Design Principles
(lecture-4)
g.w.m.rauterberg@tue.nl
ground
the ground is always darker than the horizon
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The Bottom
All small, weak and unimportant things are at the bottom line.
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working memory
remember time < 5 sec about 5-9 chunks masking interferences
long-term memory
no capacity limits
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Learning:
Efficiency of use: Tends to be slowed up by the Can be very efficient. need to find and interpret the external information. Ease of use at first encounter: Aesthetics: High. Can be unaesthetic and inelegant, especially if there is a need to maintain a lot of information. Low. Nothing need be perceivable, which gives more freedom to the designer and can lead to 5 better aesthetics.
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the mental model of the user about the external world is always incomplete all necessary information which is not in the internal memory must be provided by the environment (the external memory)
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Un-natural mapping:
something else (see figure)
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Double Design
Water-tap with
normal screw caps
plus
infrared sensor for automatic opening
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goal-, subgoal-setting
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synchronisation in time
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Action Space
The physical space where the user acts in.
Design Principle:
perception space and action space must coincide!
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action space
perception space
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Airline Applications
This remarkable ultra-lightweight computer, worn as a belt, delivers maximum information to users with a minimum of work. Designed for individuals who demand mobility, this computer offers voice control and heads up display for complete, hands-free operation. Users can enter or retrieve information while going about their jobs, instead of constantly returning to the shop area to check a stationary computer, or stopping work to punch keys.
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Exercise-4:
Design a user interface for a computer system with some of the following components:
input devices: joystick, graphic tablet with pen, keyboard, mouse, video camera, touch screen ouput devices: monitor, video projector other components: semitransparent mirrors
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Two design principles for natural user interfaces (NUIs): 1. design principle
No technical equipment inside to body space of the user!
2. design principle
Perception space and action space must coincide!
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CI
P<.001
MI
P<.01 P<.001
TI
P<.001 P<.001 P<.001
DPD
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Cell Line Chart for "winning chance" Grouping Variable(s): Interface type Error Bars: 1 Standard Deviation(s)
remis
computer win
CI
P<.020
MI
P<.080 P<.802
TI
P<.001 P<.001 P<.007
DPD
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Gesture Database
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