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Interactivity & Design

Interactivity & Design. David Kirsh Dept of Cognitive Science UCSD. Question. Designing for experience. is it similar to Designing for efficiency. Topics. Physical interactivity - an example Efficiency Fundamental Design Principle Metrics Experience Conclusion.

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Interactivity & Design

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  1. Interactivity & Design David Kirsh Dept of Cognitive Science UCSD

  2. Question Designingforexperience is it similar to Designing for efficiency

  3. Topics • Physical interactivity - an example • Efficiency • Fundamental Design Principle • Metrics • Experience • Conclusion

  4. Physical Interactivity: an example • Complex folding sequence • Easy to forget • Continuous interaction • Difficult for one person How would you make this process easier? Think: context aware, digital elements in around cardboard.

  5. Video

  6. Design it better! • Embed instructions (digital or physical) • Where, when, how • Improve manipulability • Where, when, how

  7. Fundamental Design Principle

  8. Info Tools Cues Constraints Affordances right right Form, Place, Time, Pace Design Principle for Efficiency For a given task, design an environment so that it provides the: to support efficient work activity.

  9. right right Form, Place, Time, Pace Info Tool Cue Constraint Affordance Right for what? • Pragmatic efficiency (getting job done quickly, few errors) • Cognitive Efficiency • Optimizes certain performance metrics • Enhances experience of working/acting?

  10. Information: words, ‘fold in’ + instructions Cues: arrows, colors, symbols of folding, fold marks, next fold lights up. Affordances: surfaces made for grasping Tools: jig that holds and re-orients, actuators Constraint: Can’t fold in certain ways, forces compliance Right(Info, Tools, Cues, Constraints, Affordances) For cardboard task: All revealed and concealed to manage attention

  11. Right Info • What is the right information to spatialize? • Recipe study • problems with modularizing info • Origami study • What activities should you support?

  12. Cooking phase 1/2 OF RECIPE COOKING TOOLS Participant POTS & PANS INGREDIENTS 2/2 OF RECIPE Assembling phase Spatially Distributed Recipe

  13. RECIPE STIMULI: Spatially Distributed - improve locality Spatially distributed After learning from pilot

  14. Spatially Distributed Activity Map: Preparation 1/2 OF RECIPE COOKING TOOLS Participant POTS & PANS INGREDIENTS 2/2 OF RECIPE Laying out ingredients, chopping, washing, measuring

  15. Results • Participants made better use of space • Used more surface, stabilized better, prepared better • BUT: • took much longer, • looked at recipe more • Wanted to look ahead! • Implication: we don’t always know what information is needed by users

  16. What do subjects do?Origami To support activity we need to know what users do - their routines etc. .. the task structure. • More than fold • flip over, inflate, rotate, register, point, try out in gesture form … • Pragmatic actions: needed to complete structure • on sub-goal trajectory • fold and some non-folding actions - flatten, flip over, inflate • But we saw other actions that were not pragmatic but which seemed important for the subject • Only a fraction of the actions performed are represented explicitly in origami instructions

  17. Non-pragmatic Hand Actions Registration Verification Gestural Thought Focusing Attention Trying out - exploratory

  18. Upshot • Choosing the right information to spatialize is hard • Even when workflow is known • What should be shown, when and where? • But often we havelittle idea what thereal workflow involves

  19. Right Form Given some information content, cue, constraint or tool how should it be displayed to support: Cognitive efficiency • Faster processing

  20. That is something up with which I will not put.

  21. I won’t put up with that.

  22. Police police police police police.

  23. Police whom policemen police also police other police.

  24. Topology vs. algebra • Topological constraints are more natural

  25. Right Form: Modality Given some information content, cue, constraint or tool how should it be displayed to be the: Right modality • Visual decisions are visual • Audio statements free visual search

  26. Interface 2

  27. Rely on recognition rather than memory. Show, don’t just tell Interface 3

  28. Right Form Given some information content, cue, constraint or tool how should it be displayed to have: Visibility - cue stands out

  29. R R R R R R R R R P R R R R R R R Right Form: visibility Is there a non-R?

  30. R R R R R R R R R P R R R R R R R Right Form: visibility

  31. Upshot • Each step or phase in a routine or activity requires information or cues to be in the right form • The right form may vary with step and task • There are some general principles

  32. Right Place • The information or cue should be placed where you need it - given your resources and workflow Starbuck’s cup

  33. Right Place Volume, Channel Buttons On steering wheel - workflow On radio - logically

  34. Right Place

  35. Options are where they should be Interface 2 Goes together semantically  goes together visually

  36. Right place for cue when there are distracters Better place reduce descriptive complexity reduce visual complexity

  37. Upshot • Spatializing information correctly depends not just on workflow and resources but on: • Showing semantic or work significant relations between information or cues - what goes with what • A theory of attention • Should we use P or RRR P? • Visibility or Place

  38. Right Time • See what I need to at this stage of activity • Eg. Jigsaw puzzle might show perimeter pieces first • Show instructions, cues, tools just when needed in workflow • Hide tools in Illustrator™ that cannot be used in current context • Encourage right sequence - soft constraints • Travel: If I choose departure time first then calendar for return time can be autoset • Show horizon of relevant options

  39. A B C E F G I J K L M D H and or Right Time: relevant options Given structure of task - order of sub-goals - show only relevant actions D H or M P A B C P

  40. Upshot • Time, place and form interact • Get them right and users have what they need to make an informed choice right at their fingertips

  41. optimal Attentiveness Disrupted Loses focus Stressed Bored Cognitive Load Right Pace • Game coming at you too fast • Activity has a natural frequency • Slides in a presentation - comprehension rate

  42. Right Pace: blind to change if slow

  43. Change blindness Fast enough and you see it. Before After

  44. Upshot • Pace is the overall speed users find comfortable when performing their tasks • Pace can change with mood and other user states

  45. Bottom Line • To give the right information at the right time … is equivalent to creating a • Dynamic keyhole - cognitive sweet spot

  46. Metrics

  47. Speed Accuracy & Design How fast can you fold the cardboard house?

  48. Learnability & Design How long did it take to master the folding routine?

  49. Complexity & Design How much more complex structures can you fold?

  50. Error Recovery & Design If you make an error how long does it take to recover?

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