Creating a new model of human computer interaction is not straightforward. Only a handful of such models have been commercially successful. Those that have, such as the graphical user interface (GUI), can provide valuable lessons. When we were challenged to develop a new natural user interface design for Microsoft Surface, we drew from these lessons and from modern user research techniques. A prominent starting point resulting from this was using metaphors to develop the design. We used metaphors for two reasons: To create a user interface world that is understandable and predictable for our users, and to guide the team in creating the detailed design. We continued this practice in the user research: We focused on which metaphors worked best in the studies, learned if users understood them, and which metaphor they preferred. This case study describes the process we followed and the lessons we learned from this.
In this paper, the Presence team describes how, by thinking of older people as active participants in society, rather than as needy and dependent, innovative designs have been developed for systems that help elderly people remain part of the community. The team has done this by involving users in the design process by, engaging them in a dialogue with designers that has allowed both sides to influence each other.
trial research and development is driven by a frantic scampering after technological Holy Grails-not by an exploration of changing social needs." i n t e r a c t i o n s . . . n o v e m b e r + d e c e m b e r 1 9 9 9 John Thackara, Maypole Steering Group Chair
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