interaction design research sharing data on large-screens · 2016-10-18 · interaction design...
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Interaction Design Research sharing data on Large-Screens
What is Interaction Design Research? Why large screens? The research process, examples, contributions. Value for Human Factors approaches
Alf Ove Braseth Dr.philos
• Human scaled display
• Available through new technology
• A group-view display for shared Situation Awareness
Large-screen displays, what & why?
Unfortunately often only up-scaled……there is a need for design research
Alf Ove Braseth
Limiting the scope: industrial processes
Research Question: how to design for the “keyhole” effect?
• Fragmented view
• Loss of Awareness
• Tool induced activity
Woods (1995)
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Research Question: How to design for rapid perception of data?
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“Wicked problem”
• No definitive formulation • No stopping rules • Solutions not true or false • Depending on preferences • No definitive test
Buchanan (1992); Rittel & Webber (1973)
The operator is a complex system, with capabilities and limitations
The complex process plant
The large-screen display
Suitable for Interaction Design ResearchAlf Ove Braseth
Three different types of Interaction Design Research
Research about design
Archer (1995), Freyling (1994)
History of design, theory, defining and framing problems, how people do design
Research through design Provide explanation or theory within a broader context, action reflection approach
Research for design Construct something; action research; design practice; user testing
My contribution is “research for design”
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What is Research for Design?Fallman (2011, 2008)
Design Practice
Design Exploration
Design StudiesSkills, perform design,reflection
Small-scale to full scale prototypes, “how does it work? Feedback from users
Scholar theory, visual perception;scientific studies, industrial guidelines
Interaction Design Research is not a method
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Design Studies
Stage 1: Low-level features
Stage 2: Filtering-out patterns
Stage 3: Visual working memory
Long timememory
Ware (2013); Healey & Enns (2012)
Visual memoryAttention
Visual pop-out
Visual hierarchy
Studies
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Visual memory
Design for “information in the world"
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Visual pop-out
Design for distinct feature channels
Find:
Ware (2013, pp. 157, 159)Alf Ove Braseth
Attention
Movable graphics “grabs” attention
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Visual hierarchy
Static
Text
Data
Signal
Signal
Signal
Static
Text
Data
Signal
Signal
Signal
Static
Text
Data
Signal
Signal
Signal
Static
Text
Data
Signal
Signal
Signal
Static
Text
Data
Signal
Signal
Signal
based on: ASM-consortium guidelines (2013, p. 93)
Designing for foreground - background
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Bar
2,62,42,62,42,62,42,6
Bar
High accuracy
Direct perception
Direct perception, natural metaphor
Direct perception, natural metaphor, dynamic response
Bar
Small-scale exploration of indicators
Bar
Exploration
Practice
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Trended graphics
Information Rich Design
Goal directed, set-point and alarm limits
Alarms, visual pop-out
Automation visualized qualitatively
1
2
3
4
Controller
25%
High
Low
Goal
Contr.
Exploration
Practice
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Large-scale exploration of three whole designs
Exploration
Practice
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User feedback: SUS-scores
0
1
2
3
4
5
Would
like t
o use
Low co
mplexit
y
Ease of
use
Expert
supp
ort no
t need
ed
Functi
ons w
ell in
tegrat
ed
Consis
tency
Ease of
learn
ing
Not cum
bersom
e when
using
Confid
ence w
hen us
ing
Low le
arning
requ
irement
s
Halden Reactor LSD Panels HAMBO LSD
• Halden-Reactor LSD • Replaced panels • Previous HAMBO LSD
SUS: 83 SUS: 77 SUS: 59
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User feedback: perceived awareness
0
1
2
3
4
5
6
7
Detect alarms Detect disturbances Perform process actions Obtain shared awareness
Reduced mental workload
Panels Halden Reactor LSD
The design concept has matured, its is suitable for real-world installations
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The rapid perception problem
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Stable, externalized graphics
Visual pop-outs
Open areas, scaled backgrounds, lines
Automation, set-points, alarm constraints
The keyhole effect
Visual memory
Bottom-up attention
Top-down search
Goal oriented
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Graphics components and principles for their layout
Further work……..
Contribution is research for design
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Summary
What about Human Factors?
• Complex real world “wicked” problems
• Approached through Interaction Design Research
StudiesPractice
Exploration
• Outcome is research “for, about, through” design
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Projects focusing on creating designs
Creating design:An integrative discipline
Interaction Design
HumanFactors
Analyzing design:A reductionistic discipline
Human Factors and Interaction Design compliment each other
Establish a design team
Interaction Design Creative Process
Review the end product.
Implement, review the whole process
Human FactorsReview ProcessPrototyping, sketching
Refine iteratively, evaluate
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Discussion?