Interface Seams
IntroductionOn the agile-usability list, Larry Constantine brought up the notion of Activity Theory as a framework for some aspects of HCI. That prompted me to explore the topic a little. This note is a summary of the terms and key ideas of the paper "Activity Theory," by Tyler Waite. Any misunderstandings are certainly mine. Key IdeasActivity - a high-level motivating concept. For
example, fixing dinner. Activities consist of many actions. Actions consist of many operations. Key principle: [Over time, and with practice,] activities may become actions (e.g., if they're part of a larger activity), and actions can become operations. Waite gives the example of learning to write. At first, even drawing a letter is an activity. As the writer improves, it becomes an action, and eventually an operation. (I'm also reminded of Kano's model: something starts out as a delighter (unexpected but delightful when found), then becomes a satisfier (normal feature, more is better), then a dissatisfier (if you don't have it, you're not even in the game).) Community - activities have a social component; they don't just affect one individual. A primary role of the community is to create rules. Rule - inform individual of desired outcome; inform individual about the object that is the focus of the activity; instruct the individual on how to work on an object. An individual decides which rules to follow, applies them, and revises/adds rules. Rules can be illuminative (provide a way to view the problem) and restrictive (prevent alternative approaches). Tool - can be physical artifacts, ideas, theoretical frameworks, etc. Object - can be physical or mental/abstract. Engestom's Model of Activity Theory: (as shown by Waite)
[Written 1/21/2007.] |
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Copyright 1994-2010, William C. Wake - William.Wake@acm.org |