Anda di halaman 1dari 37

User-Centred Design:

Design Principles
(lecture-4)

Prof. Dr. Matthias Rauterberg


Faculty Industrial Design
Technical University of Eindhoven

g.w.m.rauterberg@tue.nl

The first most important invariant


horizon
the horizon is always lighter than the ground

ground
the ground is always darker than the horizon

M. Rauterberg, TU/e

The second most important invariant


The Top
All good, strong and important things are at the top (e.g., God in heaven, the king, the boss, etc.).

The Bottom
All small, weak and unimportant things are at the bottom line.
M. Rauterberg, TU/e 3

Limits of the Working Memory


remember rate
100% 80% 60% 40% 20% 0 3 6 9 12 15 18

working memory
remember time < 5 sec about 5-9 chunks masking interferences

time interval until remember items (in se c)

long-term memory
no capacity limits

M. Rauterberg, TU/e

Knowledge in the World and in the Head


Property Retrievability: Knowledge in the World Knowledge in the Head Retrievability whenever Not readily retrievable. visible or audible or tangible. Requires memory search or reminding. Learning not required. Interpretation substitutes for learning. Requires learning, which can be considerable.

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.

M. Rauterberg, TU/e

The Difference between Internal and External Memory

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)
M. Rauterberg, TU/e 6

The Concept of Natural Mappings


Definition [see Norman, D., 1988, p. 75ff]:
A design solution based on a natural mappings reduces the need for additional explanatory information in memory! Natural mappings guarantee a minimum number of cognitive transformation steps. If a design depends upon labels, it may be faulty. Labels are important and often necessary, but the appropriate use of natural mappings can minimize the need for them. Wherever labels seem necessary, consider another design!
M. Rauterberg, TU/e 7

Design of Light Switch Panels (1)


Problem:
no direct mapping between switches and corresponding lamps

M. Rauterberg, TU/e

Design of Light Switch Panels (2)

M. Rauterberg, TU/e

Corrective Design (1)


Problem:
sliding door can damage the open petrol flap

M. Rauterberg, TU/e

10

Corrective Design (2)


Solution:
extra bar to lock the sliding door

M. Rauterberg, TU/e

11

Design of Door Handles

M. Rauterberg, TU/e

12

Design of Shower Faucets


Natural mapping:
hot water left side or RED cold water right side or BLUE

Un-natural mapping:
something else (see figure)

M. Rauterberg, TU/e

13

Natural Mapping (1)

M. Rauterberg, TU/e

14

Natural Mapping (2)

M. Rauterberg, TU/e

15

Double Design
Water-tap with
normal screw caps

plus
infrared sensor for automatic opening

M. Rauterberg, TU/e

16

the complete action cycle


task(s)

goal-, subgoal-setting

feedback control of action mental operation physical operation

planning of execution selection of means


synchronisation in space

M. Rauterberg, TU/e

synchronisation in time

17

The most important design principle


Perception Space
The physical space where the users attention is.

Action Space
The physical space where the user acts in.

Design Principle:
perception space and action space must coincide!

M. Rauterberg, TU/e

18

Design of Stove Controls (1)

M. Rauterberg, TU/e

19

Design of Stove Controls (2)

M. Rauterberg, TU/e

20

Interactive Directness: the desktop example


Pull down menus

Pull down menus Toolbar

M. Rauterberg, TU/e

21

action space

perception space

M. Rauterberg, TU/e

22

Head-up Displays in Cars


More information and less distraction Information on the state of the road, on the speed of the vehicle in front (supplied by the intelligent cruise control), on obstacles lying around the next bend in the road identified by the remote detection system, or direction arrows sent by the driver guidance system... drivers will be receiving more and more information from "intelligent" vehicle systems. Although the information is intended to enhance safe driving, there is a danger that an abundance of information may produce the opposite effect if driver glance-away time has to increase in order to apprehend the data.
23

M. Rauterberg, TU/e

Electronic Performance Support System


Food processing plant worker with a first-generation prototype wearable computer. Possible applications include support for quality control data collection or assistance with environmental auditing. This system gives its users the information the users need to perform a task as they actually perform the task.

M. Rauterberg, TU/e

24

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.
25

M. Rauterberg, TU/e

Interlacing display and manipulation spaces

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

M. Rauterberg, TU/e

26

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!
M. Rauterberg, TU/e 27

M. Rauterberg, TU/e

28

The Virtual Workbench

The KOSIMA project at the TU Aachen

M. Rauterberg, TU/e

29

NUI (1): The Digital Playing Desk


overhead projector video camera

virtual player virtual chips real chip NEW button

M. Rauterberg, TU/e

30

Digital Playing Desk: Playing time per game


500 450 400 Cell Mean for time of user (s) 350 300 250 200 150 100 50 0 Cell Line Chart for "playing time" Grouping Variable(s): Interface type Error Bars: 1 Standard Deviation(s)

CI
P<.001

MI
P<.01 P<.001

TI
P<.001 P<.001 P<.001

DPD

M. Rauterberg, TU/e

31

Digital Playing Desk: winning chance per dialog technique


user win

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

M. Rauterberg, TU/e

32

NUI (2): a team oriented planning tool


Projection Camera

Gesture Database
M. Rauterberg, TU/e 33

NUI (2): The Build-It System

M. Rauterberg, TU/e

34

Build-It System: the interaction handler


Section of the top-view projection the machine depot

Picking the object out of the depot


M. Rauterberg, TU/e

Moving the object into the plant


35

BUILD-IT: an integrative design tool


design team with different domain knowledge unconstrained social interaction integration of form and content intuitive interaction style
M. Rauterberg, TU/e 36

Actual research goals...


hand-written input speech input two-handed interaction new methods and concepts for integrative design

M. Rauterberg, TU/e

37

Anda mungkin juga menyukai