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IFIP INTERACT 2013 Lessons Learned from Designing Non-traditional Interfaces for Educational Applications in South Africa Michael Wolf CEO & Interaction Designer at Formula D interactive, Cape Town
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Multi-user touch wall
FROG WALL MULTI-USER EXPERIENCE
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In 2008, visitors did not identify the large screen as an interactive surface. The multitouch “pinch” gesture was only used after iPhone became popular. Users mostly did not understand that the content windows could be moved around. Once the screen was in use by at least one user, other visitors frequently joined in.
‘ OBSERVATIONS & LESSONS LEARNED
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Assumptions Context and size of the display was in conflict with the conceptual model of touch screens and desktop computers at the time. This resulted in certain GUI elements common to desktop applications not being identified. Distinction from traditional UI’s could have led to users embracing the multi-user functionality naturally.
‘ OBSERVATIONS & LESSONS LEARNED
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CAPE TOWN TOURISM INTERACTIVE WALL
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Differentiation between intentional and non-intentional interaction. Digital “Real estate” : Spatial “etiquette” is maintained when multiple users interact in large interactive environments.
‘ OBSERVATIONS & LESSONS LEARNED
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Multi-user touch wall
POINT SCREEN FOR THE CENTRE FOR PUBLIC SERVICE INNOVATION
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Multi-user touch wall
POINT SCREEN FOR CPSI
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‘ POINTING INTERACTION CHALLENGES GUI EXPERIMENTS
Bad performance with standard GUI menus (e.g. web browser)
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Ergonomics
‘ POINTING INTERACTION CHALLENGES GUI EXPERIMENTS
Better hit results with larger (tile) surfaces
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‘ POINTING INTERACTION CHALLENGES FINAL SOLUTION
Support for circular hand movement to support wrist ergonomics
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‘ POINTING INTERACTION CHALLENGES TRIGGER METHODS
#01 ROLL-OVER #02 SELECT BUTTON
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‘ OBSERVATIONS & LESSONS LEARNED
Today, it still seems “unnatural” to users of various cultures and backgrounds to interact with a screen by pointing at it. It needs instruction.
Pointing gesture interfaces require specific ergonomic considerations and interaction design.
The trigger problem: Multimodal solution?
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‘ VIRTUAL CHEMISTRY LAB TABLE TANGIBLE INTERACTION
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‘ USER TESTING AT GIRLS’ SCHOOL
Today, it still seems “unnatural” to users to interact with a screen by pointing at it.
Pointing gestures GUI approach.
The trigger problem. Multimodal solution?
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‘ LESSONS LEARNED
The observations confirmed that: The interface was easily understood without instructions by majority of the users. Most users were able to memorise the experiment details The tool invites collaboration since the tangible interface objects can easily be shared and jointly operated. Users liked that they could “see what they are doing” through the strong representation of the active state in the interface (objects/ingredients on the table).
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‘ FUTURE DEVELOPMENT DESKTOP UNIT & CMSC
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CONCLUSION
Successful use of non-traditional UIs in educational environments is strongly linked to user’s concepts and experience with traditional UIs. Combining traditional UI elements with non-traditional elements can help to introduce innovation. Non-traditional UIs have significant advantages in educational settings, when supporting multi-user experiences and co-located collaboration. Non-traditional UIs have the potential to be more accessible for users with limited exposure to traditional UIs.
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BY THE WAY LEARNLAB.CO.ZA
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Thank you. Michael Wolf CEO & Interaction Designer at Formula D interactive, Cape Town @michael_w_wolf