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Passini, R. (1999). Sign-posting information design. In R. Jacobson (Ed.), _Information design_ (p. 83-98). Cambridge, MA: MIT Press. Exploration of information design as, in general, an important and new field. Information design, the term, is not new but has recently become associated with the design of effective communication. This is the result of information becoming a very important commodity in business, social and personal circles. Information design, as described by Passini, is distinguished from graphic design by its greater attention to content and its research underpinnings in information theory and cognitive sciences. Effective design comes from understanding the function of the information. One common function is problem solving. Passini relates the specific problem solving act of wayfinding to illustrate the issues in information design. Wayfinding deals with the cognitive and behavioral aspects of purposefully finding a physical destination. In that context good information design places helpful information at decision points along the route but also attempts to minimize potentially confusing clutter which may also upset the physical art and architecture of the building. With this final point Passini is able to suggest a pathway by which information design can legitmize itself as a profession: architects and graphics designers must work together to create effective signage for wayfinding. For that combination to work well both disciplines need additional training in the other discipline. This is not practical given already crowded training schedules. Passini suggests the information designer, with training from both areas alongside background education in behavioral research, can bridge the gap between the architect and the graphic designer, creating new and rewarding careers. -cjd Back to the Index
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Referring to: Passini, R. (1999). Sign-posting information design. In R. Jacobson (Ed.), _Information design_ (p. 83-98). Cambridge, MA: MIT Press. ---------- Forwarded message ---------- Date: Tue, 25 Sep 2001 01:23:51 -0500 (EST) From: cdent@burningchrome.com To: ejacob_597ia_fall01@indiana.edu Subject: Passini v. HCI Passini states: In fact, a strong argument can be made that design solutions can only be properly assessed by potential users--regardless of how confident the designer is about the proposed design. but then goes on to say: There is also a danger, however, in relying solely on assessment research to build a discipline: it tends to be conservative. Although it produces improvements on present conventions, it is not particularly well suited for generating new ideas and questioning existing assumptions and practices. To me this suggests that the HCI discpline is, at its core, rather conservative. I think this is generally supported by the literature: user testing is used to create systems which perform according to expectations. Rare is the intentional disturbance of patterns of behavior resulting in revolutionary new ways of doing things (the distinction between revolution and evolution is important here). A damn shame, I say. I want to see technology help rip me free of hackneyed ideas and behaviors. Why do current interfaces on many computers attempt to suggest a desktop, as if sitting at a desk were actually a good thing? I think, as Passini suggests, there must be an edge where new things happen. Not everyone will want to be out there on the edge, but somebody needs to do it. e-yawning..., Back to the Index
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Barsalou, L. W. (1992). Representation. In _Cognitive Psychology: an overview for cognitive scientists_ (p. 52-56 only). Cambridge: Cambridge University Press. Discussion of representational systems in the mind as understood by cognitive scientists wherein there is a target domain and a modelling domain. In the modelling domain only some of the structure of the target domain is represented: only some of it is relevant. This discussion is accompanied by an effective rebuttal of critics of cognitive science whom suggest that cognitive psychologists believe people are computers. -cjd -=-=- Excellent. I've been waiting for such an article. I'm one of the people who have worried about cogsci being too mechanistic. This article helps to clear up some of that fear. In addition it indicates a strong relationship with traditional (library science based) notions of organization and representation of knowledge. By extension the model in the article implies that with training information providers can present various representations of bodies of knowledge that effectively emphasize certain structural aspects of the domain in unexpected ways. Back to the Index
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Barsalou, L. W. (1992). Representation. In _Cognitive Psychology: an overview for cognitive scientists_ (p. 52-56 only). Cambridge: Cambridge University Press. -=-=- In Dillon's 542 class a term paper has been assigned. This paper is to be of any topic that we desire as long as we are able to relate it to Human Computer Interaction in some way. My interest, at the moment, is to seek out research which comments on why the computer is special enough to rate it's own discipline of interaction instead of being a subset of a larger discipline, perhaps called Human Tool Interaction. The cited (above) Barsalou article gave an insight into one possible cause: The computer, while in the strictest sense a tool in the same sense as a hammer, provides a rare function in an especially powerful way. That function is the provision of representations. Or, to put it another way, the special nature of the computer hinges on its ability to _quickly_ throw alternate representations or facilitate the creation thereof. The computer can augment at a base cognitive level, beyond the physical level at which most tools operate. Books and other information tools can do so as well but with less speed and less responsiveness. These thoughts appear to be the beginning thread of something that could tie the work of Barsalou (representation), Suchman (interactivity and the way it resembles intentional behavior), Engelbart (augmentation), Winograd and Flores (the computer as a language processor) and others that will be discovered along the way. The final goal of such a work would hopefully be to draw it all together to reestablish and refocus the computer not as an agent, or an interactive machine, or an intentional intelligence but as a tool designed to augment in a very specific but extremely abstract way. Back to the Index
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Muhlhausen, J. (2000). Wayfinding is not signage: signage plays an important part of wayfinding, but there's more. Available at: http://www.signweb.com/ada/cont/wayfinding0800.html Wayfinding--locating and directing oneself in unfamiliar spaces--involves explicit signage but also many other artifacts and cues which impact or assist decision making (formulating an action plan) and decision executing (implementing the plan). Effective wayfinding communicates a good sense of where a person is and where they need to go to get where they are going. Additionally it suggests where not to go. There are four primary communicative elements: graphic communication, audible communication, tactile communication, consistency of clues. -=-=- This little article was quite interesting in and of itself--the notion of subtle clues which suggest but don't force behaviors is very appealing--however, it's relevance as a general metaphor for information spaces is quite elegant. Building architecture, as a discipline, has matured to the point where subtle inferences, such as the burbling of a lobby fountain indicating a public space, are accepted and expected. With research and practical experience, the same will be true for information spaces. This will be a welcome change: modern information architectures are heavy-handed and blatant structures comprising dusty cinder blocks. In the future we will see information accesses happening as absent-minded or abstracted gestures into an ethereal but nonetheless structured space. Back to the Index
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Norman, D. (1999). Chapter 3: The power of representation (p. 43-75). In _Things that make us smart_. Cambridge: Perseus Books. Without necessarily meaning to do so, Norman spends chapter 2 explaining what it is that the computer applications that Landauer, in _The trouble with computers_, describes as phase two ought to be doing. At the same time much of what he says is reminescent of Winograd's and Flores's discussion of the linguistic and representational powers of the computer. (Neither of them are mentioned.) Computers are powerful artifacts for manipulating representations. They, properly designed, can make it easy to experiment with various representations until one that transforms, as Norman says is desirable, the information discovery task from a difficult reflective one to an easy experiential one. Back to the Index
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Norman, D. (1999). Chapter 4: Fitting the artifact to the person (p. 77-113). In _Things that make us smart_. Cambridge: Perseus Books. Goodness how I loathe Norman sometimes. 36 pages to say that we need to be concerned with the human when we create representations with computers. Really? I did not know that Johnny. A novel bit that did come of this chapter is an interesting paradox presented by computers. In effective tools there is an easy to grasp surface representation of the function and state of the tool. Complex technology blows this because the relationship between the surface representation and internal representation is very abstract. The paradox is that the whole point of complex technology is to create abstract representations. If we expose that nature we may make the understanding of technology easier. Back to the Index