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:
SystemS of vision
Working through video games
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:
Eye's anatomy
Creation of the image on retina
Signal's transmission
Brain-neural connection in babies
Optical-cognitive illusions
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!)
Immersion *
Stimulation
Challenge sensation
High learning curve
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:
Everyday problems
Physical needs
Time
Perception Concepts
in User-Interface Design
Video games
How to “see” what brain is doing?
Functional magnetic resonance imaging
Electroencephalography (EEG)
Magnetoencephalography (MEG) (what is that??)
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)
Is constant for expert users
Has enourmous peaks in newbies
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.
Cognitive workload – the amount of mental activity
(perception, memory, concentration)
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:
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.
Dialogue window
Erase all files? ( Yes/No is better than Ok/Cancel)
Add more steps to perform the action (complicate the action)
Enter a password
Re-Enter the password
Nuclear bombs control...
Perception Concepts
in User-Interface Design
Tolerances
Are useful to reduce the consequences of errors.
Undo for user error
Auto-Backup / Time-Backup for user / system error
Part II
Screen
Perception Concepts
in User-Interface Design
Errors
“Human errors” often are “design errors”
Oversights
Lack of attention
Unintentional, unconscious
Changes during routine operations
Errors
Exhaustion
Conscious
Knowledge lack
Part II
Screen
Perception Concepts
in User-Interface Design
Errors
To avoid oversights
Control functions' accessibility
Insert confirmations messages to “break” the action
Use constraints
To avoid errors
Reduce stress and cognitive workload
Repete “danger” messages
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
Saturation
Pure colours attract attention. Use them with care.
Desaturated colours look more “professional”.
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
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.