DESIGNING INTERACTION - Politecnico di...
-
Upload
hoangkhuong -
Category
Documents
-
view
219 -
download
0
Transcript of DESIGNING INTERACTION - Politecnico di...
DESIGNING
INTERACTION
LESSON 2
ANDREA BONARINI
ARTIFICIAL INTELLIGENCE AND ROBOTICS LAB
DIPARTMENTO DI ELETTRONICA, INFORMAZIONE E BIOINGEGNERIA
POLITECNICO DI MILANO
E-MAIL: [email protected]
URL:HTTP: / /WWW.DEIB.POLIMI.IT/PEOPLE/BONARINI
THE DEVICE SIDE…
2
From the device side we
have to exploit the output
channels (actuators)
compatible with the human
ones, but we can classify
the input channels
(sensors) according to the
available technology
SENSORS
• They are the input communication
channel
• They are the only way to perceive signals
• They usually require some computation
to interpret the signal
• They have constraints, e.g., range of the
measured values, and operating
conditions
• They may be affected by: error,
approximation, imprecision,
discretization, ambiguity, uncertainty, …
SENSORS: DISTANCE
• Distance from the sensor
• Distance from anything (infrared, sonar, laser)
• Distance from a recognized object (camera, kinect)
SENSORS: OBJECT FEATURES
• Color
• Color sensor
• Camera
• Shape
• Fixed shape (e.g., recognition of a signal, a landmark)
• Body position (e.g., face, expression, arm position, …)
(camera or Kinect)
• Tags (ID)
• RFID, …
• Linguistic Tags
• QR-code
SENSORS: OBJECT FEATURES
• Surface
• Contact (switch)
• Kind of surface (touch sensors)
• Temperature
• T sensors
• Thermal camera
• Smell
SENSORS:
MOVEMENT AND FORCE
• Acceleration
• 3-axis accelerometer
• Camera, Kinect
• Speed
• Rotational speed (gyroscope)
• Tangential speed (camera, proprioceptive sensors)
• Force
• Fixed force (calibrated switch)
• Generic force (piezo, camera, and other sensors)
SENSORS: SOUND
• Microphone
• Amplitude
• Frequency
• Microphone array
• Beat
• Specific sound
• Rhythm
• Voice (kind, content, prosody, …)
• Sound direction
ACTUATORS
• They are the output communication
channel
• They are the only way to emit signals
• Some of them may require some
computation to generate the signal
• They have constraints (range of the
signal feature and operating
conditions)
• They may be affected by: error,
imprecision, discretization, …
ACTUATORS: MOVEMENT
• Displacement of the device
https://www.youtube.com/watch?v=HTxdKi77G20
• Moving parts (eyes, arms, …) http://www.youtube.com/watch?feature=player_embedded&v=JgGvArz1X40
• Deformating body http://youtu.be/ZOaT2A_VJ5A
ACTUATORS: SOUND
• Simple sounds (whistle, beep, …)
• Music
• Voice
Sound is produced by waving air to our ears:
the more air the more intense is the sound
ACTUATORS: LIGHT
• Simple (coloured) light
• Light patterns
• Screen
SIGNAL
CHARACTERISTICS
Most signals (I/O) have common characteristics that could be
used in interaction:
• Intensity (amplitude)
• Frequency (color, tone, pitch, …)
• Speed
• Acceleration
• Rhythm, pattern
13
LET’S TRY…
14
Let’s take an object, and make it
perform an illocutionary act with a
given emotional content, selecting
a specific actuation
• A gentle order
• A urgent request
• A gentle inform
• A formal excuse
• A reassuring promise
• …
SOME BASIC
PRINCIPLES
We can adapt some basic principles of interface design to
design interaction
(I’m following here Talin 2014 - A Summary of User Interface Design Principles)
Heuristics coming from experience
Not written in the stone, but useful suggestions…
;-)
15
KNOW WHO YOUR
USER IS
• What are the user's goals?
• What are the user's skills and experience?
• What are the user's needs?
But, … who’s the user?
• User models: description of user’s features
• User dichotomies (Voghera’s housewife vs. Polimi geek, …)
• Work with real users
16
BORROW
BEHAVIORS…
… from systems familiar to your users
Users of innovative systems often need to refer to something
known, not just for exploiting skills, but to feel reassured
(remember the washing machine knob)
Metaphors, when selected, should be completely exploited
Possible problems:
• Poorly fitting metaphors
• Cultural differences
17
FEATURE EXPOSURE
Let the user see clearly what functions and interaction
possibilities are available
"Sensables" outnumber "Intuitives“ 3 to 1
The interaction should be as clear and simple as possible,
and should not require any effort
Possible adaptation of the complexity to the user, if needed
18
COHERENCE
The behavior of the device should be consistent
• Internal consistency: if some interaction is done in a way,
an analogous one shouldn’t be done in a different way, or,
possibly, it should be a clear alternative
• External consistency: the device should behave
consistently w.r.t. its environment, and expectations
19
STATE
VISUALIZATION
If the device achieves different states, the relevant ones to be
communicated should be made visible to the user, possibly
without requiring too much effort (persistent signals, …)
It is even more important when an interaction is required.
20
SHORTCUTS
Provide both concrete and abstract ways of getting a task done
When the user gets experience, there might be the case that
he/she no longer needs to be guided through a path to achieve
a goal, and would like to go straight to the target
21
FOCUS
Some modalities attract attention more than others do…
… and it might be the case to exploit them
22
INTERACTION
GRAMMAR
An interaction act has its grammatical rules and roles: action,
object, subject, adverbs, adjectives, and so on.
Moreover, the interaction modalities can be seen as ruled by
a grammar: how to make a gesture, how to provide a
sequence of information elements, ….
23
HELP
There should be no need to provide help, but…
Different types of help can be needed by the user:
1. Goal-oriented: "What kinds of things can I do with this
device?“
2. Descriptive: "What is this? What does this do?“
3. Procedural: "How do I do this?“
4. Interpretive: "Why did this happen?“
5. Navigational: "Where am I?"
24
SAFETY
Let the user develop confidence by providing a safety net
Each human mind has an "envelope of risk", that is to say a
minimum and maximum range of risk levels which they find
comfortable.
Adapt the interaction to both novices and experts: safety
level as an option.
However, notice that many things in life are not meant to be
easy.
25
CONTEXT
Limit user activity to one well defined context unless there's
a good reason not to.
Manage possibly needed shift of contexts
26
It's not necessary that each interaction and device be great works
of art, but it's important that they are not ugly.
"Never do anything that looks to someone else like a mistake."
William Rotsler
Another area of aesthetics to consider is the temporal dimension:
interaction timing makes the interface realistic and enjoyable
AESTHETICS
27
USER TESTING
Recruit help in spotting the inevitable defects in your design
User testing in early stages: WoO, mockup, prototype
User testing in advanced states: real system
• Select the right set of subjects: most people have a biased
idea as to the what the "average" person is like
• Do not interfere with subjects during tests
• Describe what will happen in the trial
• Record the trial
• Analyze the records
• Obtain feedback
28
HUMILITY
Listen to what ordinary people have to say
A product built entirely from customer feedback is doomed to
mediocrity, because what users want most are the features
that they cannot anticipate.
However, a single designer's intuition about what is good
and bad in an application is insufficient.
29
LET’S TRY…
30
Let’s design the interaction for
a washing machine
• Who’s the user?
• What interaction?
• How?
• …