Visualizzazione post con etichetta human computer interaction. Mostra tutti i post
Visualizzazione post con etichetta human computer interaction. 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 31 luglio 2017

The best UX and design conferences in 2017

The best UX and design conferences in 2017
A complete guide for designers who are looking for events and conferences to attend this year, or who are simply planning their next trip around the world.
by Fabricio Teixeira


Photo credit: Knak

A great way of learning more about User Experience and getting in touch with professionals who share the same passion as you is to attend UX Conferences and UX Events happening every year around the globe.

The events listed are the ones our team at uxdesign.cc have been to or would like to attend in the near future. Make sure you charge your smartphone, bring some business cards in your pocket and consider including one of these design events before or after your next trip.

  • Events about creativity and technology

  • Get together with local UX groups

  • Follow events in your area


uxdesign.cc

Foundations of Human-Computer Interaction

Foundations of Human-Computer Interaction

Goal and Outcomes.

This course introduces students to the field of human-computer interaction.

Introduction

The body of knowledge of Human-Computer Interaction can be perceived as resulting from the following five interrelated aspects, depicted in the diagram bellow:

(N) the nature of human-computer interaction;
(U) the use and context of computers;
(H) human characteristics;
(C) computer system and interface architecture; and

(D) the development process.


This course touches the (N) aspect but mainly targets the (H) aspects illustrated in the diagram above. It comprises seven modules:

Visibility, Affordances, Mapping, Constraints, Conceptual models
Seven stages of action, Types of knowledge
Feedback, Errors, Forcing Functions, Gestalt laws, Responsiveness
The Human Processor Model, Fitts Law
Interface Efficiency, KLM, GOMS
State transition diagrams, Petri nets
History and vision
After successfully attending this course, students will know how user interfaces have developed over the past decades, and what constants of human performance need to be considered when designing user interfaces.

Further details are available including…

  • The pedagogical script;
  • The technical script;
  • The assessment criteria; and
  • The bibliography.


Foundations of Human-Computer Interaction

lunedì 24 luglio 2017

Wichita State University’s Engineering 101 courses

Wichita State University’s Engineering 101 courses


Human Factors Ph.D. Program


Welcome to the class blog for Wichita State University’s Engineering 101 courses.

Engineering 101 is a three-hour course specifically designed for College of Engineering freshmen and transfer students in their first year at Wichita State University. This course provides application to being both engineering students and practicing engineers.

...
In human factors, of course, we are specifically concerned with human interfaces. Typically, research in this field is geared towards improving productivity and reducing errors and injuries, and you can usually separate this into two categories: the application of human psychology and the implications of human anatomy.

Good psychological human factors design would include systems which are intuitive – someone new to the interface can operate it with little or no instruction. Can you think of any examples?

Good anatomical human factors design includes systems which are physically natural – using the system requires little strength or effort, or it could be used many times or over a long period without stress or injury. Can you think of any examples of this? ...

********************* 

Human Factors submissions

An example:

Human Factors – TuTh0930 – Spencer Shield


The problem:
The problem with spray bottles is that it is hard to read whether or not it is open at first glance. Most spray bottles have a labeling system of just being embossed on the nozzle with the words “on” or “off”. This way makes it hard for people with bad eye sight to understand whether or not it is open.

This is on.


This is off.












The solution:
The solution for this problem is to have the nozzle be color coded like stop lights. This makes it so people can tell if the nozzle is locked or not without having to strain their eyes. This solution is very practical and can be implemented easily in the production line. I think the original designers didn’t do this because of the cost of adding this step to the  production line.

The implementation:
The design would look like the fallowing. The red stands for when the nozzle is locked. The green stands for when the nozzle is unlocked.
















lunedì 3 luglio 2017

The Encyclopedia of Human-Computer Interaction, 2nd Ed.

The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Interaction Design Foundation




Textbooks written by 100+ leading designers, bestselling authors, and Ivy League professors. The textbooks are assembled in a gigantic 4000+ page encyclopedia covering the design of interactive products and services such as websites, household objects, smartphones, computer software, aircraft cockpits, you name it.

lunedì 10 aprile 2017

Induction cooktop

Induction cooktop

What is wrong?
Bad mapping

Does the left most knob control the left front or left read burner?





Errol R. Hoffmann & Alan H.S. Chan (2011): Alternative approaches to the design of four-burner stoves,
Ergonomics, 54:9, 777-791


Suggestion
Useful features to consider when buying an induction hob.



The arrangement of knobs controlling your stove burners should match the arrangement of the burners themselves.


What is wrong?
Interface

What can I do? How? Where?




- Too small icons (see the Fitts’s law*)
- Non-intuitive interface 
  (in an emergency you may waste time in choosing the right icon) 

* Fitts's Law states "...the time to acquire a target is a function of the distance to and size of the target". As the distance increases, movement takes longer and as the size decreases selection again takes longer.



Suggestion
A big knob (real or virtual) is better than a small icon on the glass 



Perceived affordance: you can increase the selected power
Signifier (the where and the how): twisting the knob 



Feedback



LED surface lights shine onto pans to give the visual of gas cooking

martedì 28 febbraio 2017

Frozen food Doors _ interaction design

Frozen food Doors

This is a door.
The affordance of a door is that you can open it.
You know it by your conceptual model of how works a door.
But without signifier you don’t know where and how open it.




Affordance: is what a product/object can do.
Signifier: perceivable cues are signs indicating what you can do.

 Note:
The perceivable part of an affordance is a signifier.
A "signifier" is, a sign that guide people to successfully interact with the design.
Signifiers are signals, communication devices.
These signs tell you about the possible actions; what to do, and where to do it.

What is wrong?
No signifier for these doors
(How can I open this door? Is there an hidden handle or is it an automatic door?)

Suggestion
Design should always disclosure the signifier
(Handles or some colored sign on the frame)

**************
March 2017 UPDATE
The same supermarket decided to add classical handles


lunedì 27 febbraio 2017

Washing machine _ interaction design

Washing machine:
What is wrong?

Bad communication between user and system.

bad design vs good design

 Bad communication between user and system.

Gulf of Execution: 

How do I know what I can do?
What actions are allowed by the system?
How do I do it?

Gulf of Evaluation:

How do I know what happened?
What does it mean?
Have I accomplished my goal?
bad design vs good design

 The position of the controls on the keyboard is not logical; the hand have to move from one extreme to another of the surface. Changing the cycle the washing machine automatically resets the spin.
bad design vs good design

 Examples of control panel that work better

bad design vs good design

mercoledì 1 giugno 2016

Apple 30-pin to USB Cable

ipad-30-pin
What is wrong?  the Signifier:
- There isn't effective sign for the right side to plug in an Apple 30-pin to USB Cable
When people try to plug in the USB connector, they frequently turn it the wrong way.
This problem is annoying; you lost time and it could happen to force it in the wrong way.
Ok for a simple design but it shouldn't be a minimalist design: there aren't effective signs for the right side to plug in.
ipad-30-pin
Apple 30-pin to USB Cable


No tactile signs; just a pale symbol hidden by the thumb.

Suggestions
Sensory_Homunculus
This map shows the parts of the body next to the areas of the brain that process our sense of touch. The eyes and hands have a lot of space devoted to them; other parts, not so much.
Image reference
Sensory homunculus
The Sensory Homunculus
microsoft-mouse-4500
Microsoft mouse 4500 with a bulge on the USB cable. So you can touch the right side to plug in.
retouched-ipad-usb-cableipad-30-pin-bulge
Why don't use a non-visual interaction design? Using a BULGE you can recognize the right side even without look at it, just using the touch sense.