User centred design design principles lecture 4
This presentation is the property of its rightful owner.
Sponsored Links
1 / 37

User-Centred Design: Design Principles (lecture-4) PowerPoint PPT Presentation


  • 149 Views
  • Uploaded on
  • Presentation posted in: General

User-Centred Design: Design Principles (lecture-4). Prof. Dr. Matthias Rauterberg Faculty Industrial Design Technical University of Eindhoven [email protected] The first most important invariant. horizon the horizon is always lighter than the ground ground

Download Presentation

User-Centred Design: Design Principles (lecture-4)

An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -

Presentation Transcript


User centred design design principles lecture 4

User-Centred Design:Design Principles(lecture-4)

Prof. Dr. Matthias Rauterberg

Faculty Industrial Design

Technical University of Eindhoven

[email protected]


The first most important invariant

The first most important invariant

  • horizon

    • the horizon is always lighter than the ground

  • ground

    • the ground is always darker than the horizon


The second most important invariant

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.


Limits of the working memory

Limits of the Working Memory

  • working memory

    • remember time < 5 sec

    • about 5-9 chunks

    • masking

    • interferences

  • long-term memory

    • no capacity limits


Knowledge in the world and in the head

Knowledge in the World and in the Head


The difference between internal and external memory

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”)


The concept of natural mappings

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!


Design of light switch panels 1

Design of Light Switch Panels (1)

  • Problem:

    • no direct mapping between switches and corresponding lamps


Design of light switch panels 2

Design of Light Switch Panels (2)


Corrective design 1

Corrective Design (1)

  • Problem:

    • sliding door can damage the open petrol flap


Corrective design 2

Corrective Design (2)

  • Solution:

    • extra bar to lock the sliding door


Design of door handles

Design of Door Handles


Design of shower faucets

Design of Shower Faucets

  • Natural mapping:

    • hot water left sideor RED

    • cold water right sideor BLUE

  • Un-natural mapping:

    • something else(see figure)


Natural mapping 1

Natural Mapping (1)


Natural mapping 2

Natural Mapping (2)


Double design

Double Design

  • Water-tap with

    • normal screw caps

  • plus

    • infrared sensor for automatic opening


The most important design principle

The most important design principle

  • Perception Space

    • The physical space where the user’s attention is.

  • Action Space

    • The physical space where the user acts in.

  • Design Principle:

    • perception space and action space must coincide!


Design of stove controls 1

Design of Stove Controls (1)


Design of stove controls 2

Design of Stove Controls (2)


User centred design design principles lecture 4

Interactive Directness: the desktop example

Pull down menus

Pull down menus

Toolbar


User centred design design principles lecture 4

action space

perception space


Head up displays in cars

Head-up Displays in Cars

  • More information and less distractionInformation 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.


Electronic performance support system

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.


Airline applications

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.


Interlacing display and manipulation spaces

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


User centred design design principles lecture 4

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!


The virtual workbench

The Virtual Workbench

The KOSIMA project

at the TU Aachen


User centred design design principles lecture 4

overhead

projector

video

camera

virtual

player

virtual chips

real chip

NEW button

NUI (1): The Digital Playing Desk


User centred design design principles lecture 4

500

Cell Line Chart for "playing time"

Grouping Variable(s): Interface type

450

Error Bars: ± 1 Standard Deviation(s)

400

350

300

250

Cell Mean for time of user (s)

200

150

100

50

0

CI

MI

TI

DPD

P<.001

P<.01

P<.001

P<.001

P<.001

P<.001

Digital Playing Desk: Playing time per game


User centred design design principles lecture 4

user win

Cell Line Chart for "winning chance"

Grouping Variable(s): Interface type

Error Bars: ± 1 Standard Deviation(s)

remis

computer win

CI

MI

TI

DPD

P<.020

P<.080

P<.001

P<.802

P<.001

P<.007

Digital Playing Desk: winning chance per dialog technique


User centred design design principles lecture 4

NUI (2): a team oriented planning tool


User centred design design principles lecture 4

NUI (2): The Build-It System


User centred design design principles lecture 4

Build-It System: the interaction handler


Build it an integrative design tool

BUILD-IT: an integrative design tool

  • design team with different domain knowledge

  • unconstrained social interaction

  • integration of form and content

  • intuitive interaction style


Actual research goals

Actual research goals...

  • hand-written input

  • speech input

  • two-handed interaction

  • new methods and concepts for integrative design


  • Login