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]
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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