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Vitruvius (1st century BC) is probably the first person to lay forth systematic and elaborated principles of design. It is not surprising that architecture was the subject of his elaborated writings, being the most salient and complex design discipline, which has affected human life ubiquitously. In addition to the fact that information technology and interactive systems have now become just as ubiquitous, it is not difficult to see that there is much in common for architecture and information technology (e.g., Brooks, 1975; Hooper, 1986; Lee, 1991; Kim et al., 2002; Visser, 2009). It is reflected by the term “information architecture,” used by professionals to designate the process of creating information-based environments and systems. The similarities between these two disciplines can be illustrated by considering Vitruvius’s three core principles of sound architectural work. Firmitas, which is the strength and durability of the building; utilitas � the utility of the building, its usefulness and its suitability for the needs of its intended inhabitants and users; and venustas � the building’s beauty. In architecture, the Vitruvian principles have been influential since their rediscovery in the 15th century (Johnson, 1994; Kruft, 1994). Today, for example, they serve as a basis for the Design Quality Indicator, developed by the Construction Industry Council in the U.K. to evaluate the design quality of buildings (Whyte et al, 2003).
It is straightforward for the various computing and IT disciplines to recognize firmitas as the core principle of their research and practice. The need for robust, reliable and dependable software, hardware, systems and products has occupied the field since its inception. We might say that, just as firmitas serves as a prerequisite for designing structure, so do we consider it a precondition for any IT system or product.� ��
Whereas there is little disagreement about the importance of firmitas principle, the computing community was originally much less enthused about the utilitas principle. In the context of IT, this principle deals with designing to meet individual and organizational needs and goals, with emphasis on the efficiency and the effectiveness of the interaction between people and artifacts. In fact, the HCI community can take much of the credit for incorporating the utilitas principle into mainstream practices in the computing industry (cf. Tractinsky, 2006). The field of HCI has its roots in attempts to study and design systems and product that will allow people to use them efficiently (Card et al, 1983). The notion of usability, for example, which has served as a centerpiece of the HCI community has permeated not only other parts of the IT industry, but have gained almost universal recognition and support for the values of human-centered design. One of the most widely referenced models on people’s relationships with information technology � the technology acceptance model (TAM) � suggests that a system which is easy to use and provides more useful features is more likely to be adopted by its intended users (Davis, 1989).
With firmitas and utilitas in place, the computing community in general, and the area of HCI in particular, are still missing a key Vitruvian principle. For years, beauty and delight were considered by the HCI community as gratuity, often to be avoided. The emergence of beautiful interactive products during the first decade of the 21st century, which led to commercial success and to academic research (e.g.,Kim et al., 2002; Liu, 2003; Tractinsky, 2004), has demonstrated quite convincingly, that as in other design disciplines, the third Vitruvian leg, venustas, should be fully embraced as cornerstone of designing interactive technology (see also, Fishwick, 2006).�
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Figure 19.1: Italian translation from 1521 of De Architectura Libri Decem (The Ten Books on Architecture) by Marcus Vitruvius Pollio. Preserved in the Smithsonian Museum of American History.
Courtesy of Mark Pellegrini. Copyright: CC-Att-SA-2 (Creative Commons Attribution-ShareAlike 2.0 Unported). Download or view full resolution (2016 x 1512 pixels. 1 MB)
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Figure 19.2: The Vitruvian Man drawing was created by Leonardo da Vinci circa 1487 based on the work of Vitruvius. By empirically measuring and calculating the proportions of the human body, Vitruvius may also be considered the first student of ergonomics.
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Chapter Table of Contents | | | Aesthetics and other design principles overlap |