lunedì 15 gennaio 2018

BMW HoloActive Touch

BMW HoloActive Touch

BMW HoloActive Touch looks floating graphic over the console. Touch either of the floating buttons and you control feature functions but also get distinctive touch sensation. It uses three sub-assemblies – projector, a camera and a speaker. The projector sits in a panel on the console and makes the images appear to float in the air.

A camera sensor captures the finger motion (like projected capacitive) and activates the feature / function. The unique feature is haptic feedback.



BMW HoloActive touch sensitive display for showing the driver information about music, navigation and more, which appears to float in air, and which also provides actual felt, tactile feedback in response to interactions. HoloActive Touch incorporates heads-up display features, too, meaning it could span the driver’s field of view and provide a more immersive way to access info about your car and your ride.
excerpt from designhmi.com 
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This revolutionary technology brings together the BMW Head-Up Display, BMW gesture control, a feature which made its debut in a previous CES and is now available in the new BMW 7 and 5 Series, and direct touchscreen operation into on single interface. So you can simply adjust the audio volume or climate control in the car by waving your hand or snapping your fingers.

This innovative interface between the driver and vehicle acts like a free floating in-car virtual touchscreen which can be operated using finger gestures. BMW HoloActive Touch allows the user to access the wide variety of services provided by BMW Connected.

According to BMW:
"For the first time, the functions can be controlled without any physical contact with materials. But the technology still enables the visible and tangible driver-vehicle interaction familiar from conventional touch screens."

The display is located towards the right of the steering wheel and the driver can simply use finger gestures to operate it. There is a camera to detect the driver’s hand movements. The moves further help to determine if the fingertip makes contact with the visual control surface. A pulse is then emitted and the relevant function is activated. In this way, the driver does not interact with any physical material and can thus focus on driving.

This technology seems to have been sourced from Ultraphatics.


HoloActive Touch is BMW’s latest step towards holography. BMW introduced AirTouch last year, which allows users to control navigation and entertainment features with movement of hand.
excerpt from mobilescout.com  


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lunedì 8 gennaio 2018

Volvo design: Pushing the right buttons?

Volvo design: Pushing the right buttons?

By Denis Wong

Jonathan Disley, Vice President of Design, Volvo Cars China and Asia Pacific.

It’s always a privilege to be privy to talks by designers expounding on their own creations, as is the case recently when Jonathan Disley (top), Volvo Cars China and Asia Pacific’s Vice President for Design, decided to stop by Kuala Lumpur.

On the evidence of the new XC90 and the soon-to-launch S90/V90, few can deny that Volvo is on to a good thing from a design perspective. If you find the exterior styling of new Volvos invigorating, then the interior makeover has been nothing short of a revolution.


The handful of buttons and a lone rotary knob of the XC90 (top image) against an entire panel of them on a S60.
It was no surprise to learn from Disley that buttons and switches have always been a bane to interior designers; they are a necessity but introduces clutter to the dashboard. Once physical controls are ‘confirmed’ for production, it’s near impossible to alter the aesthetics and functionalities without incurring heavy redevelopment costs. Basically, you’re stuck with them for at least one model cycle that lasts at least five to seven years, if not longer.

Disley revealed that the inspiration behind Volvo’s new Sensus Connect infotainment system came from Apple’s iPad. Not only does touch screen technology solve the age-old issue of clutter, thus freeing the shackles that bound designers from penning a cleaner, more expressive design, but by virtue of being software-based, the system can be updated anytime, just like a tablet.

Are virtual controls ready to replace physical ones entirely? Hmmm…
Some hardware switches have survived the cull of course – ignition, drive mode selection, park brake, demister, hazard, among others, but curiously, Volvo chose to stick with the physical controls for the entertainment system (i.e. volume, play button, etc.) and not the air-conditioning.

Volvo isn’t the first manufacturer to have embraced touch interface in a comprehensive manner and certainly won’t be the last. Make no mistake, to pack that much tech yet have an interface so clean and visually appealing is nothing short of cool. The minimalist approach allows for large swatches of natural materials (wood, aluminium, leather as found in the XC90) to shine through. Personally, I’m sold on the concept, and you’d be too if you ever find yourself sitting in a XC90.

Clean, uncluttered interior architecture allows for materials to shine.
But as Disley proudly quoted Jeremy Clarkson’s verdict on the XC90 cabin as ‘the nicest interior you’ll find anywhere this side of a Rolls-Royce Phantom’, a couple of us local hacks (who aren’t remotely as famous or as wealthy as Mr. Clarkson) can’t help but to query Disley as to why Volvo chose to have physical controls for the audio instead of air-conditioning which we humbly submit as the more critical one to have, particularly when the steering wheel already has dedicated buttons that control the sound system.

Audio controls can be found on the XC90 steering wheel, curiously repeated on the lower dash.
So as more carmakers move to exorcise unsightly buttons and dials from dashboards, I believe the decision as to which physical controls to retain will be harder than ever. Our extremities may have become more dexterous in the age of smartphones and tablets, but adjusting the temperature and fan speed on a touchscreen (such as that of the XC90’s) when driving can be a hit-or-miss exercise. Unless you have fingers shaped like a stylus or have the (mis)fortune of being endowed with dainty digits like Donald Trump, it can even be distracting at times, when it really shouldn’t be. Our reader review of the XC90 also touched upon this point.

Disley justified the inclusion of physical audio controls on the basis of Volvo’s own customer research. I can’t possibly question the Swedish carmaker’s integrity in vehicular safety either; they remain at the forefront and are well on their way to achieving zero fatalities in road accidents involving Volvo vehicles. But it’s interesting to note that other premium manufacturers (case in point being the Germans) have also gone the minimalist route in interior design while retaining hardware controls for key functions such as air conditioning. Maybe that’s why Jeremy Clarkson likes them less than the Volvo.

Often used air-con controls should all be as easy to operate as this one (from a Volkswagen Passat)




lunedì 1 gennaio 2018

5 Things Everyone Should Know About UX Work

5 Things Everyone Should Know About UX Work


The howls of frustration that we hear on many UX projects are often to do with how badly misunderstood the UX role is in business. Here are 5 things that everyone should know about UX work:

1. UX Research is Essential

The first barrier to many a UX project is people in the company who think they already know the customer inside out.

“We’ve done plenty of market research, just tell us what you need to know and we’ll tell you,” comes the offer of many a helpful marketing manager or project manager. In reality, we don’t care about their market research—we need to talk to users to build up a profile in relationship to the use of the product and not how they interact with the company in general. Market research is about broad trends in customers and what they are likely to buy; UX research is about individual behaviours of users when they use a product. These are different things, and without talking to users, we can’t know how they see the product or develop one of those lovely user personas that we need.


2. UX Work Tends to Be Iterative

While it doesn’t look like we’ve done all that much since the last time you popped your head round the door, in truth, we’re 5 versions farther along the lines towards a product our customers will like. To make great products, we make lots of changes and test them. Then we bury the changes that don’t make enough of a difference. We keep doing this until we finally have a product that’s substantially better than either our last one or the competitor’s offerings. It takes time, and it’s not exciting to look at from outside our labs, but it’s also very much necessary.


3. We Can’t Show You a “Process”

We warn against treating UX work as a “one size fits all” process. Sadly, this behaviour can alienate some clients, and in some cases, clients might even demand this from the outset.

“Show us your process and we’ll tell you how it fits in with our product,” they might claim.

You need to step back and explain that each process should be somewhat unique, as each product is somewhat unique and as each user base is also somewhat unique. Your clients don’t want a standard process really; they just think they do and you may have to wean them off the idea.


4. Yes, We Have to Test

If you want products that users love, then we have to test them. Sure, we UX folks are experts in our field, but we’re not your users. Our job is to refine ideas to the point that we can hand them over to your users to tell is if we got it right or not. This may be time consuming, but it’s the only assurance you have that we’re really moving in the right direction too.


5. UX is More than Usability

Usability is important, but the user experience is more than usability. We like how Apple has managed to get usability on the strategic radar, but usability alone is not enough. Usability is the bare minimum requirement of a product that is released; UX includes everything else that makes the difference between “it works” and “it wows!”

source: Interaction Design Foundation

lunedì 18 dicembre 2017

What are bad technological flaws no one is addressing?

What are bad technological flaws no one is addressing?






  • Mobility.You cant use your phone while charging.
  • Wastage of electricity as it is less efficient.
  • It's not wireless. Charging Dock is connected to the outlet through a wire.

lunedì 11 dicembre 2017

The 2018 International Consumer Electronics Show (International CES)

The 2018 International Consumer Electronics Show (International CES)



Considered the SuperBowl for global consumer electronics and consumer technology, The Consumer Electronics Show in Las Vegas, more commonly known as the International CES or CES (for short) is the world's gathering place for all who thrive on the business of consumer technologies. This tech tradeshow takes place every January in Las Vegas. At the upcoming International Consumer Electronics Show (International CES), expect thousands of exhibitors, showcasing the latest in innovations and technologies across 2.6 million net square feet of exhibit space.

As an attendee, you will be awed at a floor space filled with smartphones, smartwatches, drones, televisions, home entertainment systems, washing machines and a sea of people trying to see it all.

Breaking attendance records year after year, the 2017 CES in Las Vegas saw more than 170,000 attendees. A record international presence with more than 60,000 attendees from outside the U.S. representing 158 countries. The International Consumer Electronics Show (International CES) in 2017 hosted more than 3,600 exhibitors, showcasing the latest in innovations and technologies. Among them are manufacturers, suppliers of consumer technology hardware, developers, lots of techies and more.

CES Las Vegas will also feature a conference program with 220 conference sessions.

Exhibit Dates: January 9 - 12, 2018

lunedì 4 dicembre 2017

Bad Icons: How to Identify and Improve Them

Bad Icons: How to Identify and Improve Them

by KARA PERNICE  (Nielsen Norman Group)

Summary: Related links are often chunked as a set, each with an icon. One bad icon hurts user interaction. A set of bad icons is worse because it amplifies confusion, adds clutter, and wastes screen real estate.

Sets of bad icons are very common on intranets. In fact, unhelpful sets of icons appear on most intranets I have seen. As an example, I just looked at this year’s Intranet Design Annual submissions. I excluded the ten winners and opened 20 other homepages at random. In almost every case I saw set of bad icons right away. In three cases there were none on the homepage, but I didn’t have to look far to find one. Only one out of the 20 intranets didn’t have any bad sets of icons. (That site didn’t have any icons at all.)

What Makes an Icon “Bad”

  • The visual already has a different, established meaning. A star icon, for example is for rating and bookmarking, not to view “presentation templates.” The Internet Explorer icon means “launch Internet Explorer,” not “open a list of web links.”
  • The reference is too esoteric and requires too many inferences. An image of a rocket may lead the occasional user to make the leap from “rocket” to “launch” to “app”, as in launch applications. Just as a bull’s eye with an arrow jabbed in its center may conjure “target” then “hit the target” then “financial targets” to finally, savings and retirement. But most users don’t want to solve a puzzle to understand an icon.
  • Blurry. Assumedly because some intranet teams don’t have graphic designers on staff or proper software, some icons are produced with subpar tools, and are thus grainy-looking, fuzzy, and hard to make out.
  • The icon is repeated for every item in a list. Why add a silhouette icon next to every user in a list of names, when the list contains only names and nothing else? Why add a small chain icon by each link in a list of links? Why add a paper icon next to each document in a list of documents?
  • The icons only work as a set. Users should not have to study all icons in a set to determine the meaning of an individual icon.


Examples of intranet icons: without their labels, can you tell what each one is for? The solution is shown further down in this article.

These following types of icon clusters frequently appear on the intranet homepage and other main section pages, probably because these pages act as a portal to more content and applications:


  • Quicklinks (we don’t recommend this name) — links to the areas that are most commonly used, most important to the organization, personalized based on the user’s role, or customized by the user
  • Processes
  • Areas on the intranet



Why There Are So Many Bad Icons on Intranets
Intranets consolidate like commands and links in clusters. Clustering related items helps employees scan and digest pages more quickly. This good design principle, combined with good intentions and a chain of damaging events leads to bad icon design. A common scenario is this: A set of related links are placed together in a list, or as a set of buttons. One or two of the words — such as calendar or comment — in the set create an obvious opportunity to add an icon. The remaining words in the group don’t offer a straightforward iconic representation, but designers are now sold on the idea of using icons, so they conjure poor visuals to accompany or to replace each of the text links.

Another scenario is when a page is text-heavy, and the easiest solution is to break up the text with photos, illustrations, and icons.


Cost of a Bad Icon
If the plan is to always have a label with every icon, then why is a bad icon harmful? After all, the label will be there to disambiguate its meaning, right?

Wrong. Icons are not free, and not every link on your intranet deserves an icon. Each of the following resources used for icons have financial costs, interaction costs, and opportunity costs associated with them:

  • Design and research: Icons don’t just materialize out of thin air. Unlike adding a text link, someone with graphic-design skill needs to create them. They are conjured, drawn, usability tested, and iterated.
  • Development and support: Once created, they still need to be coded, quality-tested (usability-tested again), supported, and sometimes documented. This may be more work than implementing a text link.
  • Screen real estate: Icons take up more space on the screen than text links alone. The space used means another UI component may be forced below the fold, onto another page, or must be omitted altogether.
  • Information processing: Icons may add to visual noise. While good icons can be helpful, poor icons add clutter, and some are hard to understand.


The benefit the icon offers should be greater than the costs of having it.

Examples of intranet icons that are not helpful (from left to right): the ubiquitous wireless symbol used here to represent support, a hard-to decipher image of a person with a magnifying glass over his face to represent personalization, a briefcase standing for job listings, books to represent internal audit, and a chair with a speech bubble to represent departments. (To maintain anonymity of the organization who created these icons, we recreated them in different colors and slightly different styles, but the concepts are the same as the originals.)


Benefits of Good Icons
There are many ways in which icons on intranets can help employees. Some of these include the following:

  • Fast recognition: A familiar or memorable icon may quickly convey meaning — sometimes more so than a text link.
  • Findability:  When people learn what action is associated with a given icon, the icon’s presence can provide an opportunity for some users to locate the command quickly and to become thus more efficient with repetitive tasks. Still, we recommend including a text label on all icons, mainly to ensure that all commands are understandable even if the image isn’t identifiable to every user. With the text label always present, will the icon provide any additional benefit? Answer that question before deciding to include an icon.
  • Brand and style reinforcement: Icons that adhere to brand guidelines reinforce the intranet’s aesthetics style. (Links and buttons without icons can also do so, with color, style, shape, typeface, and color.)

Remember that good icons should be identifiable, quick to locate, and memorable.


Opportunities for Good Icons
Do you think you have a place where you can add some helpful icons? Before proceeding, make sure that:

  • The concept or command that you want to enhance with an icon can be naturally represented by an icon. Don’t forget that some concepts are very complicated, and too difficult to represent with an icon.
  • Your candidate visual for the icon will fit well in the available (usually small) space. Sometimes designers think of a great visual, but it’s impossible to minimize, shrink, crop, or take a portion of to make it work as an icon.
  • The candidate icon is simple and easy to decipher, devoid of a lot of detail. People should not need to lean in or squint to decrypt the icon.
  • The reference is obvious and easy to interpret at a glance, and does not require decoding, studying, or thinking. A web icon is not a painting in a museum ­— users shouldn’t have to stare at it for a long time. One fixation should be enough to understand it. (On an intranet, every second employees waste on poor design is one more second you pay their salary without getting any work done.)


Conclusion
Icons can help users recognize and recall commands. But, a set of links with icons of inconsistent quality will confuse employees and waste their time. Better to either brainstorm, research, and design a set of usable icons; or just use clear text links and no icons at all.

lunedì 27 novembre 2017

London UX Conference / March 17 – 23, 2018


March 17 – 23, 2018



NN/g's UX Conference helps you get up to speed on user experience best practices so you can create successful interfaces.

  • 7 days of in-depth, full-day courses (attend as few or as many as you like)
  • Proven methods and best practices
  • Expert instructors teach practical skills
  • No sales pitches
  • UX Certification to test knowledge and build credibility
Learn more about why you should attend the UX Conference.

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 6 novembre 2017

8 UX Advice For Beginners UX Designers

8 UX Advice For Beginners UX Designers (From My Experience)
by Sherif Amin


8 UX Advice

1- Don’t call yourself a UX Designer until you do a real work

2- You will never understand the problem until you listen to your users

3- Don’t go with your first solution

4- Don’t aim for perfection

5- UX is not about design only

6- No one is right

7- You can’t work alone

8- Don’t focus on deliverables