Last task: Emotional charged digital dialogues
Interactive experiences inspired by human conversation
Background
Producing engaging and useful dialogue is critical to interaction design. An understanding of desire, emotion and attention to details in how humans interact are key to creating interesting computer-based dialogue. The field of artificial intelligence has not yet been able to produce convincing 'realistic' human dialogue with computers. However, within current technological constraints it is possible to design abstract emotional illusions.
Task description
Design a computer-based interactive experience inspired by human conversation. An important aspect to study and explore is how you can abstract human qualities into simpler screen-based interfaces. The conversation should consist of multiple inputs and relevant responses. You may try to mimic or create illusions of intelligence or human response. But you may also choose to use predefined storytelling techniques and multiple-choice.
There are two approaches to this project. An experimental artistic approach and a service design approach.
A) An experimental interactive experience
You are free to choose any subject. The dialogue could for example be a parody personality test, a new search interface, a prototype of agent software, a marketing website or a small part of an existing interface.
B) A Service dialogue
Choose an existing service and redesign a touch point with an interface that could be improved by a more emotional conversation. You may choose one of the semester projects made by the service design students.
Deliverance alternatives
A) A working interactive prototype
B) Concept presentation with scenarios and diagrams.
Learning goals
• Understand the advantages and disadvantages of simulating human conversations when designing computer-based interfaces
• Understand the constraints and possibilities of human-computer dialogue
• Solve problematic content-creation issues with multiple-choice techniques
• Be more reflective about human conversation, social objects and rules
Evaluation criteria
• Conceptual originality
• Ability to manipulate interactions to create illusions of emotional human conversation qualities
• Ability to design good constraints: what the user wants, expects and can do (anticipatory design).
Essential literature
The Art of Interaction Design by Chris Crawford.
• Chapter 3 – Speaking
• Chapter 4 – Listening
• Chapter 5 – Thinking
• Chapter 6 - The interactive Loop
• Chapter 22 – Linguistics
• Chapter 24 – Anticipation
• Chapter 28 – Interactive storytelling
The Jack Principles
http://www.jellyvision.com/go.php?p=/ici/index.php&fv=7&fr=24
Information Anxiety 2 by Richard Saul Wurman.
• Chapter 5 – The structure of conversation
• Chapter 6 – Talk is deep
• Chapter 11 – Instructions: The driver of conversation
Recommended literature
• Experience Design by Nathan Shedroff
• Designing for interaction by Dan Brown. Chapter 8 – Service design
• The Media Equation : How People Treat Computers, Television, and New Media Like Real People and Places
• The Computer as Theatre by Brenda Laurel
• Affective Computing by Rosalind W. Picard
• Dissimulations http://www.daimi.au.dk/~sbrand/mmp2/Dissimulations.html
• Rules of Play – game design fundamentals by Katie Salen and Eric Zimmerman
• How to talk to anyone, anytime, anywhere by Larry King.
• Understanding comics by Scott McCloud
• Blink by Malcolm Gladwell (about intuition)
Background
Producing engaging and useful dialogue is critical to interaction design. An understanding of desire, emotion and attention to details in how humans interact are key to creating interesting computer-based dialogue. The field of artificial intelligence has not yet been able to produce convincing 'realistic' human dialogue with computers. However, within current technological constraints it is possible to design abstract emotional illusions.
Task description
Design a computer-based interactive experience inspired by human conversation. An important aspect to study and explore is how you can abstract human qualities into simpler screen-based interfaces. The conversation should consist of multiple inputs and relevant responses. You may try to mimic or create illusions of intelligence or human response. But you may also choose to use predefined storytelling techniques and multiple-choice.
There are two approaches to this project. An experimental artistic approach and a service design approach.
A) An experimental interactive experience
You are free to choose any subject. The dialogue could for example be a parody personality test, a new search interface, a prototype of agent software, a marketing website or a small part of an existing interface.
B) A Service dialogue
Choose an existing service and redesign a touch point with an interface that could be improved by a more emotional conversation. You may choose one of the semester projects made by the service design students.
Deliverance alternatives
A) A working interactive prototype
B) Concept presentation with scenarios and diagrams.
Learning goals
• Understand the advantages and disadvantages of simulating human conversations when designing computer-based interfaces
• Understand the constraints and possibilities of human-computer dialogue
• Solve problematic content-creation issues with multiple-choice techniques
• Be more reflective about human conversation, social objects and rules
Evaluation criteria
• Conceptual originality
• Ability to manipulate interactions to create illusions of emotional human conversation qualities
• Ability to design good constraints: what the user wants, expects and can do (anticipatory design).
Essential literature
The Art of Interaction Design by Chris Crawford.
• Chapter 3 – Speaking
• Chapter 4 – Listening
• Chapter 5 – Thinking
• Chapter 6 - The interactive Loop
• Chapter 22 – Linguistics
• Chapter 24 – Anticipation
• Chapter 28 – Interactive storytelling
The Jack Principles
http://www.jellyvision.com/go.php?p=/ici/index.php&fv=7&fr=24
Information Anxiety 2 by Richard Saul Wurman.
• Chapter 5 – The structure of conversation
• Chapter 6 – Talk is deep
• Chapter 11 – Instructions: The driver of conversation
Recommended literature
• Experience Design by Nathan Shedroff
• Designing for interaction by Dan Brown. Chapter 8 – Service design
• The Media Equation : How People Treat Computers, Television, and New Media Like Real People and Places
• The Computer as Theatre by Brenda Laurel
• Affective Computing by Rosalind W. Picard
• Dissimulations http://www.daimi.au.dk/~sbrand/mmp2/Dissimulations.html
• Rules of Play – game design fundamentals by Katie Salen and Eric Zimmerman
• How to talk to anyone, anytime, anywhere by Larry King.
• Understanding comics by Scott McCloud
• Blink by Malcolm Gladwell (about intuition)

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