Visualizzazione post con etichetta apple. Mostra tutti i post
Visualizzazione post con etichetta apple. Mostra tutti i post

lunedì 13 novembre 2017

Using science to make truly tappable user interfaces

Using science to make truly tappable user interfaces
by Scott Hurff

You know that feeling even if you can’t name it — the mix of frustration and annoyance when you’re using a touch interface that you can’t quite get to work correctly. When you feel like you have to touch delicately just to trigger that command that’s right there in plain sight.

But what if you could create user interfaces on a regular basis that you knew would reasonably avoid this situation? What if you knew you could reliably create touch elements that helped your customers reduce errors, get things done faster, and ultimately be happier with your product?

It's possible. Let's explore why.

You've failed me for the last time, iOS 9
I used to run into this problem when using the music controls on the iOS 9 lock screen.


For the life of me, whenever I wanted to skip a song while on the go, I couldn’t get the button to work on the first, second, sometimes third try. I’d even end up jacking the volume up high. Other times, I might pause the song.

Ultimately, the negative experience with this interface made me change my behavior: I avoided it.

This was a terrible failure. An interface designed with the sole intention of saving me time ended up costing me a lot of wasted minutes.

Somehow, somewhere, iOS 9’s music controls broke a key law of the user interface. But which one?


Thankfully, iOS 10 came along and changed things. Bigger controls. Generous tap targets. Larger artist and song information, making it way easier to read who’s gracing my headphones.

In other words, my on-the-go song hopping error rate noticeably decreased.

Why?

Science has the answer.

Learning from 120 million taps

In 2006, researchers from the University of Oulu, Finland and the University of Maryland, College Park teamed up. Their goal? To determine what size buttons were easiest to use on a touch screen for one-handed use.

They tested two scenarios. The first: people performing one-time tasks (things like activating buttons, check boxes, or radio buttons). The second: people performing a sequence of tasks, like inputting a phone number.

During the study, the researchers tested a range of button sizes for each scenario. They discovered that error rates increased significantly when buttons were smaller than 9.2mm for single tasks; the same happened for buttons smaller than 9.6mm for serial tasks.
Curiously, for the serial task phase, error rates held steady from 9.6mm up to 11.5mm. More on this later.


Five years later, a study was conducted by researchers from two German universities. Their goal: to determine the optimal touch target size for a touch screen button.


To conduct the study, the researchers released an Android game that was downloaded ~100,000 times, recording ~120M touch events. The gameplay was simple: players had to tap floating circles of various sizes to progress forward. The circles could be anywhere on the screen.

After analyzing the game’s tap events, the researchers found that for circles less than 15mm in size, gamers’ error rate steadily increased — rising sharply below ~12mm. And for tap targets less than 8mm, gamers missed the circles at rate of over 40%!


Curiously, the 2011 study also found accuracy improvements of little significance for target sizes over 12mm.

There are countless other studies I could cite, including recommended element sizes established by major vendors like Apple, Google, and Microsoft (which I’ll get into later) — but we first need to discuss the granddaddy of all of these standards: Fitts’s Law.

A time portal into history
As product designers, we’re benefiting from the hard work of our predecessors. In this instance, Paul Fitts — a psychologist at The Ohio State University (Go Bucks!) — created a principle in 1954 that would later become known as Fitts’s Law. It's since become a foundation of human-computer interaction.

At its most basic, Fitts's Law is a model for how long it takes for you to move your hand to an object. The closer the object and, roughly speaking, the larger it is, the quicker and easier it is to move your hand to it.

But Fitts was able to mathematically model this. And if applied to a touch screen interface, for example, we could determine how long it'd take for you to point your finger at something if we knew the size and distance of the objects on the screen.

Here's the actual equation:
MT = a + b log2(2A/W)

Where:

  • MT = the time it takes to complete the movement
  • a,b = parameters which vary with the situation
  • A = distance of movement from start to target center
  • W = width of the target along the axis of movement


Now, I'm no mathematician, but the research I've done on this says that the logarithmic portion of this function is really important.

Cognitive scientist and co-author of the book Mind Hacks Tom Stafford summarizes the impact of this dynamic incredibly well:

"Although the basic message is obvious (big things are easier to select) it is the precise mathematical characterisation that is exciting, and that this characterisation includes a logarithmic function – which means that the shape of relationship between size and reaction time is curved so that small increases in size for small objects result make it much easier to select them (whereas small increases in size for big objects don’t make that much difference). And the same applies for changes in target distance."

What’s exciting is that modern research continues to prove this over and over again. In the two papers I cited before, each demonstrated diminishing returns past a certain button size — somewhere along 12mm to 15mm.

But the best part? We can use this to design better user interfaces.

Here’s how:
Designing better user interfaces using Fitts’s Law


lunedì 23 ottobre 2017

Even the world’s top Apple blogger is losing it over a new MacBook Pro problem

Even the world’s top Apple blogger is losing it over a new MacBook Pro problem

by Chris Smith  @chris_writes

Apple’s newest MacBooks apparently suffer from an unexpected problem, a keyboard issue that’s not easy to fix. Affected models include 2015 or later MacBook and 2016 or later MacBook Pro models. These laptops are thinner than ever, and Apple redesigned the mechanism under each key so that it could manufacture butterfly keyboards with an even slimmer profile.

Incredibly, it turns out that simple particles of dust can render individual keys on these machines useless, and dislodging them to fix them isn’t as easy as it was on older MacBook models.

Reports recently published in The Outline and 512pixels indicate that some users are experiencing serious issues with their keyboards.

The Outline explains that replacing a faulty keyboard isn’t possible. Apple has to replace the top case, which has a $700 price tag if the MacBook Pro is out of warranty. Apparently, plenty of buyers are affected:

It’s unclear how big of a problem butterfly switch keyboards are. Apple forums are overflowing with reports of Geniuses who have told customers that Apple is “collecting data” on the issue. One corporate issuer of the MacBook Pros in question reported to me that its business has encountered a significant number of keyboard issues, but “less than 5% for sure.” Another Genius explained to me that he had seen an overwhelming number of the computers with keyboard issues, the spacebar in particular — while some keys can be very delicately removed, the spacebar breaks every single time anyone, including a professional, tries to remove it. This is a big problem, since, according to the Genius I spoke to, it’s the key most susceptible to acting up from the aforementioned piece of dust. “I would say it’s THE issue on this computer,” he told me. (Apple declined to comment.)

What further proves the new butterfly keyboards have a dust issue is this Apple support document that’s basically insane. If you need to have this guide on your site, it means a significant number of MacBook buyers experience keyboard issues, and it’s not a problem that is going to go away:
apple, bad design, Baffling Design Flaws, 悪いデザイン  良いデザイン,


You need a particular set of skills to clean the keyboard by yourself and not drop the MacBook in the process. The best thing about it is holding the Mac at a 75-degree angle “so it’s not quite vertical,” before using compressed air to eliminate the dust.

Even John Gruber, a diehard Apple fan and respected blogger, is upset about it. “I find these keyboards — specifically, the tales of woe about keys getting stuck or ceasing to work properly — a deeply worrisome sign about Apple’s priorities today,” he said, in a response to The Outline’s story.

What’s worse about it is that we have a song for this issue created by Jonathan Mann, the same guy who mocked Apple’s “Antennagate” issue.