This tag is associated with 3 posts
Designers of human-computer interactions (HCI) work in a highly ambiguous space, investigating the middle ground between the user and the interface. However, what happens when the interface is not visible to the user? Such is the case with embedded ubiquitous computing (ubicomp) systems. These systems work through complex sensor networks that act as a constant, silent observer, monitoring user behavior. Through these systems, the domain of interaction expands from a keyboard, traditional game controller or even next generation game controllers such as WiiMotes and Project Natal, to a user’s home, car or office. While HCI researchers propose one value of embedded systems is as persuasive agents that motivate users in
Constant, yet ever changed
Contemplate upon a river, says the old zen master – always the same, yet never the same. Just keep that image in mind, think about studying a river, really understanding a river, as we talk about service design.
A service is a product
A service is still, in some important ways, a product. And all products are—also in some important ways– tools. A service – like a phone or potato peeler or a Prada bag – is something that people use to accomplish something. Whether those things accomplished are what was initially envisioned is not in any way a given.
Services are plastic
But on the
“The most rudimentary behavior must be determined both in relation to the real and present factors which condition it and in relation to a certain object, still to come, which it is trying to bring into being. This is what we call the project.”
Sartre, Search for a method, 1963
Introduction
I know that it is customary in talks of this nature to present some current, preferably path-breaking work. And we are doing one thing that is pretty cool, but at the moment its path is muddy, incompletely cleared, and god only knows where it is going.
But that weird place where you’ve got equal measures of “there is some
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