itsme: interaction design innovating workstations Giorgio De Michelis*^, Marco Loregian*^, Claudio Moderini*° {giorgio.demichelis, marco.loregian, claudio.moderini}@itsme.it * ITSME srl, viale Sarca 336-F, 20126 Milano (Italy) ^ University of Milano – Bicocca, DISCo, Viale Sarca 336, 20126 Milano (Italy) ° Domus Academy, Via Watt 27, 20143 Milano (Italy) Abstract. In the last 30 years there has been little innovation in personal computing. The desktop metaphor became the standard user interface, with its pros (e.g., ease of learning) and cons (e.g., interaction constraints for skilled users, lack of context awareness). In this paper we present itsme, an Italian initiative to design the next-generation workstation. Interaction design is the basis of the project, as well as the involvement of a wide community of contributing users. The early design phases of the project lead to the definition of a new metaphor for personal computing, based on stories and venues. The metaphor is being adopted for the development of a novel front-end for the Linux operating system, aimed at fulfilling the needs and desires of knowledge workers. Keywords. Interaction design, design case presentation, innovation, personal computing, stories and venues.
Introduction and background Giorgio De Michelis and his colleagues (in the first phase at DSI, University of Milan, later – from 1998 – at DISCo, University of Milano-Bicocca) participated in the emergence of the Computer Supported Cooperative Work (CSCW) field from its very beginning1. They presented a prototype of coordination system – CHAOS – at the first CSCW conference at Palo Alto in 1986 (De Cindio et al. 1986) and they became then active members of the European CSCW community, designing several prototypes of systems for supporting collaboration, workflow management systems and knowledge management systems. Like many other members of that community they explored adjacent research fields like Ubiquitous Computing, Social Computing and Computer-Human Interaction and experienced multi-disciplinary collaboration with social scientists, psychologists and designers (Binder et al. 2004). In the meantime they reflected on the emerging aspects of their design activity (De Michelis 2003b). Claudio Moderini and his colleagues at Domus Academy (DA) begun in the early nineties – Marco Susani was at that time the head of the research center in DA – to look at how the design 1
Selected publications, from which collaborations can be seen: http://www.informatik.uni-
trier.de/~ley/db/indices/a-tree/m/Michelis:Giorgio_De.html
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