4. What is happening?
More and more devices are connecting to each
other and to the cloud
Services are offered across
devices/platforms, which asks for a cross-
platform service user-experience
5. So how will this change your life
as a designer?
6. Continuity
When moving from one device to another within
the same system, users need:
Task continuity: You are booking a holiday on your
PC, but your bus leaves in two minutes. What would
be nice at that moment is to migrate to your
smartphone, so after running for the bus you can
quickly book those two spots under the sun.
Knowledge continuity: Users need analogies with
what they already know – they want understanding of
new device characteristics and their effect on the
user interface.
Photo: CARMENRUETER on Flickr
7. Main principles
When moving from usability (referring to the
usability of only one device) to inter-usability
(referring to the usability across multiple
devices), two smart people called Denis &
Karsenty defined three main principles:
Consistency
Transparency
Adaptability
* Denis, C. & Karsenty, L. Inter-Usability of Multi-Device Systems – A Conceptual Framework.
In: Seffah, A. & Javahery, H. Multiple User Interfaces: Cross-Platform Applications and Context-Aware Interfaces. John
Wiley & Sons (2004)
8. Consistency
Consistency
Perceptual: the look and feel of the service you are
offering on each device should be consistent
Lexical: the terminology used across the service
should be consistent
Syntactic: to perform a certain task or to achieve a
certain goal, the steps that should be taken should be
consistent on each device
Semantic: the system as a whole
should also be consistent
9. Transparency
But some inconsistencies are not
problematic, as long as they are solved by
transparency.
Transparency in:
Composition:
What are the different roles of devices, how are
functionalities distributed across the system?
What is identical and what is different?
10. Adaptability
But too much transparency can cause a
cognitive overload
So a user model is needed of what information
is needed in which situation (user knowledge)
And the interactions should be adapted to this
user model
Photo: Cardboard people by Anton Tang
11. And how will this change your life
as a human being?
12. Case study
Case within the Smarcos Project
Attentive personal systems
For recently diagnosed diabetes type 2
patients
By being physically active and taking
their medication on time, they can
postpone the moment from which they
have to start injecting insulin
We want to offer them insight into their
daily behavior and coach them towards a
healthy lifestyle
14. Adaptive feedback
Depending on the user’s context, such as the
timing or urgency of the message, the feedback
can be adapted and displayed on different
devices or through different modalities
20. Conclusions
Lots of challenges for designers
But also lots of opportunities for making this
world a better place
And stay tuned for more guidelines from
Smarcos…
21. Want to know more?
tine.lavrysen@higroup.com
Or follow us through:
www.smarcos-project.eu Smarcos Smarcos project @smarcosproject
www.higroup.com Human Interface Group Human Interface Group @higroup
Notes de l'éditeur
Hello, I’m Tine Lavrysen and I work for Human Interface GroupCurrently involved in the Smarcos project and today I want to talk to you about how the cloud will change your life.
First, I want to give a little overview of what’s happening, and later I’ll tell you something about how this will change your life…
As an introduction, I want to show you this video that explains the issues we are dealing with within the Smarcos project
When there are multiple devices in one system, offering a service, users will want to move between them.They need task continuity: For example think about a situation in which you are booking a holidayon your PC, and you see that there is a really good offer now, but there are only two places left, but then you notice that your bus leaves in two minutes. What would be nice at that moment is to migrate to your smartphone, so after running for the bus you can quickly book those two spots under the sun.Two things are important there: synchronization and data state recoverySynchronization means that prices and available seats are updated regularly instead of having to insert the destination and dates again, you the service still knows where and when you want to leave.So that is task continuity, but also important is knowledge continuity:Users need analogies with what they already know – they want to understanding of new device characteristics and their effect on the user interface.So although the smartphone screen is smaller, and the layout might be different, they still need to find the big button that says “Book now” .
When moving from usability (referring to the usability of only one device) to inter-usability (referring to the usability across multiple devices), two smart people called Denis & Karsenty defined three main principles: consistency, transparency and adaptability.
First of all, there is consistency, and there should be consistency on four levels:Perceptual – Which means the look and feel of the service you are offering on each device should be consistent. This means that similar shapes, colors and spatial organization is needed.Lexical – The terminology used across the service should be consistent: What is labeled “Book now“ on one device, should not be labeled “Confirm reservation“ on another device.Syntactic – To perform a certain task or to achieve a certain goal, the steps that should be taken should be consistent on each device.Semantic – The system as a whole should also be consistent, and if possible, offer the same functionalities on all devices.
Within the Smarcos project, we are currently developing an application for recently diagnosed diabetes (type 2) patients that supports them in attaining a healthy lifestyle. By being physically active and taking their medication on time, they can postpone the moment from which they have to start injecting insulin. That’s why we want to offer them insight into their daily behavior and coach them towards a healthy lifestyle.
The system consists of multiple elements:Monitoring devices such as an activity monitor and electronic pill dispenser register the user’s daily routinesThis information is processed, so users can consult their historical informationWhen needed a motivational message or pill reminder can be sent to the user through one of his connected devices, which can be his laptop, smartphone or TV, but also his refrigerator, digital photo frame, car computer or any other internet-connected device.
Depending on the user’s context, such as the timing or urgency of the message, the feedback can be adapted and displayed on different devices or through different modalities.For example when a user forgot to take his pill and he is in a meeting for work, a smartphone notification can be sent, but when he is at home watching TV, or when he is in the car the notification can be shown there.
Consulting historical data can be done through interfaces on different devices, which display the information on different hierarchical levels and through different graphs. By using the “Bubbles” as a returning theme, users can find their way fluently through different interfaces, although they are not identical copies.
Sometimes a tension emerges between consistency within the service and consistency with platform guidelines for example when looking at the layout for iOS versus Android apps. For knowledge continuity within the service, consistency might be needed to make sure users can draw analogies with interactions on different devices within the same service. But users also draw analogies with other services that are available on the same device, in order to find out how they should interact with the new application. It is therefore important to balance inter-service consistency with inter-platform consistency.
Transferring an existing interface from one device to another, differences in interaction emerge because of differences in device capabilities.For example a desktop interface design in which users navigate by clicking screen objects with a mouse, has to be translated into a TV interface design in which users navigate by using arrow keys and OK/Back buttons.
Currently within the Smarcos project we are formulating inter-usability guidelines based on the case studies that we are working on.