ucd lecture 4
TRANSCRIPT
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User-Centred Design:
Design Principles(lecture-4)
Prof. Dr. Matthias Rauterberg
Faculty Industrial DesignTechnical University of Eindhoven
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The first most important invariant
horizon
the horizon is always
lighter than the ground ground
the ground is always
darker than the horizon
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The second most important invariant
The Top
All good, strong and
important things are atthe 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
100%
80%
60%
40%
20%
0 3 6 9 12 15 18
remember rate
time interval until remember items (in se c)
working memory
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
visible or audible or tangible.
Not readily retrievable.
Requires memory search or
reminding.
Learning: Learning not required.Interpretation substitutes for
learning.
Requires learning, which canbe considerable.
Efficienc of use: Tends to be slowed up by the
need to find and interpret the
external information.
Can be very efficient.
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
better aesthetics.
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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 useof 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 sideor 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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physical operation
feedbackcontrol ofaction
goal-, subgoal-setting
mental operation
task(s)
planning of execution
selection of means
the complete action cycle
synchronisation in time
synchronisationin space
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The most important design principle
Perception Space The physical space where
the users 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
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 thenext 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 includesupport for quality control data
collection or assistance with
environmental auditing.
This system gives its users the
information the users need toperform a task as they actually
perform the task.
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Airline Applications
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 ofconstantly 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):
No technical equipment inside to
body space of the user!
2. design principle
Perception space and action
space must coincide!
1. design principle
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The Virtual Workbench
The KOSIMA projectat the TU Aachen
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virtualplayer
real chipvirtual chips
overheadprojector
videocamera
NEW button
NUI (1): The Digital Playing Desk
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0
50
100
150
200
250
300
350
400
450
500
CellMe
anfortimeofuser(s)
Cell Line Chart for "playing time"
Grouping Variable(s): Interface type
Error Bars: 1 Standard Deviation(s)
CI MI TI DPDP
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Digital Playing Desk: winning chance per dialog techniqu
computer win
remis
user win Cell Line Chart for "winning chance"Grouping Variable(s): Interface type
Error Bars: 1 Standard Deviation(s)
CI MI TI DPDP
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Projection
Camera
Gesture Database
NUI (2): a team oriented planning tool
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NUI (2): The Build-It System
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Section of the
top-view projectionthe machine depot
Picking the objectout of the depot
Moving the objectinto the plant
Build-It System: the interaction handler
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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