The evolution of Human-Computer Interaction (HCI) is undergoing its most radical transformation since the introduction of the Graphical User Interface (GUI) in the 1980s. After decades dominated by the metaphor of the two-dimensional screen, a rectangular boundary separating the physical world from the digital one, the advent of Spatial Computing, Extended Reality (XR), and Brain-Computer Interfaces (BCI) is progressively eroding this barrier, pushing the digital to merge with the user's physical and biological environment. This thesis aims to investigate the design implications of this generational shift. If the screen disappears, what do the rules of composition become? How do we design the invisible? Through a path that intertwines historical analysis, cognitive ergonomics, and speculative design theory, the work is structured into four macro-sections. The first chapter traces the historical evolution of interaction, highlighting the trend toward the progressive dematerialization of hardware and the reduction of cognitive friction. The second chapter analyzes the anatomy of this new spatial interaction, defining a grammar based on digital proxemics, multimodal input (eye, hand, voice), and context awareness. The third chapter explores the frontiers of artificial intelligence applied to design, theorizing the advent of "liquid" and generative interfaces capable of self-constructing in real-time in response to the user's intent. Concluding the investigation, the fourth chapter validates the proposed theoretical framework by adopting the Design Fiction methodology. Through the simulation of three application scenarios (domestic, urban, and professional), the formulated guidelines are put to the test, demonstrating how they concretely resolve the frictions between ubiquitous technology, privacy, and social context. The ultimate goal of this research is not only descriptive but also proactive: the thesis formulates a heuristic framework consisting of six guidelines for post-screen design, offering industry professionals a methodological compass to navigate the transition from designing visual artifacts to designing adaptive and neuro-ethical behaviors.
L’evoluzione dell’interfaccia uomo-macchina (HCI) sta attraversando la sua più radicale trasformazione dall’introduzione dell’interfaccia grafica a finestre (GUI) negli anni Ottanta. Dopo decenni dominati dalla metafora dello schermo bidimensionale, un confine rettangolare che separa il mondo fisico da quello digitale, l’avvento dello Spatial Computing, della realtà estesa (XR) e delle interfacce cervello-computer (BCI) sta progressivamente erodendo questa barriera, spingendo il digitale a fondersi con l’ambiente fisico e biologico dell’utente. La presente tesi si propone di indagare le implicazioni progettuali di questo passaggio generazionale. Se lo schermo scompare, quali diventano le regole della composizione? Come si progetta l’invisibile? Attraverso un percorso che intreccia analisi storica, ergonomia cognitiva e teoria del design speculativo, il lavoro è strutturato in quattro macro-sezioni. Il primo capitolo traccia l’evoluzione storica dell’interazione, evidenziando la tendenza alla progressiva smaterializzazione dell’hardware e alla riduzione dell’attrito cognitivo. Il secondo capitolo analizza l’anatomia della nuova interazione spaziale, definendo una grammatica basata sulla prossemica digitale, sull’input multimodale (occhio, mano, voce) e sulla consapevolezza del contesto. Il terzo capitolo esplora le frontiere dell’intelligenza artificiale applicata al design, teorizzando l’avvento di interfacce “liquide” e generative, capaci di auto-costruirsi in tempo reale in risposta all’intento dell’utente. A chiusura dell’indagine, il quarto capitolo valida il framework teorico proposto adottando la metodologia del Design Fiction. Attraverso la simulazione di tre scenari applicativi (domestico, urbano e professionale), vengono messe alla prova le linee guida formulate, dimostrando come esse risolvano concretamente le frizioni tra tecnologia ubiqua, privacy e contesto sociale. L’obiettivo finale della ricerca non è solo descrittivo, ma propositivo: la tesi formula un framework euristico composto da sei linee guida per il design post-schermo, offrendo agli operatori del settore una bussola metodologica per navigare la transizione da un design di artefatti visivi a un design di comportamenti adattivi e neuro-etici.
L'interfaccia liquida, Spatial Computing, Generative UI, il design post–schermo
CESA, ALESSANDRO
2024/2025
Abstract
The evolution of Human-Computer Interaction (HCI) is undergoing its most radical transformation since the introduction of the Graphical User Interface (GUI) in the 1980s. After decades dominated by the metaphor of the two-dimensional screen, a rectangular boundary separating the physical world from the digital one, the advent of Spatial Computing, Extended Reality (XR), and Brain-Computer Interfaces (BCI) is progressively eroding this barrier, pushing the digital to merge with the user's physical and biological environment. This thesis aims to investigate the design implications of this generational shift. If the screen disappears, what do the rules of composition become? How do we design the invisible? Through a path that intertwines historical analysis, cognitive ergonomics, and speculative design theory, the work is structured into four macro-sections. The first chapter traces the historical evolution of interaction, highlighting the trend toward the progressive dematerialization of hardware and the reduction of cognitive friction. The second chapter analyzes the anatomy of this new spatial interaction, defining a grammar based on digital proxemics, multimodal input (eye, hand, voice), and context awareness. The third chapter explores the frontiers of artificial intelligence applied to design, theorizing the advent of "liquid" and generative interfaces capable of self-constructing in real-time in response to the user's intent. Concluding the investigation, the fourth chapter validates the proposed theoretical framework by adopting the Design Fiction methodology. Through the simulation of three application scenarios (domestic, urban, and professional), the formulated guidelines are put to the test, demonstrating how they concretely resolve the frictions between ubiquitous technology, privacy, and social context. The ultimate goal of this research is not only descriptive but also proactive: the thesis formulates a heuristic framework consisting of six guidelines for post-screen design, offering industry professionals a methodological compass to navigate the transition from designing visual artifacts to designing adaptive and neuro-ethical behaviors.| File | Dimensione | Formato | |
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https://hdl.handle.net/10589/250957