Daniel Soltis - Designing unfamiliar interfaces


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Daniel Soltis - Designing unfamiliar interfaces

  1. 1. Designing forUnfamiliar Interfaces Daniel Soltis Creative Technologist, Moving Brands
  2. 2. The tale of the dongleStatus:Connected. Blue LED blinks every 200ms.
  3. 3. The tale of the dongleStatus:Network error. Blue LED blinks every 270ms.
  4. 4. from Gestural Interfaces: A Step Backwards In Usability“There are several important fundamental principles of interaction design that arecompletely independent of technology: ·       Visibility (also called perceived affordances or signifiers) ·       Feedback ·       Consistency (also known as standards) ·       Non-destructive operations (hence the importance of undo) ·       Discoverability: All operations can be discovered by systematic exploration of menus ·       Scalability. The operation should work on all screen sizes, small and large. ·       Reliability. Operations should work. Period. And events should not happen randomly.All these are rapidly disappearing from the toolkit of designers.”Donald A. Norman and Jakob Nielsenhttp://www.jnd.org/dn.mss/gestural_interfaces_a_step_backwards_in_usability_6.html
  5. 5. What do I mean byan unfamiliar interface?
  6. 6. Novel inputmethods
  7. 7. Novel inputmethodsScreen islimited, unusual,or not present
  8. 8. Novel inputmethodsScreen islimited, unusual,or not presentDistancebetween inputand output
  9. 9. Disruptive, uncover opportunities and problems, evocative, fun to make...but low usability interferes with their potential
  10. 10. The tale of the gestural interface
  11. 11. The tale of the gestural interfaceaffordance
  12. 12. The tale of the gestural interfaceaccidental inputs
  13. 13. The tale of the gestural interfacedexterity
  14. 14. The tale of the gestural interfacedexterity and endurance
  15. 15. The tale of the intuitive interface“Pictures Under Glasssacrifice all the tactilerichness of workingwith our hands,offering instead ahokey visual facade.”-Bret Victor,http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesign/expression vs convention
  16. 16. The tale of action at a distanceconnecting cause and effect
  17. 17. The tale of the multisensory interfacecomprehensible, for the right senses
  18. 18. The learning curve challenge Curve ing arn Le FUN?
  19. 19. The learning curve challenge Curve ing arn Lefamiliaritytransparencyprogressive FUN? disclosuretrust
  20. 20. Challenges for users Cause What can I act on and what do my actions mean? Effect Is there feedback, can I perceive it, and what does it tell me? What senses am I using? The minority report problem Do I have the physical or cognitive skill to perform a task? Learning curve How much time am I willing to invest in learning this system? Do I trust that the eventual reward is worth it?
  21. 21. Challenges for designers & inventorsTechnical proof of concept Design concept Hobbyist/fun User-centred design vs. Technical feasibility Design intention Uncovering new territory Hindsight
  22. 22. Meeting those challenges?Donʼt throw out the familiar. Conventions, metaphor,discoverability, consistency can all be helpful.Pay particular attention to sensory and physicalfactors.Provide feedback at the point of interaction,preferably with the same sense as used for the input.Design with intention, user test, iterate, etc.
  23. 23. Thanks! Daniel Soltisdanielrsoltis@gmail.com @ds1935
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