Mission Critical Interaction Design - UX Meetup & IxDA Los Angeles 2010

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This is the 2010 IxDA LA / UX Meetup presentation by Mikkel Michelsen, explaining the fundamentals of interaction design in a mission critical context. (declassified version) …

This is the 2010 IxDA LA / UX Meetup presentation by Mikkel Michelsen, explaining the fundamentals of interaction design in a mission critical context. (declassified version)

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  • This is the 2010 IxDA LA / UX Meetup presentation by Mikkel Michelsen, explaining the fundamentals of interaction design in a mission critical context. (declassified version).

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  • 1 Fitss law states that the ease of use of a control is proportional to size and inversely proportional to distance 2 This is why in many cases you will see mission critical systems “ surrounding ” the user 3 For modern digital interfaces, this means that factors like mouse travel distances or other gestural distances are important to a succesful design. 4 This is also why sound input is a way to reduce the friction of input - there is no “distance”. It is however diffifult to design for sound in high-noise environments.

Transcript

  • 1. Mission Critical Interaction Design UX Meetup & IxDA Los Angeles Mikkel Michelsen Senior UX Designer www.reaktion.com [email_address]
  • 2. Who am I
    • Mikkel Michelsen
    • Senior User Experience Designer
    • Systematic
    • Interaction Designer since 1997
    • Mission critical systems since 2004
    • IxDa member / speaker at Interaction ’09
  • 3. Agenda
    • Mission critical arenas
    • Environments, users and systems
    • A word on friction
  • 4. Arenas
  • 5. Mission Critical Arenas
    • Healthcare
    • Military
    • Transport
      • Personal transportation (instrumentation, GPS …)
      • Transportation management (ATC, train management …)
      • Industrial (aviation, construction …)
    • Space exploration
    • Intelligence community
    • Emergency services
      • Police
      • Fire Rescue,
      • Paramedics etc…
    • Energy management (renewable, conventional, nuclear …)
  • 6. When things go wrong…
  • 7. Users can act unpredictably
  • 8. Environments, users and systems
  • 9. A strange language?
  • 10. Embedded legacy
  • 11. Digitized environments
  • 12. Going digital
  • 13. Accessability
  • 14. Lighting
  • 15. Key tasks and attention span
  • 16. Monitor or use?
  • 17. Operate without looking
  • 18. Designing alarms
  • 19. Differentiating visuals
    • Size and placement determines visibility.
    • Colors signal criticality. Need I say more?
    • Static or dynamic . Eye catches movement
    • Sound / voice .
    • Repetition : User might not catch it
    • Permanence : the amount of display time the alert is displayed, obtrusiveness can be raised.
  • 20. Friction
  • 21. Friction
  • 22. Friction removal
    • Reduce # steps or layers
    • Reduce # elements
    • Apply Fitts law
    • Visual design
    • Reduce cognitive load
    • Automate
    • Improve performance
  • 23. 1: Reduce # elements
  • 24. 2: Reduce # layers/steps
  • 25. 3: Apply Fitts Law 1935 1988 1962 2009
  • 26. Trends
  • 27. Sharing
  • 28. 4: Visual design reduces friction
  • 29. 5: Reduce cognitive load
  • 30. Physical layout
  • 31. 6: Automate
  • 32. 7: Performance equals fluidity
  • 33. Friction removal
    • Reduce # steps or layers
    • Reduce # elements
    • Apply Fitts law
    • Visual design
    • Reduce cognitive load
    • Automate
    • Improve performance
  • 34. Mission Critical Interaction Design
  • 35. Thank you! UX Meetup & IxDA Los Angeles Mikkel Michelsen www.reaktion.com [email_address]