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    User-Centred Design:

    Design Principles(lecture-4)

    Prof. Dr. Matthias Rauterberg

    Faculty Industrial DesignTechnical University of Eindhoven

    [email protected]

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    M. Rauterberg, TU/e 2

    The first most important invariant

    horizon

    the horizon is always

    lighter than the ground ground

    the ground is always

    darker than the horizon

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    M. Rauterberg, TU/e 3

    The second most important invariant

    The Top

    All good, strong and

    important things are atthe top (e.g., God in

    heaven, the king, the

    boss, etc.).

    The Bottom All small, weak and

    unimportant things are

    at the bottom line.

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    M. Rauterberg, TU/e 4

    Limits of the Working Memory

    100%

    80%

    60%

    40%

    20%

    0 3 6 9 12 15 18

    remember rate

    time interval until remember items (in se c)

    working memory

    remember time < 5 sec

    about 5-9 chunks masking

    interferences

    long-term memory

    no capacity limits

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    M. Rauterberg, TU/e 5

    Knowledge in the World and in the Head

    Property Knowledge in the World Knowledge in the Head

    Retrievability: Retrievability whenever

    visible or audible or tangible.

    Not readily retrievable.

    Requires memory search or

    reminding.

    Learning: Learning not required.Interpretation substitutes for

    learning.

    Requires learning, which canbe considerable.

    Efficienc of use: Tends to be slowed up by the

    need to find and interpret the

    external information.

    Can be very efficient.

    Ease of use at

    first encounter:

    High. Low.

    Aesthetics: Can be unaesthetic and

    inelegant, especially if there

    is a need to maintain a lot of

    information.

    Nothing need be perceivable,

    which gives more freedom to

    the designer and can lead to

    better aesthetics.

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    M. Rauterberg, TU/e

    6

    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)

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    M. Rauterberg, TU/e

    7

    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 useof natural mappings can minimize the need for them.

    Wherever labels seem necessary, consider another design!

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    M. Rauterberg, TU/e 8

    Design of Light Switch Panels (1)

    Problem:

    no direct mapping between

    switches and corresponding

    lamps

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    M. Rauterberg, TU/e 9

    Design of Light Switch Panels (2)

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    M. Rauterberg, TU/e 10

    Corrective Design (1)

    Problem: sliding door can

    damage the open

    petrol flap

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    M. Rauterberg, TU/e 11

    Corrective Design (2)

    Solution:

    extra bar to

    lock the

    sliding door

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    M. Rauterberg, TU/e 12

    Design of Door Handles

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    M. Rauterberg, TU/e 13

    Design of Shower Faucets

    Natural mapping:

    hot water left side

    or RED

    cold water right sideor BLUE

    Un-natural mapping:

    something else(see figure)

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    M. Rauterberg, TU/e 14

    Natural Mapping (1)

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    M. Rauterberg, TU/e 15

    Natural Mapping (2)

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    M. Rauterberg, TU/e 16

    Double Design

    Water-tap with

    normal screw caps

    plus

    infrared sensor for

    automatic opening

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    M. Rauterberg, TU/e 17

    physical operation

    feedbackcontrol ofaction

    goal-, subgoal-setting

    mental operation

    task(s)

    planning of execution

    selection of means

    the complete action cycle

    synchronisation in time

    synchronisationin space

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    M. Rauterberg, TU/e 18

    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!

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    M. Rauterberg, TU/e 19

    Design of Stove Controls (1)

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    M. Rauterberg, TU/e 20

    Design of Stove Controls (2)

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    M. Rauterberg, TU/e 21

    Interactive Directness: the desktop example

    Pull down menus

    Pull down menus

    Toolbar

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    M. Rauterberg, TU/e 22

    action space

    perception space

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    M. Rauterberg, TU/e 23

    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 thenext 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.

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    M. Rauterberg, TU/e 24

    Electronic Performance Support System Food processing plant worker

    with a first-generation

    prototype wearable computer.

    Possible applications includesupport for quality control data

    collection or assistance with

    environmental auditing.

    This system gives its users the

    information the users need toperform a task as they actually

    perform the task.

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    M. Rauterberg, TU/e 25

    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 ofconstantly returning to the shop area to

    check a stationary computer, or stopping

    work to punch keys.

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    M. Rauterberg, TU/e 26

    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

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    M. Rauterberg, TU/e 27

    Two design principles for natural user

    interfaces (NUIs):

    No technical equipment inside to

    body space of the user!

    2. design principle

    Perception space and action

    space must coincide!

    1. design principle

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    M. Rauterberg, TU/e 28

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    M. Rauterberg, TU/e 29

    The Virtual Workbench

    The KOSIMA projectat the TU Aachen

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    M. Rauterberg, TU/e 30

    virtualplayer

    real chipvirtual chips

    overheadprojector

    videocamera

    NEW button

    NUI (1): The Digital Playing Desk

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    M. Rauterberg, TU/e 31

    0

    50

    100

    150

    200

    250

    300

    350

    400

    450

    500

    CellMe

    anfortimeofuser(s)

    Cell Line Chart for "playing time"

    Grouping Variable(s): Interface type

    Error Bars: 1 Standard Deviation(s)

    CI MI TI DPDP

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    M. Rauterberg, TU/e 32

    Digital Playing Desk: winning chance per dialog techniqu

    computer win

    remis

    user win Cell Line Chart for "winning chance"Grouping Variable(s): Interface type

    Error Bars: 1 Standard Deviation(s)

    CI MI TI DPDP

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    M. Rauterberg, TU/e 33

    Projection

    Camera

    Gesture Database

    NUI (2): a team oriented planning tool

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    M. Rauterberg, TU/e 34

    NUI (2): The Build-It System

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    M. Rauterberg, TU/e 35

    Section of the

    top-view projectionthe machine depot

    Picking the objectout of the depot

    Moving the objectinto the plant

    Build-It System: the interaction handler

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    M. Rauterberg, TU/e 36

    BUILD-IT: an integrative design tool

    design team with

    different domain

    knowledge

    unconstrained

    social interaction

    integration of

    form and content

    intuitive

    interaction style

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    M. Rauterberg, TU/e 37

    Actual research goals...

    hand-written input

    speech input

    two-handed interaction

    new methods and concepts

    for integrative design