User-Centred Design: Design Principles

User-Centred Design:
Design Principles
(lecture-4)
Prof. Dr. Matthias Rauterberg
Faculty Industrial Design
Technical University of Eindhoven
[email protected]
The first most important invariant
• horizon
– the horizon is always
lighter than the ground
• ground
– the ground is always
darker than the horizon
© M. Rauterberg, TU/e
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The second most important invariant
• The Top
– All good, strong and
important things are at
the top (e.g., God in
heaven, the king, the
boss, etc.).
• The Bottom
– All small, weak and
unimportant things are
at the bottom line.
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Limits of the Working Memory
• working memory
remember rate
100%
–
–
–
–
80%
60%
40%
20%
0
3
6
9
12
15
18
time interval until remember items (in sec)
© M. Rauterberg, TU/e
remember time < 5 sec
about 5-9 chunks
masking
interferences
• long-term memory
– no capacity limits
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Knowledge in the World and in the Head
Property
Knowledge in the World
Knowledge in the Head
Retrievability:
Retrievability whenever
Not readily retrievable.
visible or audible or tangible. Requires memory search or
reminding.
Learning:
Learning not required.
Interpretation substitutes for
learning.
Requires learning, which can
be considerable.
Efficiency of use: Tends to be slowed up by the Can be very efficient.
need to find and interpret the
external information.
Ease of use at
first encounter:
High.
Low.
Aesthetics:
Can be unaesthetic and
inelegant, especially if there
is a need to maintain a lot of
information.
Nothing need be perceivable,
which gives more freedom to
the designer and can lead to
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better aesthetics.
© M. Rauterberg, TU/e
The Difference between Internal and External Memory
• the mental model of the user about the external world is always
incomplete
• all necessary information which is not in the internal memory must be
provided by the environment (the “external memory”)
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The Concept of Natural Mappings
• Definition [see Norman, D., 1988, p. 75ff]:
– A design solution based on a natural mappings reduces the
need for additional explanatory information in memory!
– Natural mappings guarantee a minimum number of
cognitive transformation steps.
– If a design depends upon labels, it may be faulty. Labels
are important and often necessary, but the appropriate use
of natural mappings can minimize the need for them.
Wherever labels seem necessary, consider another design!
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Design of Light Switch Panels (1)
• Problem:
– no direct mapping between
switches and corresponding
lamps
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Design of Light Switch Panels (2)
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Corrective Design (1)
• Problem:
– sliding door can
damage the open
petrol flap
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Corrective Design (2)
• Solution:
– extra bar to
lock the
sliding door
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Design of Door Handles
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Design of Shower Faucets
• Natural mapping:
– hot water left side
or RED
– cold water right side
or BLUE
• Un-natural mapping:
– something else
(see figure)
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Natural Mapping (1)
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Natural Mapping (2)
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Double Design
• Water-tap with
– normal screw caps
• plus
– infrared sensor for
automatic opening
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the complete action cycle
task(s)
goal-, subgoal-setting
planning of execution
feedback
control of
action
selection of means
mental operation
synchronisation
in space
physical operation
© M. Rauterberg, TU/e
synchronisation in time
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The most important design principle
• Perception Space
– The physical space where
the user’s attention is.
• Action Space
– The physical space where
the user acts in.
• Design Principle:
– perception space and action
space must coincide!
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Design of Stove Controls (1)
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Design of Stove Controls (2)
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Interactive Directness: the desktop example
Pull down menus
Pull down menus
Toolbar
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action space
perception space
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Head-up Displays in Cars
•
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More information and less
distraction
Information on the state of the road,
on the speed of the vehicle in front
(supplied by the intelligent cruise
control), on obstacles lying around the
next bend in the road identified by the
remote detection system, or direction
arrows sent by the driver guidance
system... drivers will be receiving
more and more information from
"intelligent" vehicle systems.
Although the information is intended
to enhance safe driving, there is a
danger that an abundance of
information may produce the opposite
effect if driver glance-away time has
to increase in order to apprehend the
data.
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Electronic Performance Support System
• Food processing plant worker
with a first-generation
prototype wearable computer.
• Possible applications include
support for quality control data
collection or assistance with
environmental auditing.
• This system gives its users the
information the users need to
perform a task as they actually
perform the task.
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Airline Applications
© M. Rauterberg, TU/e
•
This remarkable ultra-lightweight
computer, worn as a belt, delivers
maximum information to users with a
minimum of work.
•
Designed for individuals who demand
mobility, this computer offers voice
control and heads up display for
complete, hands-free operation.
•
Users can enter or retrieve information
while going about their jobs, instead of
constantly returning to the shop area to
check a stationary computer, or stopping
work to punch keys.
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Interlacing display and manipulation spaces
• Exercise-4:
– Design a user interface for a computer system
with some of the following components:
• input devices: joystick, graphic tablet with pen,
keyboard, mouse, video camera, touch screen
• ouput devices: monitor, video projector
• other components: semitransparent mirrors
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Two design principles for natural user
interfaces (NUIs):
1. design principle
No technical equipment inside to
body space of the user!
2. design principle
Perception space and action
space must coincide!
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The Virtual Workbench
The KOSIMA project
at the TU Aachen
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NUI (1): The Digital Playing Desk
overhead
projector
video
camera
virtual
player
virtual chips
real chip
NEW button
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Digital Playing Desk: Playing time per game
500
450
Cell Line Chart for "playing time"
Grouping Variable(s): Interface type
Error Bars: ± 1 Standard Deviation(s)
Cell Mean for time of user (s)
400
350
300
250
200
150
100
50
0
CI
MI
P<.001
TI
P<.01
DPD
P<.001
P<.001
P<.001
P<.001
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Digital Playing Desk: winning chance per dialog technique
user win
Cell Line Chart for "winning chance"
Grouping Variable(s): Interface type
Error Bars: ± 1 Standard Deviation(s)
remis
computer win
CI
MI
P<.020
TI
P<.080
DPD
P<.001
P<.802
P<.001
P<.007
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NUI (2): a team oriented planning tool
Projection
Camera
Gesture Database
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NUI (2): The Build-It System
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Build-It System: the interaction handler
Section of the
top-view projection
“the machine depot”
Picking the object
out of the depot
© M. Rauterberg, TU/e
Moving the object
into the plant
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BUILD-IT: an integrative design tool
• design team with
different domain
knowledge
• unconstrained
social interaction
• integration of
form and content
• intuitive
interaction style
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Actual research goals...
• hand-written input
• speech input
• two-handed interaction
• new methods and concepts
for integrative design
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