18 modelling rich interaction
	Complex world
	Status event
	Psychology
	Highlights feedback
Aspects
	Other people
	Info requirements
	Trigger for tasks
	Modelling artifacts
	Placeholders
Sensor based systems
	New models
	New design
	New architectures
18.1 models about keyboard and screen
	Discrete vs continuous
18.2 status event analysis
	Status is situation
	Event happening
		Interaction between instantaneous and continuous
		Slice of system at all levels rather than one level
	Example: clocks and calendars
		Tells time
		Event: at a moment
		Polling 
		Actual vs perceived event
		Granularity
	Design
		Match scale
	Naïve psychology
		Where user looks
			Mouse cursor (egg timer)
			Text insertion
			Screen
			Audible events
			Peripheral movements (flashing ads)
			Screen flash
			Closure on goal

	Email interface
		SEND event
		Receive
		Poll refresh mail icon (you’ve got mail)
		Glance at icon
		Notice: perceived event
		Open mailbox
		Open mail
		Scale: birthday, lunch invitation, fire alarm
		Email, text, phone, social media
	Screen button feedback
		Sometimes miss button but feel closure
		Release mouse/ moving mouse unsynchronized---different!

18.3 rich workplace ecology
	System where people worked very slowly
	Need speed up
	Solution: buy aprons/coveralls
	Doorman alerts desk clerk
	Job management software is too linear
	In reality there is overlap
	Is thinking only in skull? Or is it in interaction of a system?
	Distributed cognition
Collaboration
	Assign (sub)task to each person
	OR interact between people
	Many models are dominated by (outward) flow of info
	Feedback loop
	Where does information come from?
		Part of task
		User memory
		On a device
		In environment
		Can get too cluttered

Triggers
	Immediate
	Temporal
	Sporadic
	External
	Environment
	Similar triggers may be a problem
	Interruptions
Artifacts
	Things with queue you to act
	Unopened mail
		If someone else straightens, or opens, do you remember to deal with the mail?
		Air traffic control (strips for specific planes)
	Placeholders
		Like a bookmark
		Pile? To do list? Email? Remember? (head? Environment? Implicit?)
18.4 ubiquitous computing
	Embedded computers and sensors
	User attention low
	User intention low
		Car interior lights
		Electronic shopping: suggest items
		Automatic heating
	Intentional spectrum
		Comprehension
			(expect or rely)
			Co-option
	Challenging our models
		Very plan driven
		Feedback minimized
		Cognition
			Inanimate
				Directness of effect
				Locality
				Visibility
			(not so for computer systems)
		Design for incidental
			Model primary
			Model incidental
		Sensor based systems
			Often not used for original purpose
			Watch for privacy issues
			Might merge sensors