Nicolas Roussel Enrichir et simplifier le quotidien - Mjolnir
Transcription
Nicolas Roussel Enrichir et simplifier le quotidien - Mjolnir
Enrichir et simplifier le quotidien : passer du présent imparfait à un futur simple... Nicolas Roussel Directeur de recherche INRIA Equipe ALCOVE, Lille Nord Europe http://www.lri.fr/~roussel/ mailto:[email protected] 1 1 1 1 2 2 2 2 1.1 Changing 1.1 Computers Changing Computers There have have been been various various computer-driven computer-driven revolutions in the the Computers affect how we weComputers undertakeaffect the most most prosaic of There in Computers undertake the of There have beenrevolutions various computer-driven revolutionsaffect in thehow howprosaic we undertake the most prosaic of past: the the widespread widespread introduction introduction of the personal personal computer of the activities activities from buying buying food food to paying paying our bills ––food and to they past: the computer –– from to bills and they past: theof widespread introduction personal computer activities – fromour buying paying our bills – and they (PC) was one, the invention of the graphical browser was do so in ways we might (PC) was was one, one, the the invention invention of the the graphical graphical browser was was do so so in ways ways we might might not not have imagined whennot thehave first imagined when the first (PC) of browser do in we have imagined when the first another, and and the the Internet Internet yet yet another. another. There have also also been personal computers arrived on our ourcomputers desks. They They have also alsoour desks. They have also another, have personal computers on desks. have another, andThere the Internet yetbeen another. There have also been arrived personal arrived on computer eras eras where where one one computer type of of computer computer hasone dominated, created wholly new new experiences, experiences, for example, example, allowing us us for example, allowing us computer type has dominated, created wholly allowing eras where type of computer has dominated, created for wholly new experiences, having straightforward straightforward implications implications for whether whether the the to inhabit inhabit virtual worlds worlds with with people from worlds many different different having for to people from many having straightforward implications for whether thevirtual to inhabit virtual with people from many different computers were were shared shared or orcomputers personal, and and for whether they parts of the the they globe. In In between between these extremes, from the thethese extremes, from the computers personal, whether they of globe. these from werefor shared or personal, and parts for whether parts of the extremes, globe. In between were specialised specialised commodities commodities or not (see (see diagram diagram below). But prosaic tobelow). the wholly wholly new, computers have taken over wereor specialised commodities orBut not (seeprosaic diagram But new, prosaic to thehave wholly new, computers have taken over were not below). to the computers taken over the ways ways computers computers have have the altered our lives, all all aspects aspects of our ourour lives, from older technologies technologies in ways ways thattechnologies looked merely merely like that looked merely like waysour computers have altered all aspects of our from older in ways the altered lives, of from older in that looked like 14 14 14 1 1 1 1 2 2 1960s: Mainframe Era 1980s: Personal Computer Era 1960s: Mainframe Era 1980s: Personal Computer Era One computer per many users.One computer per user. One computer per user. One computer per many users. same way way as as they they used used to. to.same way as they used to. same It is is not not just just in in terms terms of of user user experiences, such as as shopping, It such It isexperiences, not just in terms of shopping, user experiences, such as shopping, games, and and picture-taking picture-takinggames, that the the world has changed. changed. games, that world has and picture-taking that the world has changed. However, what what one one can can do doHowever, with images images when theydo arewith digital is when Computers have altered our sense of of the the world world at large, large, However, with are digital is Computers have altered sense at whatwhen one they can images they are digital is our Computers have altered our sense of the world at large, quite different. different. Whereas, Whereas, before, before, we may may have have only before, printedwe onemay letting letting us see see images of far-away far-away places, instantaneously and quite we only printed one us images places, instantaneously and quite different. Whereas, have only printed oneof letting us see images of far-away places, instantaneously and or two two rolls rolls of of film, film, displaying displaying therolls photos on the the mantelpiece ubiquitously. The world, world, now, now, seems so so The much smaller than or two of film, displaying the photosubiquitously. on the mantelpiece ubiquitously. world, now, seems or the photos on mantelpiece The seems much smaller than itit so much smaller than it or in in an an album, album, digital digital images images are now reproduced manyare times was even even aamany decade ago. In Inwas thiseven section we begin begin toInlook look at or inare an now album, digital images now reproduced times a decade ago.to thisat section we begin to look at or reproduced many times was decade ago. this section we over,around and are often broadcast around themany worlddifferent on websites. many different aspects of howhave computing technologies have over, and and are are often often broadcast broadcast around the world on websites. websites. many different aspects of of how how computing computing technologies have over, the world on aspects technologies The activities wewe undertake and the goalschanged we have and in mind and their impact on our lives. The activities activities we we undertake undertake and the goals goals we have in in mind mind changed and their impact impactchanged on our our lives. lives. The and the have their on lives, is more comprehensive than, at firstsubstitution blush, recollections substitution at first which have ended up creating lives, is is more more comprehensive comprehensive than, at first first blush, recollections recollections substitution at first first but but which which have ended ended upbut creating lives, than, at blush, at have up creating of these or technological revolutions or erasradical might change. suggest. radical change. of these these technological technological revolutions revolutions or eras eras might might suggest. suggest. radical change. of Four Computing Computing Eras Eras ! ! Four Computing Eras ! Four Photography, for for example, example,Photography, has retained retained for its familiarity familiarity despite when we take takedespite photos and and when share we them, then, are not not at at all the the Photography, has its despite when we photos share them, then, are all example, has retained its familiarity take photos and share them, then, are not at all the moving from from being being chemically-based chemically-based tobeing beingchemically-based digital. At At the the to same same now now as they they were even even fivenow years ago. moving being digital. as were five years moving fromto being digital. At the same as ago. they were even five years ago. point of creation, people still ‘point point of of creation, creation, people people still still ‘point and shoot’ shoot’ in much much the and shoot’ in much the point ‘point and in the 2 2 3 3 2000s: Mobility Era 2000s: Mobility Era Several Several computers per user.computers per user. 3 3 4 4 2020 andEra beyond: Ubiquity Era 2020 and beyond: Ubiquity Thousands of computers per user. Thousands of computers per user. Being human: Human-Computer Interaction in the year 2020 4 4 3 3 4 3 Harper,3 Sellen, Rodden & 4Rogers, editors 4 4 15 15 15 1965 2009 Science finds, Industry applies, Man conforms Motto of the Century of Progress Exposition, Chicago, 1933 A software design manifesto M. 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 the complexity 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 Rate (percent) 100 Single Slow 90 80 70 96.85 92.78 Fast 78.77 73 70 60 50 40 30 20 12.35 15.45 13.45 10 8.88 11.55 16.55 0 Success Fail Timeout _________________________________________ Text Correction Success __________ Presence Monitoring Innover : proposer de nouvelles formes d’interaction Communication médiatisée Web-based mediaspaces 1997 - 2000 Le puits 1999 - 2002 VideoProbe 2003 MirrorSpace 2004 Pêle-Mêle 2006 - 2008 PowerTools 2008 UImarks 2009 Environnements graphiques interactifs Metisse 2000 - User interface façades 2006 Restack & roll 2007 Guider : intégrer les connaissances et le savoir-faire 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 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) application X11 application X11 protocole X11 FVWM Xmetisse Fvwm Compositor application X11 protocole Metisse commandes d'affichage événements des périphériques d'entrée système de fenêtrage natif Metisse 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) Nicolas Roussel http://www.lri.fr/~roussel/ mailto:[email protected] Comprendre VideoServer Innover VideoPointer Guider Le puits Façades interactives Sondes technologiques Rock & roll! VideoProbe Metisse Power tools MirrorSpace Pêle-Mêle Communication multi-échelles UIMarks Vidéos (et démos) http://www.lri.fr/~roussel/videos.html