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Designing for
Unfamiliar Interfaces
       Daniel Soltis
The Tale of the Dongle




Status: Connected. Light blinks every 200ms.
The Tale of the Dongle




Status: Network error. Light blinks every 270ms.
from Gestural Interfaces: A Step Backwards In Usability


“There are several important fundamental principles of interaction design that are
completely 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 Nielsen
http://www.jnd.org/dn.mss/gestural_interfaces_a_step_backwards_in_usability_6.html
Unfamiliar Interfaces




No screen, minimal screen, odd screen
Unfamiliar Interfaces




Novel input methods
Unfamiliar Interfaces




Distance between input and actuation
Why do I care?




Sine Sole Soleo - Tinker
Hand Drawn - Moving Brands
Typo - Tinker
Homesense - Tinker
Why should you care?
New interfaces can inspire and enable new
possibilities, but only if they make sense

Sometimes people ask ‘how did you make that’ but
often they ask ‘so what?’

Novelty, exploration, or product?
Why don’t we all care?
Technical proof of concept != design
(and that’s fine!)

Hobbyist/fun != interface design
(and that’s fine!)

Design gets shaped by technical possibility/feasibility
rather than design intention
(not so great)

Design challenges can be difficult or
obvious only in hindsight
Key design challenges
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?

the minority report problem:
do I have the physical skill to perform a task?

learning curve:
how much time am I willing to invest in learning this
system?
Learning Curve




the zero learning curve challenge
Learning Curve




trust (cause and effect, not strategies and consequences)
Cause




affordance
Cause




accidental inputs
Cause




natural, expressive, intuitive?
Effect




immediate – or at all
Effect




comprehensible
Effect




in the right place/for the right sense
Physical Challenge




dexterity/multitasking
Physical Challenge




endurance
Ways to meet those challenges?

Don’t throw out the familiar. Conventions, metaphor,
discoverability, consistency can all be helpful.

Pay particular attention to sensory and physical
factors.

Provide feedback at the point of interaction,
preferably with the same sense as used for the input.

User test, iterate, design with intention, etc.
Thanks!
Daniel Soltis
danielrsoltis@gmail.com
@ds1935

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Designing for unfamiliar interfaces

  • 2. The Tale of the Dongle Status: Connected. Light blinks every 200ms.
  • 3. The Tale of the Dongle Status: Network error. Light blinks every 270ms.
  • 4. from Gestural Interfaces: A Step Backwards In Usability “There are several important fundamental principles of interaction design that are completely 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 Nielsen http://www.jnd.org/dn.mss/gestural_interfaces_a_step_backwards_in_usability_6.html
  • 5. Unfamiliar Interfaces No screen, minimal screen, odd screen
  • 8. Why do I care? Sine Sole Soleo - Tinker Hand Drawn - Moving Brands Typo - Tinker Homesense - Tinker
  • 9. Why should you care? New interfaces can inspire and enable new possibilities, but only if they make sense Sometimes people ask ‘how did you make that’ but often they ask ‘so what?’ Novelty, exploration, or product?
  • 10. Why don’t we all care? Technical proof of concept != design (and that’s fine!) Hobbyist/fun != interface design (and that’s fine!) Design gets shaped by technical possibility/feasibility rather than design intention (not so great) Design challenges can be difficult or obvious only in hindsight
  • 11. Key design challenges 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? the minority report problem: do I have the physical skill to perform a task? learning curve: how much time am I willing to invest in learning this system?
  • 12. Learning Curve the zero learning curve challenge
  • 13. Learning Curve trust (cause and effect, not strategies and consequences)
  • 19. Effect in the right place/for the right sense
  • 22. Ways to meet those challenges? Don’t throw out the familiar. Conventions, metaphor, discoverability, consistency can all be helpful. Pay particular attention to sensory and physical factors. Provide feedback at the point of interaction, preferably with the same sense as used for the input. User test, iterate, design with intention, etc.

Editor's Notes

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  14. gestural interface from siemens healthcare http://www.auntminnie.com/index.aspx?sec=rca&sub=rsna_2011&pag=dis&itemId=97560\nin familiar interfaces, can dial back the cues for interactive elements. but when we are less familiar with the interaction’s possibilities, need to dial that right back up. or come up with a better solution.\n
  15. when you don’t know what to touch, results may make no sense.\nwhen you lack feedback, can input wrong information.\n
  16. a more embodied interface feels like it ought to be more expressive, but not if we don’t understand the interaction or don’t have existing conventions to draw upon\n
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