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Transcript of Taming the Borg: Design Principles for Transparent Use Joe Dvorak, Motorola [email protected]...
Taming the Borg:Design Principles for Transparent Use
Joe Dvorak, Motorola
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 2 MIT IAP, January, 2007
Outline
Why bad experiences? Transparent Use Design Mindset: Operational
Inertia How is Operational Inertia Generated? Break Transparent Use Design Principles Exercise: Applying the design principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 3 MIT IAP, January, 2007
Putting Things in Perspective These principles will not
End world hunger Bring world peace Make you rich
They can help you to design devices, services, and systems that allow people to perform their basic tasks without focusing on the technology helping them
Some of this will seem like common sense (it is) This is still very much a work in progress
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 4 MIT IAP, January, 2007
Some Not So Wonderful Experiences
PC Boot upRepeatedly filling out same information
Setting a digital watch
What Are Some Of Your Experiences?
*
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 6 MIT IAP, January, 2007
Other Examples
Unexpected Behavior
Jewelry Clasps Small Buttons Conflicting Controls
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 7 MIT IAP, January, 2007
Why are these experiences so unsatisfactory?
PC Boot upRepeatedly filling out same information
Setting a digital watch
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 8 MIT IAP, January, 2007
Why the Bad Experience?
These situations have common elements You had a specific task you wanted to
accomplish Using the PC Visiting a web site Setting your watch
Reading an email
Ordering a product
Obtain the time
Nothing to do with the device or service used!
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 9 MIT IAP, January, 2007
Why the Bad Experience?
These situations have in common In each case, the device or service (PC,
Web page, digital watch) imposed itself between you and your real task It impeded your ability to complete
the real task as quickly and efficiently as you would have liked
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 10 MIT IAP, January, 2007
Why the Bad Experience?
Real task had inherently nothing to do with the specific device used
Devices are only the mechanism chosen or required to perform task Did not want to use the device for the
sake of using and enjoying the device itself
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 11 MIT IAP, January, 2007
Why the Bad Experience?
Device made you take notice of it Switched your attention from real task
to task of using the device Getting the PC ready for use Reentering the same information into
the same fields of the web page Navigating the confusing menu
structure of the watch with the few, small, overloaded buttons to update settings
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 12 MIT IAP, January, 2007
Why Is This Important?
Perceived value changes Before purchase
and use After purchase
and use Source of user
dissatisfaction Major reason for
user abandonment of devices
User Satisfaction
Abandonment
User Satisfaction
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 13 MIT IAP, January, 2007
Why are these experiences so unsatisfactory?
PC Boot up Repeatedly filling out same information
They each have too much Operational Inertia!They each have too much Operational Inertia!
Setting a digital watch
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 14 MIT IAP, January, 2007
A Design Philosophy for Transparent Use
Operational Inertia is the resistance a device, service, or system imposes against its use due to the way it is designed.
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 15 MIT IAP, January, 2007
Operational Inertia Components
Setup EffortAmount of effort it takes to get the device ready for use as intended
Interaction ComplexityEffort required to use the device for its intended function
Non-use ObtrusivenessHow often the device makes us aware of its presence when we are not using it for the primary task
PC: Booting up, launching startup apps, etc
Web page: Entering & reentering information
Watch: Putting the watch on and orienting it on the wrist
PC: Recovering from errors, using apps, etc
Web page: Reading low contrast text, removing pop-ups
Watch: Using the buttons to get information
PC: Space taken up on desk, floor, etc
Web page: Sounds audible when page is in the background, unsolicited popup windows
Watch: Preventing you from placing hands in pockets, hitting objects in the environment, etc
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 16 MIT IAP, January, 2007
What is a ‘Primary Task’? Tasks typically one of three degrees of
relevance to user User Primary Tasks
Task of direct user interest (the “real” tasks)
Experience with these tasks forms bulk of user opinion about the performance of a system
User Support Tasks Tasks of limited user interest System tasks with visible user
benefit & primary task relevance Device Oriented Tasks
Tasks relevant only to the device
Device OrientedTasks
User SupportTasks
User Tasks
User Task Hierarchy
Reading email
Purchasing a product
Finding the time of day
Archiving old emails
Requesting new credit card info
Changing between Daylight Savings Time and Standard Time
PC increasing its virtual memory
Re-logging in due to IP address change
Low battery indication
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 17 MIT IAP, January, 2007
What Is Meant By ‘Transparent Use’?
User’s primary task is accomplished without Focus on required devices and/or services Extensive manipulation of devices and/or
services Dealing with the constraints imposed by
required devices and/or services Does not require ‘simple’ devices
Devices must appear to user to be simple
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 18 MIT IAP, January, 2007
Types of Operational Inertia
Device Most common type
Service Application, middleware service, etc
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 19 MIT IAP, January, 2007
Types of Operational Inertia
Learning Initial learning of the device, service, or
system Having to take ‘refresher’ courses
System Multiple collaborating devices taken as a
whole The total user experience
Device Operational Inertia
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 21 MIT IAP, January, 2007
Device Operational Inertia
Setup Effort: Getting the device ready for use Securing the device Orienting the device in space Opening covers, extending
antennae, etc Manipulating controls (e.g.
dialing, navigating menus, etc) Retrieving required setup
information (phone numbers, etc) Attaching device to user
Setup Effort For a Phone
•Retrieve•Orient•Open•Extend antenna•Look up the number•Dial•Wait for answer
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 22 MIT IAP, January, 2007
Device Operational Inertia
Setup Effort: Getting the device ready for use
A device oriented activity Rarely anything to do with
user’s real task Required by the device
Can reduce or eliminate desire to use the device or some of its services
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 23 MIT IAP, January, 2007
Device Operational Inertia
Interaction complexity: Effort required to use the device Includes obtrusiveness during
use How difficult it is to remember
or give commands Device’s mental model
complexity Confusing layout of controls Difficult to understand icons
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 24 MIT IAP, January, 2007
Device Operational Inertia
Interaction complexity: Effort required to use the device The more closely the mental model of the
device reflects the user’s mental model of the task they are trying to perform, the lower the Interaction Complexity
Actions required by the device not following the model are, from the user’s task point of view, irrelevant, a waste of time, and a prime source of frustration
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 25 MIT IAP, January, 2007
Device Operational Inertia Non use Obtrusiveness: Obtrusiveness
of the device when not being used How often the device makes its user
uncomfortable when it is not being used
How often it constrains motion or causes discomfort as user moves or assumes different postures
How often it reminds me of its presence when its not being used for the primary task
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 26 MIT IAP, January, 2007
Device Operational Inertia Non use Obtrusiveness: Obtrusiveness
of the device when not being used High levels of non-use obtrusiveness
Can result in damage to the device and/or objects around it Catching on objects Being pulled off the body
Significantly reduce the user’s desire to wear and/or use the system, greatly reducing its effectiveness
Service Operational Inertia
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 28 MIT IAP, January, 2007
Service Operational Inertia
Setup Effort: Starting and configuring the service Accessing the location of the
application Traversing directory trees
Specifying the command Effort to authenticate or
authorize use
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 29 MIT IAP, January, 2007
Service Operational Inertia
Setup Effort: Starting and configuring the service Providing parameters or required
information Configuring other devices required
by the service Configuring or terminating other
services as required by the service
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 30 MIT IAP, January, 2007
Service Operational Inertia Interaction complexity: Effort required
to use the service Complexity/intuitiveness of the
commands Ease of getting help & effectiveness
of help Ease of navigating within service Ability to extrapolate to the use of
commands/functions used for the first time
Ease of recovery from errors
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 31 MIT IAP, January, 2007
Service Operational Inertia
Non use Obtrusiveness: System resources required when not executing Disk Space Ancillary monitoring processes Unsolicited requests for
information Device authorization as
PAN node
Learning Operational Inertia
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 33 MIT IAP, January, 2007
Learning Operational Inertia Initial learning of how to use the
device, service, or system Mobile devices pose unique
challenges Devices tend to be small, with
small screens Highly integrated devices can
pose significant learning impedance Cell phone manuals often
200+ pages
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 34 MIT IAP, January, 2007
Learning Operational Inertia
Setup Effort Getting the course/manual ready to use
Interaction Complexity Difficulty in using, navigating lessons Difficulty in understanding lesson content Inability to repeat examples and exercises
Non Use Obtrusiveness Disk space and resources occupied when not
being used Inappropriate, unsolicited messages asking if the
user wants to take a refresher course
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 35 MIT IAP, January, 2007
Learning Operational Inertia
Potential approaches Selective help/instruction based user’s
task and level of proficiency Device hosted and based tutorial Pushing more intelligence down to the
device for more autonomous operation
System Operational Inertia
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 37 MIT IAP, January, 2007
System Operational Inertia Setup Effort: Assembling,
configuring the system Gearing up / Tearing down
Appeal of integrated devices System configuration
Specifying I/O devices Specifying user preferences Connecting devices Transferring information to an
alternate device for use
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 38 MIT IAP, January, 2007
System Operational Inertia
Setup Effort: Assembling, configuring the system System maintenance
Clothing presents special issues
Ensuring all devices fully charged
System authentication
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 39 MIT IAP, January, 2007
System Operational Inertia
Interaction complexity: Difficulty of using the system as a whole Caused by deficiencies in the way
the devices of the system interact with one another
Difficulty of switching among different user interfaces Specific UI bound to task Same UI required for task duration
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 40 MIT IAP, January, 2007
System Operational Inertia
Interaction complexity: Difficulty of using the system as a whole Lack of collaboration among multiple UIs
No complementary use of multiple UIs within same task
Differing command formats, languages among devices, services
Data, feature incompatibility among devices
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 41 MIT IAP, January, 2007
System Operational Inertia Non use Obtrusiveness: The
obtrusiveness of all elements & devices in the system taken as a whole Degree to which the system makes
user aware element interaction when not using any of its components
Poor placement of connectors or attachment points on the clothing for devices Makes system obtrusive, regardless
of how well the devices themselves are designed
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 42 MIT IAP, January, 2007
System Operational Inertia
Non use Obtrusiveness: The obtrusiveness of all elements & devices in the system taken as a whole Often not apparent until after elements of the
system are logically integrated Difficult for open systems that accept devices
from third parties May need to accommodate new types of devices
never envisioned when the system was created Increases system OI when the new devices are
used if system interfaces are not robust
Identify Sources of Operational Inertia in Your Experiences
Components Setup Effort Interaction Complexity Non-use Obtrusiveness
Types Device Service Learning System
*
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 44 MIT IAP, January, 2007
Other Examples
POLA Violations
Small buttons
Interaction Complexity
Setup EffortInteraction Complexity Non Use
Obtrusiveness
Jewelry ClaspsConflicting controls
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 45 MIT IAP, January, 2007
Reducing Operational Inertia
Goal is to eliminate or minimize OI
Difficult to do Lack of experience thinking
like this Some movement in this
direction Zero configuration
services Reducing Total Cost of
Ownership
Where is the rating for Ease of Use?
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 46 MIT IAP, January, 2007
Reducing Operational Inertia
Difficult to do Tension among OI elements
Reducing Non-use Obtrusiveness often increases interaction complexity
Reducing Interaction complexity often increases Setup Effort
Highly dependent on the quality of the system’s architectures
OI?
OI?
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 47 MIT IAP, January, 2007
Reducing Operational Inertia Focusing on user’s primary task during
development Activity Based Design vs. Human
Based Design Early user feedback in real world use Reducing complexity is not always
straightforward Some devices are inherently
complex Must reduce visible complexity
Complexity that is visible to, and experienced by, the user
GM Hy-wire Concept car
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 48 MIT IAP, January, 2007
Reducing Operational Inertia Approach wearables as a
system Appear to the user as a
single system, composed of a set of logically integrated, collaborating devices Not a collection of
individual devices User utilizes the different
devices in a consistent manner
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 49 MIT IAP, January, 2007
ZOID and NZOID
ZOIDZOID - Zero Operational Inertia Device/ service/ system No Setup Effort, No Interaction
Complexity, No Non-use Obtrusiveness
Currently an idealized abstraction
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 50 MIT IAP, January, 2007
ZOID and NZOID
NZOIDNZOID - Near Zero Operational Inertia Device/ service/ system “Minimal” Setup Effort,
Interaction Complexity, and Non-use Obtrusiveness
Example: eyeglasses, contacts Design mindset for device,
system, and service development
Next: Design PrinciplesWhat NZOIDs Are You Wearing?
How is Operational Inertia Generated?
Previous
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 52 MIT IAP, January, 2007
5 Design Elements Generating OI
Integration
Wearability
Operation
Functionality
Appearance
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 53 MIT IAP, January, 2007
OI Generation Design Element: Wearability
Wearability
Integration
Operation
Functionality
Appearance
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 54 MIT IAP, January, 2007
Increasing Wearability Can Generate OI
Reducing the form factor can increase wearability Reducing weight, size Decreases non-use obtrusiveness
Decreasing non-use obtrusiveness beyond a certain point actually decreases the ease of use of the device
Requires rethinking of how we interact with the device
The NTT ‘Fingerphone’ represents a rethinking of the phone form factor to achieve decreases in size and complexity
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 55 MIT IAP, January, 2007
Increasing Wearability Can Generate OI
Cell phone makers have been especially aggressive Some phones are now so
small that their usability is compromised
Older persons with impaired eyesight
People with large hands and fingers
Continued emphasis on reducing the size of cell phones has resulted in very small screens and buttons, making it necessary to pay increased attention to avoid making mistakes in dialing and reading the display. Thus Interaction complexity is increased, even as non-use Obtrusiveness is decreased.
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 56 MIT IAP, January, 2007
OI Generation Design Element: Ease of Use
Operation
Integration
Wearability Functionality
Appearance
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 57 MIT IAP, January, 2007
Operating Sources of OI
Retrieving & storing information Interaction complexity
Manipulation or delay required for configuration and orientation Setup Effort
Gearing up problem Important aspect of system
design You do this daily
Not questioned – considered part of normal routine
Silence Satisfaction
Silence Resignation
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 58 MIT IAP, January, 2007
Operating Sources of OI
Activities that can increase the cognitive load on the user Selecting/remembering non intuitive commands
or patterns Number of semantically equivalent alternatives
which use different expressive mechanisms Especially important with multi modal UIs Also important for distributed systems (syntax)
Obtaining and utilizing help Switching applications Concurrent application interactions
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 59 MIT IAP, January, 2007
OI Generation Design Element: Appearance
Integration
Wearability
Operation
Functionality
Appearance
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 60 MIT IAP, January, 2007
Compelling Design Generators
Highly visible Form over function
Violation of standards Avoiding stigma associated with
assistive devices Distractive, ‘eye catching’ visible
characteristics Concealed/hard to access controls Confusing appearance of controls
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 61 MIT IAP, January, 2007
Compelling Design Generators
Invisible or Utilitarian Quest for miniaturization can be
an issue Handling
Placement/Embedding Avoiding stigma associated
with assistive devices Lack of visual cues can lead to
perceived violations of social customs or taboos
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 62 MIT IAP, January, 2007
OI Generation Design Element: Functionality
Functionality
Integration
Wearability
OperationAppearance
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 63 MIT IAP, January, 2007
Functionality Generators Feature Creep
Non cohesive functional identity Not respecting the medium
Designing beyond the device’s inherent IO capabilities
Being a control freak Maintaining control at too high a
level
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 64 MIT IAP, January, 2007
OI Generation Design Element: Integration
Integration
Wearability
Operation
Functionality
Appearance
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 65 MIT IAP, January, 2007
Integration Generators
Poor interfaces between system elements Impedance to information transfer among system
elements Lack of overall system coordinator
Multiple UI formats, command sets Separate, uncoordinated element behavior – lack
of synergistic collaboration Poor, laborious access to frequently used devices,
services ?
10 Minute Break
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 68 MIT IAP, January, 2007
Transparent Use Design Principles
These design principles seek to minimize the Operational Inertia of the object to which they are applied.
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 69 MIT IAP, January, 2007
Relationship to Other Usability Guidelines
Universal Design Focus on usability by all people,
to the greatest extent possible without device alteration
Focus on inclusion of disabled users
Aimed at general use products Suggests ‘What’, not ‘How’ Available at
http://www.design.ncsu.edu:8120/cud/univ_design/principles/udprinciples.htm
Universal Design Guidelines1. Equitable Use
2. Flexibility in Use
3. Simple and Intuitive Use
4. Perceptible Information
5. Tolerance for Error
6. Low Physical Effort
7. Size and Space for Approach and Use
Several principles of Universal Design map to the Transparent Use design principles (mapping shown in green)
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 70 MIT IAP, January, 2007
Relationship to Other Usability Guidelines
10 UI Design Heuristics Developed in 1989 by Jakob
Nielsen Focus is on user interface
design Based on a factor analysis of
249 usability problems Many principles map to
Transparency Design principles Available at
http://www.useit.com/papers/heuristic/heuristic_list.html
Nielson’s UI Design Guidelines
1. Visibility of system status
2. Match between system and the real world
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose, and recover from errors
10. Help and documentation
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 71 MIT IAP, January, 2007
Relationship with Activity Based Design Activity Based Design
Places activities, not user, at center of focus Activities: coordinated, integrated set of tasks Tasks composed of actions
Transparent Use Design Principles Focuses series of tasks performed related to a goal Primary task is directly related to the goal Also focuses on user’s structure, posture, etc Breaks each task into 3 parts
Setup effort Interaction Complexity Non-use Obtrusiveness
Categories reflect usage modes of entity over time within a task
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 72 MIT IAP, January, 2007
Assumptions Underlying Transparent Use Design Principles
Assumptions Device (or service, or system) belongs to a single person Device is with person for significant period of time Device is used to aid the user in their everyday tasks Device is not the focus nor the end goal of the user’s
tasks Provides several ‘How’ guidelines Embodies elements of Universal Design and Nielson’s UI
heuristics, and other design principles Most closely related to Activity Centered Design Augments, does not replace, these other design principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 73 MIT IAP, January, 2007
Transparent Use Design Principles
Encompasses
Physical design of devices
5 Design Elements Generating OI
Logical design of services
Software architecture
User interface SW design
Total system design
System architecture
Interface with external environment
Integration
Wearability
Operation
Functionality
CompellingDesign
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 74 MIT IAP, January, 2007
Transparent Use Design Principles
Goal is to design NZOIDs
Device in isolation
Service local to device
System’s inter-element interactions
System as whole
Eyeglasses: A Prototypical NZOID
The Design Principles: Details
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 76 MIT IAP, January, 2007
Retain Host’s Basic Concept
Objects incorporating computing & communications retain their basic concept Embedded electronics enhance
original function of the host object Not alter or replace it A coat with embedded
electronics is still a coat
Embedding electronics into or attaching electronics to jewelry (in this case electronics integrated into a necklace with the battery in the back) should not require the user to treat it differently from a regular necklace
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 77 MIT IAP, January, 2007
Retain Host’s Basic Concept
Objects incorporating computing & communications retain their basic concept Must understand totality of object’s
normal usage patterns Implications for use and
maintenance of embedded electronics The more embedded, the more
difficult
Transparent Use Design Principles
Spectrum of Embeddedness
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 78 MIT IAP, January, 2007
Maintain Device Functions Within Usage Patterns
Maintain embedded computing and communication functions within the normal usage pattern of their host Do not require operations that
contradict or take away from the object’s essential concept Removing electronics from inside
prior to washing Plugging into an electrical outlet Changing batteries
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 79 MIT IAP, January, 2007
Maintain Device Functions Within Usage Patterns
Maintain embedded computing and communication functions within the normal usage pattern of their host Overload normal maintenance
affordances and activities Hanging up the garment Pulling up zippers, fastening
buttons, etc Authentication
Power generation while walking
Charging batteries while on hanger
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 80 MIT IAP, January, 2007
Maintain Device Functions Within Usage Patterns
Maintain embedded computing and communication functions within the normal usage pattern of their host Overload normal body actions
Generate power using the motion of the arms as they move
Walking to generate power from piezoelectric circuits in shoe
Kinetic watches contain internal electrical generators and use wrist motion while worn to generate power
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 81 MIT IAP, January, 2007
Minimize User Intervention Eliminate user intervention for tasks not directly
related to the current primary task of the user Find alternate mechanisms for non primary tasks Push control and intelligence closer to the
action Such intervention can be a source of
Non-use obtrusiveness (occurs when device is not being used)
Interaction Complexity (occurs when device is being used)
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 82 MIT IAP, January, 2007
Minimize User Intervention Many services operate in the background
Monitoring user’s environment Connecting new devices to system’s
PAN Use information about the user’s
environmental and situational context and preferences Reduces amount of information user
must supply Minimize number of times the user
must be involved in setting up or modifying a service
Transparent Use Design Principles
Requesting user intervention for authentication is an example of non-use obtrusiveness if it occurs while you are not using the device.By providing additional intelligence in the device, this non-use obtrusiveness can be reduced, although setup effort may be increased in the form of preference specification.
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 83 MIT IAP, January, 2007
Minimize User Intervention Constant requests for user intervention
increases the cognitive load on the user Rule bases and reasoning algorithms allow
system to determine what type of information is useful to the user at any point in time Condition interruption mechanism on
user’s current context Using pattern matching or common
sense reasoning to extend scope of rules Requires system provide on demand
visibility and explanations for actions
Transparent Use Design Principles
Setup Effort For a Phone
• Retrieve• Orient• Open• Extend antenna• Look up the number• Dial• Wait for answer
Device OrientedTasks
UserSupportTasks
User Tasks
User Task Hierarchy
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 84 MIT IAP, January, 2007
Minimize User Focus on Non-Primary Tasks Adopt the operational mental
model expected by the user May require supporting a
significant level of user customization
Success requires the system’s mental model to be intuitive, readily apparent, and pervasively applied
Use layered information presentation via context awareness
Transparent Use Design Principles
Example of reducing non-primary tasks:
• Allowing the user to employ their fingers and pointing and scaling devices instead of a stylus.
• Using an accelerometer to rotate the image to track the user’s rotation of the device.
• Use of intuitive finger motions to scale the image
The Apple iPhone
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 85 MIT IAP, January, 2007
Minimize User Focus on Non-Primary Tasks
Requires presenting information in ways that can be rapidly assimilated by the user Large fonts high contrast and
small groups of text on heads up displays
Displays must not be immersive Audio rendering mechanism
conditioned on context Repeated change in focus a
problem for heads up displays
Transparent Use Design Principles
When using Augmented Reality, care must be taken so that the overlaid information does not overly obscure the user’s field of view. In addition, the more information overlaid, the larger the cognitive load is put on the user to assimilate the information along with the external view.
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 87 MIT IAP, January, 2007
Minimize Visible Complexity Minimize visible complexity
regardless of the degree of inherent complexity Does not mean eliminate
inherent complexity Be aware of and utilize the
user’s environmental and situational context
Make decisions nearest the need
Significant InherentComplexity, Low Visible Complexity
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 88 MIT IAP, January, 2007
Minimize Visible Complexity
Minimize visible complexity regardless of the degree of inherent complexity Conform to a person’s
individual preferences, activities, and patterns
Do a few things and do them very well
Take a systems approach
Using context based soft controls can eliminate the use of physical controls and reduce the visible complexity of the device
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 89 MIT IAP, January, 2007
Build Upon / Amplify Normal User Actions
Increase the current user primary task action to accomplish a supportive or device task
Build upon a user’s primary task action to increase its effectiveness
Reduces the user’s required focus on the task
Decreases chance for error
Apple MagsafeTM Connector
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 90 MIT IAP, January, 2007
Complete/Correct Information in Fully Constrained Situations
Fully constrained situations There is only a single choice in the
information that is applicable The system knows the information
required to complete the task The system should enter the
information to allow the user to complete the task
Reduces the user’s cognitive load Does not have to correct the error Most effective if entering correct
information is confusing
Area code overlays lead to confusing dialing plans and fully constrained situations
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 91 MIT IAP, January, 2007
Consistent Command Specifications Design Command Specifications That Are
Consistent Across All Input Devices of the Same Modality
Major issue with speech interfaces in systems with multiple speech driven devices Each device implements different
command format User must use different command
format, depending on the device used Increases user’s cognitive load Difficult to create seamless applications
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 92 MIT IAP, January, 2007
Consistent Command Specifications Design Command Specifications That
Are Consistent Across All Input Devices of the Same Modality Enforce common grammar
structure among devices using the same IO medium Speech metagrammars Shared grammars
Centralized grammar manager with Virtual Speech Interface (VSI)
Transparent Use Design Principles
Grammar text file
Commandtext
Simple function VSI client
VSI Server
A VSI client sends its grammar text file to the VSI server. The VSI server converts the speech based commands to text commands and sends them to the client.
Virtual Speech Interface
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 93 MIT IAP, January, 2007
Utilize Patterns and Analogies People are much better at understanding
analogies and patterns than following long detailed lists of instructions
Provide example based help utilizing patterns and analogies rather than explanation based help Usually more concise and require less
speech to provide Multiple examples should be available so the
user can request more than one Offer explanations if details are requested
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 94 MIT IAP, January, 2007
Utilize Patterns and Analogies
“To create a reminder, follow this example: remind me at 4 pm on March 22 to go to the store”
“To create a reminder, say the words, remind me, followed by the time and date of the reminder. Then give the text of the reminder.”
Example Based Help
Explanation Based Help
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 95 MIT IAP, January, 2007
Minimize POLA Violations Systems should act as the user
expects based on their world experience Allows the user to form an
accurate mental model of the operation of the device, service, or system
Mental model must be followed pervasively If a violation must occur, the
system should provide an on demand explanation of why
Helps to minimize cognitive load
An example of a POLA violation is selecting a shortcut in an email attachment dialog window. The application inserts the shortcut file instead of the file pointed to by the shortcut. Surely what you did not want nor expect. Thus the violation.
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 96 MIT IAP, January, 2007
Minimize POLA Violations Employ Standards
Formal and de facto standards can reduce cognitive load
More likely embodies actions user is familiar with More closely fits their mental model Easier to remember
Example: mobile phone keypad Non standard key placement negates use
of neuromuscular memory Retraining adds source of Learning
Operational Inertia
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 97 MIT IAP, January, 2007
Disaggregate and Simplify Integrated devices are most successful when:
there is a clear consensus on the suite of devices that people wish to have and will consistently use in a single device,
the integrated functions can leverage off of one another and this leveraging is difficult or impossible to achieve without physical integration,
the integration does not significantly increase the complexity of operating the device, and
the technologies underlying the integrated devices are stable and slowly evolving so that the user feels his total investment is protected.
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 98 MIT IAP, January, 2007
Disaggregate and Simplify Separate functionality of the
single integrated device into multiple, collaborating devices Each does the functions it is
best suited for Fewer compromises
Can result in less visible complexity
Provides incremental upgrade path
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 99 MIT IAP, January, 2007
Disaggregate and Simplify
Must be designed as a system from the ground up Common architecture for device
collaboration Common user interface model
As more and more functions are added, the interactions among the services become more complex But each device remains at a lower
level of complexity than for the integrated device
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 100 MIT IAP, January, 2007
Use Body Conforming Shapes
Smooth lines and rounded corners
Concave inner surfaces to match neutral position body contour
Convex outside surface No external, out of form
protrusions Outside front surfaces slope to
rear surfaces at edges
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 101 MIT IAP, January, 2007
Use Body Conforming Shapes Inner surface mates to body
contours Segmented, articulated designs
Follows body contours even with rigid circuit boards Via wearable computer was
early example Now showing up in watch
phones
Creating A Conformal Shape
Segmented, Articulated
Transparent Use Design Principles
VIA Wearable Computer System Unit with flex joint
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 102 MIT IAP, January, 2007
Adapt To Body Contours Adapt to body’s contours and motion
in all planes Anticipate all typical wearable
positions on the body Segmented, articulated designs
Accommodates user movement, bending, twisting
Concentrate on effective areas Note that the wrist may be less
effective than first thought
Potential User Motion
Effective Locations
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 103 MIT IAP, January, 2007
Do Not Impede Body Operations
Do not impede normal operation of body limbs Account for intimate body space
~1” envelope around body Brain accounts for space to
avoid hitting body when moving limbs
Exceeding this space causes limbs to hit device
Intimate Body Space
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 104 MIT IAP, January, 2007
Do Not Impede Body Operations Do not impede normal operation of
body limbs Account for intimate body space
Trade off surface area for thickness
Account for putting on/manipulating clothing
Can eliminate some areas for wearables Wrist: Putting hands in pockets
Intimate Body Space
Transparent Use Design Principles
Trade off increased surface area (length and/or width) for less thickness
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 105 MIT IAP, January, 2007
Reduce Opportunities for Conflict Reduce opportunities for conflict with
the physical environment No outer concave surfaces No sharp corners or protrusions Trade off thickness for surface area Conflicts
Snagging on door levers Entanglement with seat belt Hitting objects Ejection from body
NoProtrusions
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 106 MIT IAP, January, 2007
Attachment to the Body
Attach to the body or clothing in a functional, but non-invasive, non-destructive manner Potential mechanisms
Magnets Velcro
Mechanism should not distort line of garment
Activation area large % of front surface area
Atta
chm
ent
No
n In
vasi
ven
ess Magnetic
Snaps
Straight Pin
Double Pin
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 107 MIT IAP, January, 2007
Attachment to the Body
Attach to the body or clothing in a functional, but non-invasive, non-destructive manner Use solid area of body as secure
base for pressing If unavailable, accommodate
pinching Especially important for formal
clothing Area requires more research
Pinching
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 108 MIT IAP, January, 2007
Maximize Output Information Density Minimize output to the user
when device/service/system is not being used
Output must have high information density Information content/ Output
volume Output must be relevant to
primary task
Use of context and techniques such as auto summarization and chunking can reduce the volume of output while maximizing its relevance to the current task.
ScanMessage
AutoSummarize
Chunking
Text ToSpeech
Speech Output
ApplicationContextManager
Output Text
Text Elements
Text Summaries
Series of Text Chunks
Transparent Use Design Principles
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 109 MIT IAP, January, 2007
Maximize Output Information Density
If output is from a support task, make the relevance to the primary user task clear Blunts the negative impact of
the interruption
Device OrientedTasks
UserSupportTasks
UserTasks
Transparent Use Design Principles
Transparent Device Design Database
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 111 MIT IAP, January, 2007
Transparent Device Design Database
Database of design questions and strategies Basic questions of transparent device
design Derived questions Strategies Examples
Highly Linked
Basic Questions
Derived Questions Strategies
Examples
ZOID Design Process
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 113 MIT IAP, January, 2007
Design Process1. Define host’s mental model
2. Define augmenting components and their functions
3. List user activities and their context
4. Act out/perform the activities with a device model
5. Identify all ZOID violations
6. Assign violation severity & priority
7. Cluster violations by OI area Setup Effort Interaction Complexity Non use Obtrusiveness
8. Propose solution for each violation
9. Review effect of proposed solution on other OI areas
10. Perform a OI design audit
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 114 MIT IAP, January, 2007
Design
Principle #
Application
Interaction Complexity-2 Lack of controls on surface; Use of contextual controls
Interaction Complexity -7 Separation of display and speaker/microphone from base
Non-Use Obtrusiveness-1,
Non-Use Obtrusiveness-2
Concave inner surfaces that face the body
Non-Use Obtrusiveness -3 Trade off additional surface area for reduced thickness
Non-Use Obtrusiveness -4 Convex outer shape, No protruding elements; Flush docking of peripherals
Interaction Complexity -1, Interaction Complexity -5,
Setup Effort-3
Automatic activation of peripherals upon undocking; Contextual application initiation upon undocking
Setup Effort -2, Setup Effort -3 Parasitic charging of peripherals while docked
Design Audit
Application of Conformable Design Principles to CSC
*
Design Problems: Minimize OI
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 116 MIT IAP, January, 2007
Design Problem and a Solution
POLA ViolationsInteraction Complexity
Principle: Minimize POLA ViolationsSolution Strategies: Apply shortcut policy throughout the OS. Maintain a consistent mental model of the Shortcut concept: Selecting the shortcut accesses the shortcut target.
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 117 MIT IAP, January, 2007
Design Problem and a Solution
Setup EffortJewelry Clasps
Principle: Build Upon / Amplify Normal Use Actions
Solution Strategies: Attach magnetic clasps to ends of necklace. Necklace wearer brings the magnetic clasps into close proximity of each other than the clasps close.
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 118 MIT IAP, January, 2007
Design Problem and a Solution
Small buttonsInteraction Complexity
Principle: Minimize User Focus on non – Primary Tasks
Solution Strategies: Use larger buttons in a horizontal arrangement. Ensure that the buttons are raised sufficiently to allow easy determination of shape by touch to select correct button (up or down)
Design Principles for Transparent UseJoe Dvorak, [email protected]
Slide 119 MIT IAP, January, 2007
Design Problem and a Solution
Non Use Obtrusiveness
Conflicting controls
Principle: Reduce Opportunity for Conflict With the Physical Environment
Solution Strategies: Since the position and arrangement of the PTT and volume buttons are iconic on these phones their position cannot be changed. So when the flip button is pushed (and a call is not incoming), mute the volume until the flip reaches the fully open position to avoid the issue.