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Usability	
  og	
  Interak1onsdesign	
  
SUMMIT	
  -­‐	
  konferencen	
  
København	
  22	
  maj	
  2013	
  
	
  
Lars	
  Bo	
  Larsen	
  
Lektor,	
  ph.d.	
  Ins1tut	
  f.	
  Elektroniske	
  Systemer	
  
Aalborg	
  Universitet	
  
Overview!
1.  Introduction!
2.  Displayless Interaction (D-I)!
–  Example of Infinit project!
–  AAU, B&O and Radiometer!
3.  Interessegruppen U&ID!
Motivation:!
Common wish to investigate the potential of
interaction with high-end IT devices without
displays:!
•  ”Putting displays on devices is so nineties”!
•  ”Smart devices don’t need displays”!
•  ”Women hate LEDs and flashing displays in the home”!
•  “Displayless is the new high end, displays are
mainstream”!
•  “Displays are anti-social, require visual attention”	
  
!
!
B&O’s	
  BeoPlay	
  A9	
  	
   	
   	
   	
  Radiometer’s	
  ABL90	
  
Iden1fied	
  both	
  research	
  and	
  commercial	
  goals	
  
•  Mul1tasking:	
  Visual	
  aUen1on	
  demands	
  more	
  cogni1on	
  than	
  for	
  
example	
  tac1le	
  	
  
•  Removes	
  visual	
  aUen1on	
  from	
  interac1on	
  
•  Research	
  can	
  be	
  used	
  on	
  future	
  products	
  
•  Displays	
  add	
  complexity	
  (designer	
  are	
  tempted	
  to	
  add)	
  
•  Displays	
  are	
  lazy	
  UX	
  design	
  
•  Cultural	
  differences	
  are	
  minimized	
  without	
  visual	
  indica1ons	
  -­‐	
  no	
  
language	
  
•  Cheaper	
  produc1on	
  and	
  products	
  
•  Displays	
  are	
  fragile	
  and	
  requires	
  cleaning	
  –	
  beUer	
  hygiene	
  without	
  
•  Simple	
  and	
  clean	
  look	
  
Experiment with perceived sound location!
Main Problem:!
–  Displays can use e.g. flashing LEDs to steer the users
attention!
–  Can sounds give the user a particular directional
attention (cues) about where to interact on the user
interface, without actually playing the sounds from the
locational area?!
–  Use generic sound patterns, not metaphorical sounds
(e.g. birds twitter) to indicate direction!
–  A generic pattern could be high or low tones, rising or
falling and similar!
Psycho-acoustics and Human Perception!
•  Humans can most accurately determine the origin
of sound sources in azimuth (left-right), and less in
the median-plane (up-down) !
•  High frequency sounds are perceived to have its
source placed higher than a low frequency sound,
given that both sounds are transmitted from the
same loudspeaker/source!
•  Ecological psychoacoustics; humans perceive
sounds as a part of context/product/sources, not in
terms of frequencies. !
Experiment!
•  It is the information in the sounds
themselves, that guide the users to the
correct location on the device!
Experimental design!
Results	
  (are	
  not	
  yet	
  available)	
  
Experiment	
  is	
  s1ll	
  underway:	
  
– 50-­‐70	
  test	
  users,	
  about	
  300	
  sounds	
  per	
  user/	
  
15.000	
  samples	
  
•  University	
  goal:	
  Iden1fy	
  generic	
  paUerns	
  to	
  
form	
  design	
  guidelines	
  
– Publish	
  results,	
  generate	
  new	
  knowledge	
  
•  Companies	
  goal:	
  Design	
  their	
  own	
  sounds	
  
– Use	
  in	
  products	
  
In	
  addi1on….	
  
B&O	
  and	
  Radiometer	
  work	
  on	
  own	
  products	
  and	
  
support	
  research	
  and	
  students	
  
•  5	
  thesis	
  students	
  working	
  on	
  the	
  project	
  
–  Develop	
  framework	
  for	
  UX	
  work	
  in	
  Danish	
  companies	
  
–  Inves1gates	
  efficient	
  methods	
  for	
  early	
  conceptual	
  design	
  
–  Inves1gates	
  the	
  poten1al	
  of	
  designing	
  “mechanical	
  
sounds”	
  to	
  support	
  users’	
  mental	
  models	
  
Infinit	
  Temadag	
  20	
  juni	
  
•  Vil	
  du	
  vide	
  hvad	
  vi	
  finder	
  ud	
  af?	
  
–  Infinits	
  interessegruppe	
  for	
  Usability	
  og	
  Interak1onsdesign	
  
holder	
  temadag	
  I	
  Aalborg	
  den	
  20	
  juni	
  
–  Præsenta1on	
  af	
  resultater	
  fra	
  experimentet	
  
–  B&O	
  og	
  Radiometer	
  fortæller	
  om	
  deres	
  designfilosofi	
  
–  Stephen	
  Brewster	
  fra	
  Glasgow,	
  Skotland	
  
Se	
  infinit.dk	
  -­‐>	
  interessegrupper	
  

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Lars Bo Larsen, AAU

  • 1. Usability  og  Interak1onsdesign   SUMMIT  -­‐  konferencen   København  22  maj  2013     Lars  Bo  Larsen   Lektor,  ph.d.  Ins1tut  f.  Elektroniske  Systemer   Aalborg  Universitet  
  • 2. Overview! 1.  Introduction! 2.  Displayless Interaction (D-I)! –  Example of Infinit project! –  AAU, B&O and Radiometer! 3.  Interessegruppen U&ID!
  • 3. Motivation:! Common wish to investigate the potential of interaction with high-end IT devices without displays:! •  ”Putting displays on devices is so nineties”! •  ”Smart devices don’t need displays”! •  ”Women hate LEDs and flashing displays in the home”! •  “Displayless is the new high end, displays are mainstream”! •  “Displays are anti-social, require visual attention”   ! !
  • 4. B&O’s  BeoPlay  A9          Radiometer’s  ABL90  
  • 5. Iden1fied  both  research  and  commercial  goals   •  Mul1tasking:  Visual  aUen1on  demands  more  cogni1on  than  for   example  tac1le     •  Removes  visual  aUen1on  from  interac1on   •  Research  can  be  used  on  future  products   •  Displays  add  complexity  (designer  are  tempted  to  add)   •  Displays  are  lazy  UX  design   •  Cultural  differences  are  minimized  without  visual  indica1ons  -­‐  no   language   •  Cheaper  produc1on  and  products   •  Displays  are  fragile  and  requires  cleaning  –  beUer  hygiene  without   •  Simple  and  clean  look  
  • 6. Experiment with perceived sound location! Main Problem:! –  Displays can use e.g. flashing LEDs to steer the users attention! –  Can sounds give the user a particular directional attention (cues) about where to interact on the user interface, without actually playing the sounds from the locational area?! –  Use generic sound patterns, not metaphorical sounds (e.g. birds twitter) to indicate direction! –  A generic pattern could be high or low tones, rising or falling and similar!
  • 7. Psycho-acoustics and Human Perception! •  Humans can most accurately determine the origin of sound sources in azimuth (left-right), and less in the median-plane (up-down) ! •  High frequency sounds are perceived to have its source placed higher than a low frequency sound, given that both sounds are transmitted from the same loudspeaker/source! •  Ecological psychoacoustics; humans perceive sounds as a part of context/product/sources, not in terms of frequencies. !
  • 8. Experiment! •  It is the information in the sounds themselves, that guide the users to the correct location on the device!
  • 10. Results  (are  not  yet  available)   Experiment  is  s1ll  underway:   – 50-­‐70  test  users,  about  300  sounds  per  user/   15.000  samples   •  University  goal:  Iden1fy  generic  paUerns  to   form  design  guidelines   – Publish  results,  generate  new  knowledge   •  Companies  goal:  Design  their  own  sounds   – Use  in  products  
  • 11. In  addi1on….   B&O  and  Radiometer  work  on  own  products  and   support  research  and  students   •  5  thesis  students  working  on  the  project   –  Develop  framework  for  UX  work  in  Danish  companies   –  Inves1gates  efficient  methods  for  early  conceptual  design   –  Inves1gates  the  poten1al  of  designing  “mechanical   sounds”  to  support  users’  mental  models  
  • 12. Infinit  Temadag  20  juni   •  Vil  du  vide  hvad  vi  finder  ud  af?   –  Infinits  interessegruppe  for  Usability  og  Interak1onsdesign   holder  temadag  I  Aalborg  den  20  juni   –  Præsenta1on  af  resultater  fra  experimentet   –  B&O  og  Radiometer  fortæller  om  deres  designfilosofi   –  Stephen  Brewster  fra  Glasgow,  Skotland   Se  infinit.dk  -­‐>  interessegrupper