linux community)

High-Tech industry (particularly in Europe)

Good coverage of Itsme milestones by media and research community world-

wide

Support from public institutions in Italy and Europe

May 2009 51

Next steps in communication

Presentations in major Universities/conferences

Courses at major Universities and Educational Institutions

Collaboration with research groups on itsme’s issues and related

topics

May 2009 52

Conclusion

The desktop metaphor can no longer support effectively personal

computing

CSCW research provides the basis for innovation

itsme is implementing next-generation personal computing

We are an open community, in which you are welcome

May 2009 53

Any other question?

Thank you for your attention!giorgio.demichelis@itsme.itmarco.loregian@itsme.it

www.itsme.it

top related