Perception Conceptsin User

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Transcript Perception Conceptsin User

Perception Concepts in User-Interface Design
Riccardo Gagliarducci
Blender Conference 2007
Perception Concepts
in User-Interface Design
Index
Asymmetrical talk about:
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SystemS of vision
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Working through video games
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The concept behind
Geometry (layout)
RGB schemes
Perception Concepts
in User-Interface Design
Disclaimer...
The author declines any responsibility ...
His English
Not exhaustive talk
Not (actual) Blender oriented
Being repetitive / expressing known concept
Perception Concepts
in User-Interface Design
Part I
Brain
Perception Concepts
in User-Interface Design
Systems of vision: the beginning.
The story of Dee and Carlo
Part I
Brain
Perception Concepts
in User-Interface Design
Part I
Brain
Perception Concepts
in User-Interface Design
SystemS of Vision
Already been studied:
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Eye's anatomy
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Creation of the image on retina
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Signal's transmission
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Brain-neural connection in babies
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Optical-cognitive illusions
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Bla bla bla bla bla...
What is new?
Part I
Brain
Perception Concepts
in User-Interface Design
2 visual systems
- Vision for perception
light perception is blended with
memories, emotions, expectations
ALLOWS US TO PLAN
- Vision for action
unconscious, directly connected with
brain part involved in movement
ALLOWS US TO BE QUICK
Part I
Brain
Perception Concepts
in User-Interface Design
Part I
Brain
Working through video games
Classical SW categorization:
Vertical Software:
targeted (CAD)
Horizontal Software:
general purpose (Text editor)
WHERE ARE THE VIDEO GAMES?
NON PRODUCTIVE ACTIVITY
Perception Concepts
in User-Interface Design
Part I
Brain
Video games
Interaction Based SW categorization:
User Input:
Writer / Word
System Output:
Radar / Health
WHERE ARE THE VIDEO GAMES?
MIXED ACTIVITY
Perception Concepts
in User-Interface Design
Part I
Brain
Video games
ISO 9241 “Ergonomics of human-system interaction” Parts 10 - 17
Efficacy
Efficiency (business application)
Satisfaction (hey, Video games are here!)
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Immersion *
Stimulation
Challenge sensation
High learning curve
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How to provide this?
How to know how much our proposal is appropriate?
Perception Concepts
in User-Interface Design
Part I
Brain
Video games
* Immersion is a state......between boredom and stress.
Challenges in which you can win
Concentration without distractions
Clear target
Real time feedback on action and performance
Forgetting:
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Everyday problems
Physical needs
Time
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Perception Concepts
in User-Interface Design
Video games
How to “see” what brain is doing?
Functional magnetic resonance imaging
Electroencephalography (EEG)
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Magnetoencephalography (MEG) (what is that??)
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OCULAR MOVEMENTS
Part I
Brain
Perception Concepts
in User-Interface Design
Eye tracking
Part I
Brain
Perception Concepts
in User-Interface Design
Video games
With OCULAR MOVEMENTS we can control:
How user searches for informations
How informations are treated
Attention rates
Workload (later explained)
Emotional load (pupil diameter)
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Is constant for expert users
Has enourmous peaks in newbies
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Part I
Brain
Perception Concepts
in User-Interface Design
Part I
Brain
Video games
Emotional design
Simplicity
Distribution
Golden Ratio
Cool interface rules
Fibonacci
Fashion
Colours
Affordance
EMOTION & COGNITION
Perception Concepts
in User-Interface Design
Part II
Screen
Perception Concepts
in User-Interface Design
Part II
Screen
Coherence
To express similar part in a similar way.
Aesthetic (logo, product & website)
Functional (play, stop, fwd, rew, switch off)
Blender play button
Internal (street signals)
External (import, export)
Perception Concepts
in User-Interface Design
Workload
...is the effort needed to perform an action.
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Cognitive workload – the amount of mental activity
(perception, memory, concentration)
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Physical workload – the amount of physical activity (
length, repetition, force)
Workload is proportional with errors.
Part II
Screen
Perception Concepts
in User-Interface Design
Part II
Screen
80/20
Talking big numbers, most effects are provoked by few causes.
80% of the use of a product involve the 20% of functions.
80% of errors is caused by 20% of components
80% of the pay-off of company comes from the 20% or the
products
Use it to build the menus.
80% of the time we use 20% of functions.
(80% of the restaurant orders make the chief-cooks cook only the 20% of tasty plates he can cook?)
Perception Concepts
in User-Interface Design
Part II
Screen
Usability Vs Flexibility
Choose usability when you have many users, unclear target or moving target;
Choose flexibility to deal with experienced users and mature products.
Perception Concepts
in User-Interface Design
Fitts's law
Time to reach a target is determined by:
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Distance
Dimension
The law applies to pointing actions.
Have big-near controls for quick-frequent use
Part II
Screen
Perception Concepts
in User-Interface Design
Part II
Screen
Hick's law
Time to reach a target is determined by the number of alternatives.
Users have to:
1. Identify target/objective
2. Analyze the choices
3. Choose
4. Act
The law applies to linear action-reaction situations only.
Use it to define menus and sub-menus.
Perception Concepts
in User-Interface Design
Part II
Screen
Confirmations, tolerances and errors
We are humans...
Perception Concepts
in User-Interface Design
Part II
Screen
Confirmations
Are useful to avoid unintentional actions leading to
dangerous and irreversible operations.
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Dialogue window
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Erase all files? ( Yes/No is better than Ok/Cancel)
Add more steps to perform the action (complicate the action)
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Enter a password
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Re-Enter the password
Nuclear bombs control...
Perception Concepts
in User-Interface Design
Tolerances
Are useful to reduce the consequences of errors.
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Undo for user error
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Auto-Backup / Time-Backup for user / system error
Part II
Screen
Perception Concepts
in User-Interface Design
Errors
“Human errors” often are “design errors”
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Oversights
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Lack of attention
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Unintentional, unconscious
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Changes during routine operations
Errors
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Exhaustion
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Conscious
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Knowledge lack
Part II
Screen
Perception Concepts
in User-Interface Design
Errors
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To avoid oversights
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Control functions' accessibility
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Insert confirmations messages to “break” the action
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Use constraints
To avoid errors
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Reduce stress and cognitive workload
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Repete “danger” messages
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Request multiple confirmations
Part II
Screen
Perception Concepts
in User-Interface Design
Colour
Generate automatic affective inferences
Do not rely on colour communication only!
Colour significance may differ in diverse cultures
People may be colour blind
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Saturation
Pure colours attract attention. Use them with care.
Desaturated colours look more “professional”.
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Be careful: colours may interfere with shapes or text.
Part I
Brain
Perception Concepts
in User-Interface Design
Colour
...to find associations rely on:
Contiguous colours
Complementary (opposite) colours
Other series suggested by the squares, rectangles or
triangles inscribed in the colour circle
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Part II
Screen
Perception Concepts
in User-Interface Design
The End
But this is theory...
...doing it is harder!
Contact me : riccardo.gagliarducci(at)gmail.com
Full bibliography in the presentation notes.