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Designing for
Unfamiliar Interfaces


                               Daniel Soltis
      Creative Technologist, Moving Brands
The tale of the dongle




Status:
Connected. Blue LED blinks every 200ms.
The tale of the dongle




Status:
Network error. Blue LED blinks every 270ms.
from Gestural Interfaces: A Step Backwards In Usability


“There are several important fundamental principles of interaction design that are
completely independent of technology:
  ·       Visibility (also called perceived affordances or signifiers)
  ·       Feedback
  ·       Consistency (also known as standards)
  ·       Non-destructive operations (hence the importance of undo)
  ·       Discoverability: All operations can be discovered by systematic
          exploration of menus
  ·       Scalability. The operation should work on all screen sizes, small and large.
  ·       Reliability. Operations should work. Period. And events should not
          happen randomly.
All these are rapidly disappearing from the toolkit of designers.”


Donald A. Norman and Jakob Nielsen
http://www.jnd.org/dn.mss/gestural_interfaces_a_step_backwards_in_usability_6.html
What do I mean by
an unfamiliar interface?
Novel input
methods
Novel input
methods

Screen is
limited, unusual,
or not present
Novel input
methods

Screen is
limited, unusual,
or not present

Distance
between input
and output
Disruptive, uncover
    opportunities and
   problems, evocative,
      fun to make...

but low usability interferes
    with their potential
The tale of the gestural interface
The tale of the gestural interface




affordance
The tale of the gestural interface




accidental inputs
The tale of the gestural interface




dexterity
The tale of the gestural interface




dexterity and endurance
The tale of the intuitive interface

“Pictures Under Glass
sacrifice all the tactile
richness of working
with our hands,
offering instead a
hokey visual facade.”

-Bret Victor,
http://worrydream.com/
ABriefRantOnTheFutureOf
InteractionDesign/



expression vs convention
The tale of action at a distance




connecting cause and effect
The tale of the multisensory interface




comprehensible, for the right senses
The learning curve challenge

             Curve
       ing
    arn
  Le




                     FUN?
The learning curve challenge

             Curve
       ing
    arn
  Le




familiarity
transparency
progressive
                     FUN?
   disclosure
trust
Challenges for users
 Cause
 What can I act on and what do my actions mean?

 Effect
 Is there feedback, can I perceive it, and what does
 it tell me? What senses am I using?

 The minority report problem
 Do I have the physical or cognitive skill to perform a
 task?

 Learning curve
 How much time am I willing to invest in learning this
 system? Do I trust that the eventual reward is worth it?
Challenges for designers & inventors


Technical proof of concept          Design concept

             Hobbyist/fun           User-centred design
                              vs.
      Technical feasibility         Design intention

 Uncovering new territory           Hindsight
Meeting those challenges?
Donʼt throw out the familiar. Conventions, metaphor,
discoverability, consistency can all be helpful.

Pay particular attention to sensory and physical
factors.

Provide feedback at the point of interaction,
preferably with the same sense as used for the input.

Design with intention, user test, iterate, etc.
Thanks!
      Daniel Soltis
danielrsoltis@gmail.com
        @ds1935

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Daniel Soltis - Designing unfamiliar interfaces

  • 1. Designing for Unfamiliar Interfaces Daniel Soltis Creative Technologist, Moving Brands
  • 2. The tale of the dongle Status: Connected. Blue LED blinks every 200ms.
  • 3. The tale of the dongle Status: Network error. Blue LED blinks every 270ms.
  • 4. from Gestural Interfaces: A Step Backwards In Usability “There are several important fundamental principles of interaction design that are completely independent of technology: ·       Visibility (also called perceived affordances or signifiers) ·       Feedback ·       Consistency (also known as standards) ·       Non-destructive operations (hence the importance of undo) ·       Discoverability: All operations can be discovered by systematic exploration of menus ·       Scalability. The operation should work on all screen sizes, small and large. ·       Reliability. Operations should work. Period. And events should not happen randomly. All these are rapidly disappearing from the toolkit of designers.” Donald A. Norman and Jakob Nielsen http://www.jnd.org/dn.mss/gestural_interfaces_a_step_backwards_in_usability_6.html
  • 5. What do I mean by an unfamiliar interface?
  • 7. Novel input methods Screen is limited, unusual, or not present
  • 8. Novel input methods Screen is limited, unusual, or not present Distance between input and output
  • 9. Disruptive, uncover opportunities and problems, evocative, fun to make... but low usability interferes with their potential
  • 10. The tale of the gestural interface
  • 11. The tale of the gestural interface affordance
  • 12. The tale of the gestural interface accidental inputs
  • 13. The tale of the gestural interface dexterity
  • 14. The tale of the gestural interface dexterity and endurance
  • 15. The tale of the intuitive interface “Pictures Under Glass sacrifice all the tactile richness of working with our hands, offering instead a hokey visual facade.” -Bret Victor, http://worrydream.com/ ABriefRantOnTheFutureOf InteractionDesign/ expression vs convention
  • 16. The tale of action at a distance connecting cause and effect
  • 17. The tale of the multisensory interface comprehensible, for the right senses
  • 18. The learning curve challenge Curve ing arn Le FUN?
  • 19. The learning curve challenge Curve ing arn Le familiarity transparency progressive FUN? disclosure trust
  • 20. Challenges for users Cause What can I act on and what do my actions mean? Effect Is there feedback, can I perceive it, and what does it tell me? What senses am I using? The minority report problem Do I have the physical or cognitive skill to perform a task? Learning curve How much time am I willing to invest in learning this system? Do I trust that the eventual reward is worth it?
  • 21. Challenges for designers & inventors Technical proof of concept Design concept Hobbyist/fun User-centred design vs. Technical feasibility Design intention Uncovering new territory Hindsight
  • 22. Meeting those challenges? Donʼt throw out the familiar. Conventions, metaphor, discoverability, consistency can all be helpful. Pay particular attention to sensory and physical factors. Provide feedback at the point of interaction, preferably with the same sense as used for the input. Design with intention, user test, iterate, etc.
  • 23. Thanks! Daniel Soltis danielrsoltis@gmail.com @ds1935