Jul 22 2008

Controlling games with your body - better then Wii

Tag: Interaction designadmin @ 8:25 pm

Although the Wii controls games pretty intuitive and uses actual physical movements something new is under developent; controlling games with your body! It is not new, it has been tried before but it was never really successful.

The engineers at Softkinetic are perfecting the technology and it uses only one depth sensing camera. A major advantage is that you don’t need any glove or stick to control the game, the camera can distinguish the human body, and even all body parts. This opens up many doors for interactive gaming, but also beyond that. Imagine yourself operating electronic programming guide on your television. Or browsing through your photo collection without touching anything, just point. Let’s put it this way; it opens up a whole new world for designers to create interactive products. [Continue reading...]


Jul 16 2008

Mapping of controls

Tag: Interaction design, Usabilityadmin @ 11:02 pm

The mapping of controls refers to how the controls are ‘mapped’ to the device or product that it controls. For example a light switch or a stove. How do you know which control operates the left light? The principle of ‘natural mapping’ refers to designing the controls in such a way that it is obvious and logical which application it operates. Good natural mapping is characterized by not having to learn anything, you automatically got it right! Now let’s have a look at the often used stove controls.

When you are forced to learn

In the following three examples you are forced to learn which controls operate the burners. The spatial arrangement of the controls in relation to the burners is ambiguous. Often producers try to reduce this problems by placing icons next to the controls to indicate which burner it operates. But it still requires you to look at the icon every time. After many repetitions you might have learned which burners the controls operate but what happens if you are going to cook at another stove? Exactly, you have to learn it again, another long painstaking process. [Continue reading...]

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Jul 14 2008

Another usability lesson - F patterns

Tag: Usabilityadmin @ 6:32 pm

Eyetracking software has learned us new rules for the usability of different web pages. The Nielssen Norman Group did extensive testing with eyetracking to see on which parts users focus the most.

In their research they used three different sites; 1 an about us section 2 a product page and 3 a search engine result page. The results show interesting differences between the three different pages. [Continue reading...]

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Jul 12 2008

Overcoming the internal fight between marketing and design

Tag: Design processadmin @ 2:40 pm

Almost every company that produces consumer products has this tension and internal fight between the ‘marketing’ and ‘design’ department. They speak different languages and they are continuously talking about different things.

Marketeers talk about positioning a new product in the portfolio for the high end segment for this specific customer group. And that is were marketeers are invaluable, they discover new markets and keep in contact with customers to define costumer needs and the proposition of the product. They are responsible, especially product managers, for pricing, how the product is distributed and sometimes for logistics.

As it is hard to admit, in most companies marketeers and product managers decide if a new product has to be added to the portfolio or not. Designers have to develop a product that meets the costumer needs and value proposition defined by the marketeers. And it is this handover where most problems occur. [Continue reading...]


Jul 09 2008

Philips Icat tries to communicate

Tag: Concept, Interaction designadmin @ 11:15 pm

Philip has been working for some time on the Icat, a robot that mimics facial expressions and talks to its users. It is an indication of how future products will look like and what their capabilities are. At this moment the Icat is still under development and can only do simple tasks such as setting your alarm clock or give information about television programs.

Why a cat?

So why did Philips choose for a cat and not a human face? Most of use know the theory of the uncanny valley. It proposes that people feel uncomfortable or even afraid if robots look to similar to humans, both visually but also in the way they behave. So they chose an animal that is fairly innocent, but it could have been a dog as well, but then the Aibo was already on the market.

Limitations

Existing limitations of the cat as with many other products is the speech recognition. To convert everything from speech correctly is still not possible, although improvements are continuously made. People differ a lot in the way the pronounce words, pitch, volume and speed. This can be clearly seen in the videos of the Icat with user tests. The Icat and subject seem to communicate well, but this is only because the subject is using short answers like ‘yes’ and her ‘name’. [Continue reading...]

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Jul 05 2008

Design for politeness

Tag: Methodsadmin @ 2:35 pm

In the field of ‘interaction design’ it is common to to define the interaction between user and product. This can be done in all kinds of qualifications; gentle, subtle, complex, straightforward etc. Taking the user as a starting point the product gets defined and questions like ‘which functions will the user need’ and ‘how to they fit in the life of the user’ are answered. In the end the designer knows exactly how the user will operate, use and understand the product. We would like to add another dimension to this spectrum called ‘design for politeness’ adopted from software design.

What is design for politeness?

Design for politeness is bringing societal norms and agreements back into product design. It is a norm to shake hands when we meet new people and we consider it normal if someone informs us if he can’t make it to an appointment. Standards are part of our culture and helps us know how to behave amongst other. Now consider some examples of products;

“A printer who just stopped printing has a red flashing light next to a paper icon”

“A computer saying ‘please wait’ when installing a program”

“A copier giving a blinking error light”

“A blinking ’service’ light of the car dashboard”

“Internet explorer asking if you want to remember the password for this site, every time you use it!”

Al examples seem perfectly normal, they inform the user that ’something’ is wrong or that the user has to take a ‘certain’ action. But it does not specify this at all, it leaves users in the dark in a rude way. How would we react if such things would happen with other people. Nor does it anticipate us, the car, copier could have known service is in order in a few days. The same goes for internet explorer, it should remember that I (me, this particular user) does not want to store passwords.

If I ask someone to do a task but he just stops halfway and does not inform me why he stopped. Normal? No, we consider it normal that he tells he is sick, has too many projects or that he has a problem.In case of the printer, it could have known that there was not enough paper to execute this print job. Also if the computer has software on it the program says ‘please fill paper’ or ‘out of paper’. And there we get at the fundamental core why most products / services are impolite. Most engineers / designers think that adding ‘thank you’ and ‘please’ is polite but in fact it is a way of saying, sorry no can do and good luck with that, is that polite? No. A polite answer would be; ‘your print job has started but to complete it you might want to refill the paper supply as there is not enough paper to complete it’.

How to design for politeness

[Continue reading...]


Jul 03 2008

Awarded slice concept

Tag: Concept, Interaction designadmin @ 11:45 pm

One of the awarded concepts for the Microsoft / IDSA PC design competition is the Slice concept. The concept is different in the way that it does not use a file hierarchy but a flat, linear file system. Instead of having to look for folders that are a few levels deep this concepts relies on slices. Each slice represents a category of files, like music, videos or my documents.

Secondly this system can be used throughout the house while existing computers have limited possibilities. Yes there are media centers that control radio, video and television but not with the same capabilities as this concept.
How does it work?

The bowl is the central processing unit, while the spheres contain all the information. Since this is a family concept each family members has one sphere. To use the files also on remote places the concept also has small processing units that can be attached to third party devices. When the sphere, or slices are connected to the smaller unit communication between the smaller unit and central processing unit can take place. This can turn the television into a media center or fully functioning computer. [Continue reading...]

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Jul 01 2008

Ecal - school of art and design in Lausanne

Tag: Schoolsadmin @ 11:13 pm

I ran across a nice video of the school of art and design called ‘Ecal’ in Lausanne, Switzerland. It has some interesting concepts and prototypes about interaction design. [Continue reading...]


Jun 27 2008

Partridge on interaction design

Tag: Interaction designadmin @ 4:59 pm

An interesting sketch of Alan Partridge about interaction design of his car. The car makes an alarm noise but he can’t find the reason. An interesting discussion between the by driver and Alan shows how they have different conceptual models of the car.

Alan believes it has to be something important because the alarm is quite alarmist. It can’t be that the car is saying you are low on windscreen washer fluid. That is not an alarm like this, this is a panic message. I would not say ‘oh my god, you are low on windscreen washer fluid’. The car needs to say, excuse me, I don’t want to distract you from driving, but the level of window washer fluid is a little low and they do that with a little light.

Then his by driver makes the suggestion it might be the clock which isn’t set right. Alan responds by saying you are not getting an alarm because the clock isn’t right. [Continue reading...]


Jun 25 2008

Hifi equipment - what happened to usability?

Tag: Usabilityadmin @ 11:32 pm

Great, you have bought a new hifi system, and have carefully checked that your new buy is simple and easy to use. In the store you have tested several systems and you are confident this is the best buy. When you get home with your new purchase and want to install the installation the troubles start. In which holes do you have the plug all the cables? [Continue reading...]

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