Daniel Soltis - Designing unfamiliar interfaces

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Designing for Unfamiliar Interfaces Daniel Soltis Creative Technologist, Moving Brands
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Transcript of Daniel Soltis - Designing unfamiliar interfaces

  • 1. Designing forUnfamiliar Interfaces Daniel SoltisCreative Technologist, Moving Brands

2. The tale of the dongleStatus:Connected. Blue LED blinks every 200ms. 3. The tale of the dongleStatus:Network error. Blue LED blinks every 270ms. 4. from Gestural Interfaces: A Step Backwards In UsabilityThere are several important fundamental principles of interaction design that arecompletely independent of technology: Visibility (also called perceived affordances or signiers) Feedback Consistency (also known as standards) Non-destructive operations (hence the importance of undo) Discoverability: All operations can be discovered by systematicexploration of menus Scalability. The operation should work on all screen sizes, small and large. Reliability. Operations should work. Period. And events should nothappen 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. What do I mean byan unfamiliar interface? 6. Novel inputmethods 7. Novel inputmethodsScreen islimited, unusual,or not present 8. Novel inputmethodsScreen islimited, unusual,or not presentDistancebetween inputand output 9. Disruptive, uncoveropportunities and problems, evocative,fun to make...but low usability interfereswith their potential 10. The tale of the gestural interface 11. The tale of the gestural interfaceaffordance 12. The tale of the gestural interfaceaccidental inputs 13. The tale of the gestural interfacedexterity 14. The tale of the gestural interfacedexterity and endurance 15. The tale of the intuitive interfacePictures Under Glasssacrice all the tactilerichness of workingwith our hands,offering instead ahokey visual facade.-Bret Victor,http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesign/expression vs convention 16. The tale of action at a distanceconnecting cause and effect 17. The tale of the multisensory interfacecomprehensible, for the right senses 18. The learning curve challenge Curve ingarnLe FUN? 19. The learning curve challenge Curve ingarnLefamiliaritytransparencyprogressive FUN? disclosuretrust 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. Challenges for designers & inventorsTechnical proof of conceptDesign concept Hobbyist/fun User-centred designvs.Technical feasibility Design intention Uncovering new territory Hindsight 22. Meeting those challenges?Dont 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. Thanks!Daniel [email protected]@ds1935