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Designing Inter-usable
Systems
SmarcoS
• SmarcoS project aims to help users
  of interconnected systems by ensuring their inter-
  usability

                            • Partners from
                               – Netherlands, UK,
                                 Finland, Belgium,
                                 Czech Rep., Italy
                                 and Spain

                            www.smarcos-project.eu
Outline of the talk
• Challenges in designing inter-usable systems
  • Motivation
  • Research approach
  • Findings
• Approaching the challenges: Prototyping inter-
  usability
  • Requirements
  • Key functionalities
Challenges in Designing
Inter-usable Systems
Ville Antila, VTT Technical Research Centre of Finland, Oulu, Finland
Alfred Lui, Fjord, London, UK
Inter-usability
• Usability research and user interface solutions beyond
  individual devices and services
• Usability across the different user interfaces of a given system
  (including inter-device interactions)
Challenges in Designing
Inter-usable Systems
Challenges
• The amount and diversification of computing devices is
  increasing and they are becoming more and more connected
Challenges
• Users expect to have access to the same applications and
  services with a number of different devices
Challenges
• Products are becoming increasingly ubiquitous systems; “hybrids
  of hardware, software and services” *Kuniavsky]
Research questions
• What are the current challenges the
  designers are facing?
• Are the methods and tools they use
  sufficient (in the changing product
  market)?
Answering the
Research Questions…
Research approach
• To identify some of the current challenges we carried out
  semi-structured interviews with 17 professionals from 10
  different organizations (4 countries)
  • Organizations: from consumer product manufacturers to small
    design firms and start-ups
  • Interviewees: 6 interaction designers, 4 researchers (UCD), 2
    freelance designers, and 3 founders of start-ups, 1 application
    engineer and 1 technical director
  • Selection criterion: the products which they work on are on the
    selected problem domain and that the work field is related or close
    iteration with interaction design or usability research
Findings
                                                              Development environment constraints
                                                      “There are component libraries and design
                                                      guidelines between product families, but these
Domain restrictions                                   do not go all the way into the ‘tools’ –level. It
                                                      would be useful to share the same common
  “Many of our product users work in an
                                                      tools with developers to avoid the usual
  environment where installation of new
                                                      challenge ‘this cannot be implemented on this
  software or packages on their
                                                      platform’”
  computers is restricted, for example by
  hospital IT departments. We have to                          Interaction designer, UI designs for mobile and
                                                                                      Web-based applications
  work within these restrictions. For that
  reason we choose web based solutions                                  Acquiring domain knowledge and
  for most of our projects because it                                                       user feedback
  does not require installation of                                     “A lot of the things we are
  software on the [devices] of the users”                              changing, we will do more of a […]
        Application engineer, user interfaces                          we put it out there and see if
        for applications in the domain of                              people are using it, we don’t
        healthcare                                                     spend that time doing a full
                                                                       usability type of thing. Moving
Targeting multiple platforms
                                                                       towards what the ‘Google model’
   “As [the application] must run on several devices,                  is like, they almost put up the lab
   and the devices have different capabilities in terms                version or they have a beta
   of display and user controls, it is difficult to design a           version and people just use it, get
   UI that can be used as fast and easy on all the                     the feedback and just improve it.”
   devices.”                                                                Co-founder of a start-up on
        Technical director, mobile and ubiquitous gaming                    professional sports tracking
        applications                                                        technology
Analysis
 Process phase      Identified challenges

 Early phase          Hard to evaluate concepts without functional prototypes (simulation of
                      interactive system)
                      Seeing the big picture when designing a part of a interconnected service
                      (often designers just focus on part of the system which can create
                      inconsistencies and discontinuities between the parts)


 Development          None of the tools available today is sufficient to build and test inter-
phase                 usable systems
                      Basic tools such as IDEs, Flash and PCB design tools are generic enough to
                      fill the gap but by no means efficient for designers who want to weave
                      digital data into physical materials
                      Each failed experiment with physical objects incurs material, labor and
                      transportation costs (unlike with fully digital products/services)

 Evaluation phase     User testing of embedded devices and interconnected services using low-
                      fi prototypes in a lab environment is inefficient
                      Difficult to evaluate the whole (interconnected) system; evaluation of
                      separated parts does not necessarily correspond to good overall (inter)
                      usability
Implications
  Identified need                   Requirements for methods and tools
  Support for “seeing the big         Early prototyping through simulation
picture” – how the design fits in     Evaluation metrics to test consistency (semantic and
the whole system                      syntactic) and continuity in cross-platform and cross-device
                                      interactions


 Integration between design           Ability to test or “mash-up” the composition of
and development tools                 interconnected systems (e.g. distribution and composition of
                                      functionalities between the cloud and dedicated devices)
                                      Support for rapid prototyping




  Refinement of evaluation            Evaluation methods and metrics to support inter-usability,
methods and metrics to test           taking into account both the composition of functionalities
inter-usability                       and the continuity of interaction
                                      Design guidelines to support semantic consistency across
                                      platforms (the use of metaphors etc.)
                                      Ability to use efficiency measures to validate inter-usability
                                      of cross-platform interactions
Discussion
• More questions than answers really …
Discussion
• More questions than answers really …
• Various fields and types of products, hard to
  generalize the findings
Discussion
• More questions than answers really …
• Various fields and types of products, hard to
  generalize the findings
• But…
  • Common challenges in
    1. dealing with complexity of systems
    2. support for various devices
    3. lack of tool support to deal with these challenges
       (e.g. prototyping tools/ design tools)
    4. lack of metrics to evaluate the usability across the
       system (e.g. between devices)
Needs to address
• Design phase: need for rapid prototyping tools
  especially taking into account system complexity, such
  as interaction through various devices
Needs to address
• Design phase: need for rapid prototyping tools
  especially taking into account system complexity, such
  as interaction through various devices
  • “Difficult to acknowledge the full interaction with the
    system when you are designing for a small part of it…”
  • How to prototype the “full system” in an early stage
  • How to translate that design into the reality (right way
    of delivering/documenting the design to product
    development)
Needs to address
• Evaluation phase: need for metrics to test and
  evaluate “inter-usability” of a system
Needs to address
• Evaluation phase: need for metrics to test and
  evaluate “inter-usability” of a system
  • e.g. the role of different devices in the system, how the
    information flows, which devices are available in
    different situations?
  • what are the important measures which determine the
    success/ ease of use for the product or service across
    devices?
Conclusions
• There’s a multitude of (interactive) computing devices
  out there and that number not likely to decrease
• Devices themselves no longer offer standardized
  means of manipulating information
• Information is everywhere (i.e. accessible from
  everywhere)
• There is a need to acknowledge the fragmentation of
  information appliances and the different roles of
  devices in accessing information, anywhere at
  anytime
• Need for tools and metrics to design and evaluate
  these systems
Approaching the Challenges:
Prototyping Inter-usability
Why prototyping?
• Widely accepted means of exploring designs for interactive
  computer artifacts [1]
  • Division to role, look-and-feel or implementation
    prototypes (depending on the factor that the
    prototype prototypes)
  • Common categories are also: proof-of-concept
    prototype, form study prototype, user experience
    prototype, visual prototype and functional prototype


     [1] Houde, S., Hill, C., What do Prototypes Prototype?, in Handbook of
     Human-Computer Interaction, 1997
Requirements for the Prototyping tool
(1/2)
• To approach a prototyping challenge we
  should work towards a design
  environment where inter-usability can be
  tested
• In such environment we should be
  concentrating on how to design, test and
  analyze inter-usability on a given system
Requirements for the Prototyping tool
(2/2)
• Support for design thinking by integration of
  design, test and analysis of inter-usability




       From Hartmann, B., et al., Reflective Physical Prototyping through
       Integrated Design, Test and Analysis, UIST’06, 2006
Future work
• Research questions
  • How to rapidly prototype an ”interconnected” system
  • How to provide and maintain awareness of the whole
    system behaviour
• Approach: rapid prototyping and simulation of system
  behaviour
  • How does a change in a part of the system effect the
    other parts?
  • What kind of logical rules should the system follow?
    What should happen and when?
  • What input and output devices can be used, when and
    how?
Thank you!

Questions?

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Interact2011 - Designing Inter-usable Systems

  • 2. SmarcoS • SmarcoS project aims to help users of interconnected systems by ensuring their inter- usability • Partners from – Netherlands, UK, Finland, Belgium, Czech Rep., Italy and Spain www.smarcos-project.eu
  • 3. Outline of the talk • Challenges in designing inter-usable systems • Motivation • Research approach • Findings • Approaching the challenges: Prototyping inter- usability • Requirements • Key functionalities
  • 4. Challenges in Designing Inter-usable Systems Ville Antila, VTT Technical Research Centre of Finland, Oulu, Finland Alfred Lui, Fjord, London, UK
  • 5. Inter-usability • Usability research and user interface solutions beyond individual devices and services • Usability across the different user interfaces of a given system (including inter-device interactions)
  • 7. Challenges • The amount and diversification of computing devices is increasing and they are becoming more and more connected
  • 8. Challenges • Users expect to have access to the same applications and services with a number of different devices
  • 9. Challenges • Products are becoming increasingly ubiquitous systems; “hybrids of hardware, software and services” *Kuniavsky]
  • 10. Research questions • What are the current challenges the designers are facing? • Are the methods and tools they use sufficient (in the changing product market)?
  • 12. Research approach • To identify some of the current challenges we carried out semi-structured interviews with 17 professionals from 10 different organizations (4 countries) • Organizations: from consumer product manufacturers to small design firms and start-ups • Interviewees: 6 interaction designers, 4 researchers (UCD), 2 freelance designers, and 3 founders of start-ups, 1 application engineer and 1 technical director • Selection criterion: the products which they work on are on the selected problem domain and that the work field is related or close iteration with interaction design or usability research
  • 13. Findings Development environment constraints “There are component libraries and design guidelines between product families, but these Domain restrictions do not go all the way into the ‘tools’ –level. It would be useful to share the same common “Many of our product users work in an tools with developers to avoid the usual environment where installation of new challenge ‘this cannot be implemented on this software or packages on their platform’” computers is restricted, for example by hospital IT departments. We have to Interaction designer, UI designs for mobile and Web-based applications work within these restrictions. For that reason we choose web based solutions Acquiring domain knowledge and for most of our projects because it user feedback does not require installation of “A lot of the things we are software on the [devices] of the users” changing, we will do more of a […] Application engineer, user interfaces we put it out there and see if for applications in the domain of people are using it, we don’t healthcare spend that time doing a full usability type of thing. Moving Targeting multiple platforms towards what the ‘Google model’ “As [the application] must run on several devices, is like, they almost put up the lab and the devices have different capabilities in terms version or they have a beta of display and user controls, it is difficult to design a version and people just use it, get UI that can be used as fast and easy on all the the feedback and just improve it.” devices.” Co-founder of a start-up on Technical director, mobile and ubiquitous gaming professional sports tracking applications technology
  • 14. Analysis Process phase Identified challenges Early phase Hard to evaluate concepts without functional prototypes (simulation of interactive system) Seeing the big picture when designing a part of a interconnected service (often designers just focus on part of the system which can create inconsistencies and discontinuities between the parts) Development None of the tools available today is sufficient to build and test inter- phase usable systems Basic tools such as IDEs, Flash and PCB design tools are generic enough to fill the gap but by no means efficient for designers who want to weave digital data into physical materials Each failed experiment with physical objects incurs material, labor and transportation costs (unlike with fully digital products/services) Evaluation phase User testing of embedded devices and interconnected services using low- fi prototypes in a lab environment is inefficient Difficult to evaluate the whole (interconnected) system; evaluation of separated parts does not necessarily correspond to good overall (inter) usability
  • 15. Implications Identified need Requirements for methods and tools Support for “seeing the big Early prototyping through simulation picture” – how the design fits in Evaluation metrics to test consistency (semantic and the whole system syntactic) and continuity in cross-platform and cross-device interactions Integration between design Ability to test or “mash-up” the composition of and development tools interconnected systems (e.g. distribution and composition of functionalities between the cloud and dedicated devices) Support for rapid prototyping Refinement of evaluation Evaluation methods and metrics to support inter-usability, methods and metrics to test taking into account both the composition of functionalities inter-usability and the continuity of interaction Design guidelines to support semantic consistency across platforms (the use of metaphors etc.) Ability to use efficiency measures to validate inter-usability of cross-platform interactions
  • 16. Discussion • More questions than answers really …
  • 17. Discussion • More questions than answers really … • Various fields and types of products, hard to generalize the findings
  • 18. Discussion • More questions than answers really … • Various fields and types of products, hard to generalize the findings • But… • Common challenges in 1. dealing with complexity of systems 2. support for various devices 3. lack of tool support to deal with these challenges (e.g. prototyping tools/ design tools) 4. lack of metrics to evaluate the usability across the system (e.g. between devices)
  • 19. Needs to address • Design phase: need for rapid prototyping tools especially taking into account system complexity, such as interaction through various devices
  • 20. Needs to address • Design phase: need for rapid prototyping tools especially taking into account system complexity, such as interaction through various devices • “Difficult to acknowledge the full interaction with the system when you are designing for a small part of it…” • How to prototype the “full system” in an early stage • How to translate that design into the reality (right way of delivering/documenting the design to product development)
  • 21. Needs to address • Evaluation phase: need for metrics to test and evaluate “inter-usability” of a system
  • 22. Needs to address • Evaluation phase: need for metrics to test and evaluate “inter-usability” of a system • e.g. the role of different devices in the system, how the information flows, which devices are available in different situations? • what are the important measures which determine the success/ ease of use for the product or service across devices?
  • 23. Conclusions • There’s a multitude of (interactive) computing devices out there and that number not likely to decrease • Devices themselves no longer offer standardized means of manipulating information • Information is everywhere (i.e. accessible from everywhere) • There is a need to acknowledge the fragmentation of information appliances and the different roles of devices in accessing information, anywhere at anytime • Need for tools and metrics to design and evaluate these systems
  • 25. Why prototyping? • Widely accepted means of exploring designs for interactive computer artifacts [1] • Division to role, look-and-feel or implementation prototypes (depending on the factor that the prototype prototypes) • Common categories are also: proof-of-concept prototype, form study prototype, user experience prototype, visual prototype and functional prototype [1] Houde, S., Hill, C., What do Prototypes Prototype?, in Handbook of Human-Computer Interaction, 1997
  • 26. Requirements for the Prototyping tool (1/2) • To approach a prototyping challenge we should work towards a design environment where inter-usability can be tested • In such environment we should be concentrating on how to design, test and analyze inter-usability on a given system
  • 27. Requirements for the Prototyping tool (2/2) • Support for design thinking by integration of design, test and analysis of inter-usability From Hartmann, B., et al., Reflective Physical Prototyping through Integrated Design, Test and Analysis, UIST’06, 2006
  • 28. Future work • Research questions • How to rapidly prototype an ”interconnected” system • How to provide and maintain awareness of the whole system behaviour • Approach: rapid prototyping and simulation of system behaviour • How does a change in a part of the system effect the other parts? • What kind of logical rules should the system follow? What should happen and when? • What input and output devices can be used, when and how?