Sunday, December 29, 2013

Gary Hustwit's Objectified, reviewed by the three of us: Gabriel, Antra and Eduardo

“Good design is honest”
Even though “Objectified” focuses in Industrial design, it was interesting to see rules, concepts and models we studied in the course and that apply to design in general being mentioned many times by interviewees. Visibility was discussed many times through the film with sentences such as “Good design is honest”. Designers from the film logically didn’t mention visibility directly, but talked about it in many ways.




For most of them, a good product design has to show to users what they are suppose to do with it. The product or object has to be “honest” enough to put forward its main affordances in a visible way. And is not an easy task to do so. Another sentence that called my attention was that well-designed objects have to “feel almost undesigned”. The better the design, less explanation needed to make users understand its functionalities.

By watching the film, I remembered my childhood when we were suppose to help our parents to install any kind of new electric device in the house. TVs, CD players, washing machines, ovens, microwaves, fridges, whatever - it was always a pain to understand how it should work. Companies sent (and still do) huge manuals on how to install/use their products in its package. But why would a logical object (even a complex one) need 500 pages of manual? A well-designed one most likely would not.

“ When I started I found out that the most important thing for designers would be to go to the environment, look at people and think about how they experience products as a source of inspiration”

This sentence was fundamental for me to understand how any design needs to be tested with users to understand if it works or not. By paying attention to how people react to our product (being physical or digital), we can understand what is not working, where is it missing to give them a feedback, what kind of false affordances we are showing, etc.

Most importantly, at this moment I also made a connection between Human Computer Interaction and Crossmedia Production. As content producers, an important step of the production of our projects is to go out of the building and test it with our target audiences. How do they react to that specific scene? How funny it was that line? In both cases, having ideas in our heads is something great, but we should also test them in order to understand how right our assumptions were.

Different opinions, different paths for success

Another thing that called my attention in the film was the diverging opinions on how to create good design. For instance, I remember in one part of the film I guess it was Anthony Dune who said that “my job is about what is going to happen, not about what already happened”. Nevertheless, most of the other designers seemed to agree (and I also agree with them) that design is also about what already happened.

As we learned in the course, a designer being industrial, interaction, product or graphical designer, has to take into consideration users’ cultural background and knowledge when in the creative process. Of course, innovation is a key to success and we shouldn’t be afraid to try it out new concepts or new ways of dealing with a design, however, it is also necessary to think why things work this way and if there is a problem with it or not. Otherwise, it can happen that we start changing features that we shouldn’t touch when designing something that already exists.

Anthony Dune, on the other hand, is a famous and successful designer. He probably takes into consideration consumers’ cultural background when designing his products. But what he means is most likely tha innovation is very important in his work and what defines a good designer. In this sense, I also believe that it is the only way for us to move forward as a global society.


Some thoughts about Apple and design

We all agree that things have to be clear and understandable. Even nowadays the arbitrariness and thoughtlessness in which the things are so often brought to market is shocking. We read the 1988 book “The Design of Everyday things” by Donald A Norman, and were arguing if maybe the three decades with industrial production and ever-raising competition would have helped to fix this problem and a clean, user-friendly design would have became a must, but apparently, as the film argues, it is not yet the case. Why do we still have the chairs that are not comfortable to sit in? Why, instead of not using the GPS device with this totally user unfriendly interface, that would force the designers to make changes in the product itself, we are calling ourselves dumb instead? It is exactly the thing Norman was asking three decades ago, and this is the concern of good designers now.

“Good design is as little design as possible” - this sometimes interferes with the human factor of individual designers and companies. How to stand out? How to be innovative? How to be able to compete with others? Impress the investors and superior employees? This is where the film starts to talk about one company that has managed to stand out from day one. It’s Apple. The Apple designer guy explains how they got to be an industry-wide design example. They know how to use different attributes: material, form. They take into account how does the user connect to the product, what is the key interaction element. They have found out how to get the design “out of the way”. Unlike many many competitors out there, Apple products’ forms are not arbitrary shaped, but are there for a reason - this is where they start thinking about design. As the interviewee points out - design must be almost inevitable, the product should feel almost “undesigned”. 

The feature or part in the product is there only if it does something, that is necessary for the functioning. As a user of the new MacBook pro - I, for example, adore how they even took the “MacBook Pro” sign off the front, leaving the whole thing totally plain simple. They took off all the indicators, lights, everything that is not critical for use - and I did not even notice anything lacking from my previous Probook. Look at Apple keyboards - so simple it’s almost undesigned. But it leaves us with the certainty - this is exactly how it should be. My mother is freaking out when it comes to technology, and when it came to the point she needed a smartphone.. though I am not an Apple evangelist - iPhone was the logical choice.. For the simple reason of it being so “fool-proof” and intuitive, thinking of the user need prior to designing anything. A physical button on the side to switch between silent and ringer modes; its state indicated by red colour, that is not even a digital indicator - wait.. is there even any other way to do it?

“Design is a search for form. usually the hardest part is to remove, remove, remove. Bit by bit, everything that is unnecessary. That gets in the way of the maximum unity.”

Almost all our relationship with the device soon after we start to use it is formed by the interaction between us and what’s happening behind the screen, experience between us and the software. It has so little to do with the physical design. And this is where Apple has been shooting in the target since the early days. Taking all the unnecessary stuff out, and leaving the emotional part to the interaction designers, that create the experience and ease of intuitive usage.

Using this right approach from the start - and you hit the goal. The other companies tried this and that, and what happens now? More and more business-class laptops, for example, look exactly like Apple products. I was looking at the billboard recently and thought, why Asus does not get sued for being designed almost exactly like MacBook Air.

In the film, there was a question raised on designing things, that stand the challenge of time. It is kind of against what the consumer society idea leads us doing, as it is beneficial for the capitalism that we have things and we change them as often as possible. Where is the balance of a sustainable design then? How did Apple manage to create a design that does not “get out of fashion”, but still motivate us to change a phone to a newer version every year?

The film kind of answers to that. We tend to want new things. “new now”, “next now” kind of look. Very well knowing, that this “next” is not going to be “forever” as well. So the biggest task is to design each new thing in a way the previous one looks like “then”. And this is what Apple is doing pretty well without making the “then” things look miserable.

At the same time, we barely ever see Apple’s products piling up in the garbage. Why? Because they do not use lack of quality to motivate people buy newer and more powerful versions of the gadgets. They have discovered the magic of motivating the people with this “feeling” they need the freshest models, at the same time letting the old ones continue living their lives. In the hands of other people with less budgets, in the houses of parents and grandparents.. After all - it still works for maximum possible time.


Objectified is an amazing movie. Part of a trilogy on design that began with Helvetica using typography as a door to discuss graphic design and ends with Urbanized using cities as a view to urban planning and achitecture, Objectified sits in the middle, using our fetish for beautiful artifacts as a window into usability and industrial design.

Different cultures have different relations to the objects around them. Germans are pragmatic animals, obsessed with function, the French have an uncontrollable need for beauty, to the point of being kitsch, the Japanese are ritualistic beings with a very tactile relationship to objects etc. This reflects in the different approaches to design you see in the movie from designers such as Naoto Fukasawa, the Bouroullec brothers or Dieter Rams.

Speaking of Rams, the movie reflects his status as the father of good design by being filled to the brim with quotes from his ten principles. Those bear mentioning - good design is innovative, makes a product useful, makes a product understandable, is aesthetic, is unobtrusive, is honest, is long-lasting, is thorough (down to the last detail), is environmentally friendly and, last but definitely not least, good design is as little design as possible.

Rams' influence on Jonny Ive is left very evident and Ive is shown as his heir apparent, disciple and magnum opus. Ive's iron-grip on Apple's industrial design, reflective of Steve Job's iron-grip on Apple itself, gets special attention in the movie. Other new-school designers get equal attention: Karim Rashid with his flowing, almost liquid forms and his products that reach from the cheapest trash cans to the borderline objets-d'art, Marc Nelson's fluidic shapes that span from chairs and appliances to automobiles and airplanes and Chris Bangle, the American who took over BMW's design in the 90's (including MINI and Rolls Royce) after stints at Opel and Fiat.

Rams is not the only grand master featured in the movie. The super-studio IDEO (born in the 90's as the merger of Bill Moggridge's Moggridge Associates and ID Two and professor David Kelley's David Kelley Design) is shown as the superpower of American industrial design (even though Moggridge was actually born in the UK). IDEO is responsible for the first laptop, for Apple's first mouse, for Palm's PDAs and several non-electronic gadgets as well (its clients include PepsiCo, Ford and Procter & Gamble, among many others).

Although the movie makes a deep dive into the mind of the industrial designer as a professional and as an individual (showing the 'disease' that some of us feel, as very well exemplified by Jonny Ive, of obsessively overanalyzing other people's design choices and trying to guess at who their target audience was), it lacks something that both Urbanized and Helvetica have: conflict. While Helvetica uses the balance between modernism and postmodernism to lecture the spectator on good design and Urbanized pitches planned and organic urbanism against each other, Objectified misses the opportunity to pitch Rams' ten principles (especially being honest, environmentally friendly and long lasting) to the pressing forces of marketing to build in planned obsolescence and the constant push for consumerism. While it touches these points, eventually, it avoids making this a central point in the discussion.

This defect aside, Objectified is probably the greatest documentary on industrial design, especially from a designer's point of view, as it reminds us that every object, every tool around us has been designed by someone, for someone, to fill a certain need and complete a certain task, even if it was poorly so. It is a great service to the design community and it manages to be very entertaining while doing so. 

Friday, December 13, 2013

Thursday, November 28, 2013

Design for All: Finding the good examples around

In this post we were supposed to find good examples of accessible design. I don't know how most people started this search, but I begun by the most obvious place to me: my own computer. Most modern operating systems have accessibility options and Windows 7 is no different: the Ease of Access Center concentrates most accessibility features in a single screen:


When you open this window, it automatically starts reading the options to you out loud. I will also scan through every option, so if you have either difficulty reading or of mobility (or both), you can make your selection by waiting for the system to say the name of the desired option then just pressing the space bar (by far the largest button on the keyboard). Points for limited vision and dexterity. You can also set up alternatives for sound alerts (for the hard at hearing), alternate input devices (for several disabilities), higher contrast and larger fonts (visibility) etc.



Speaking of visibility, these guidelines for blind people are amazing. We had them everywhere in the subway system in São Paulo. Blind people can follow them using their canes, so they know where to go and where not to go. This example is very interesting (it comes from Japan): it moves sideways every time it comes near a manhole, so in the event that it might be open for work, blind people do not risk falling in. It even helps people with good vision: the obvious asymmetry in the design calls attention to the manhole ahead. Points for visibility, no matter if your blind or just totally distracted.


Speaking of moving around, this is a bus stop in Curitiba, Brazil. Even though it is elevated, it was actually designed with accessibility in mind: buses line up to the side of the tube and you board horizontally, with no ramps or stairs. You climb in through stairs, ramps or this amazing elevator for people with limited mobility or mothers pushing trolleys. You also pay when you climb into the tube, not when you board the bus, so there is no fumbling around for money, smartcards or bus tickets. Less lines, faster transit all around.


This is an accessible bathroom: no pesky doors in the way, the sink is low enough to use from a wheelchair (or to be used by children!), there is a very low shelf for the bathing products and rails all around (very nice to the elderly and also to wheelchair users). The dual shower heads allows for a no-compromises bath for people of all different heights and levels of dexterity.


Last but not least, one of my favorite examples of design for all from Robson Square in Vancouver, Canada. Instead of an obvious "accessible" staircase, with signs telling people with limited mobility where to go, ugly rails separating the ramp from the stairs etc, this is just an integrated space where people of all levels of mobility can get from one level to the other. Rails are integrated to the design with minimal disruption and stairs and ramp blend together in a single, beautiful structure. This is the perfect example that a universal design is possible and that accessibility does not need to be an afterthought or be something glued together to the "regular" design.

Sunday, November 24, 2013

Foundations of Human-Computer Interaction - Module 5 - Interface efficiency, KLM, GOMS

This module was filled with insights into my master's thesis. Maybe because my thesis is finally (!!!) materializing inside my head, maybe because it simply did have many concepts which bug me constantly, like the quantification of (in)efficiency of human-computer interfaces. But now I'm not only quite sure of what I am to propose as a thesis, but how to defend and quantify the results of the work.
Phew! Thanks Prof. Lamas! It must have been all that cheese bagel I had last week (just kidding, the meeting was great to solidify my ideas on tangible computing).
Without further ado, let's move to the concept map:

In this one I resorted a lot less to quantifications and special colors (maybe because the methods themselves are quite linear and self-explanatory, or maybe because they make sense to me).
Overall, this was a very information-dense module: lots of interesting things to learn from a rather small pool of key concepts. Good information efficiency, I guess!

Ubiquitous Computing Module V Assignment: SWOT analysis and rough timeframe for implementation

BYOD for Asio EduERP/School calendaring

Strengths
  • All required technologies are here, just not correctly deployed/integrated
  • Easy to assemble a team experienced in development and interface design
  • Direct interest of the University in improving the existing system
  • Direct interest from users (students and staff) in integrating scheduling in their existing workflow

Weaknesses
  • Not all stakeholders might see the use for the system (do not use computer based calendars etc)
  • Multiple platforms make for very widespread testing platform (many opportunities for incompatibility)
  • Might incur in unpredictable costs (large volumes of SMS messaging, for example)

Opportunities
  • Create a de-facto standard for academic calendaring
  • Synergies between service providers and universities can bring new partnerships
  • Steer universities away from closed-sourced implementations in the future

Threats
  • Asio is fully standards compliant, but closed-source, access to code might be impossible
  • Asio has own closed source alternative: Asio Edu App
  • Resistance to FOSS is still a reality in many Universities
  • No sponsorship, no project
  • Timeframe is very limited and inflexible - must work within the academic calendar

Rough Timeframe


Thursday, November 14, 2013

Getting around Tallinn University in a wheelchair: From Mare to Terra's Room T407

From the parking in front o Mare:


Not gonna use this ramp, sorry!
Sign says this way, but actually the bridge is on the second floor.

Elevator it is!

A-Ha! The bridge.
These doors are mighty heavy by the way.
Across to Silva/Astra
Up to the 4th Floor we go...
Silva, 4th Floor. Terra to the left.
Still to the left. Lots of wheeling around.
In the end of this corridor? No, still to the right.
4th Floor, doors to Terra to the right. Sweet!
Oh no. Stairs! Bummer...
No way. Dead end, right?

Bonus Round: I found a solution!

Go back to the 3rd Floor and back to Astra.

This little door with no sign whatsoever? Secret wheelchair elevator... Sweet!
Accessible buttons. Too bad this elevator is hidden!
Finally in Terra!


Ta-da! Took me a lot of time though :(

Sunday, November 10, 2013

Foundations of Human-Computer Interaction - Module 4 - The Human Processor Model, Fitts’ Law



In building this map I had to resist very hard not to follow Card's design of a little user's head when positioning the elements. I am actually glad I did, because I could maintain my habit of aligning equivalent elements (with the exception of working/long term memories, which I had to push diagonally to fit the recognize-act cycle). I wound up using four color codes: light blue for most concepts, yellow for the recognize-act cycle, gray for figures (time, capacity) and green for principles of operation and their consequences.
Not the best map I've ever built, but I believe most concepts are well represented, even if some are left unnamed (I decided some principles of operation were more important for their effects and naming them would be overkill).

Sunday, November 3, 2013

Ubiquitous Computing Module IV Assignment: Design Issues

In this post, I will try to analyse what are some of the issues the project of ubiqutifying ASIO EduERP might entail. By moving away from the centralized calendar website to the user's personal choice of calendaring application (be it on the web, on a mobile device, on a desktop or all of the above), we are basically inviting issues of multiple interfaces. There is no predictable point of entry, there is no single interface, but myriad apps with their own sets of features, constraints and limitations. The single most difficult thing, in this case, is knowing when a given feature is or isn't available to the user on his chosen platform - Can he accept/decline invitations?  Can he push changes back to us?
The safest route is to assume no interactivity whatsoever is available on his chosen platform, and implement all of them as web applets[1]: whenever there is need for user input, a simple, responsive website should be developed for the given input. Should the user's platform provide for that functionality, the website is redundant and can be ignored. Should it be needed, the user can resort to the web solution. Communications between system and user should use a widespread platform, such as email or text messaging (user's choice) containing human-readable information and links to the applet solution as well as the WebDAV content (computer-readable), so whatever context the user finds himself in (reading through his mobile device or desktop computer) he can take the appropriate action (open the web applet, receive the WebDAV link and let his application deal with it, leave the message for another time/context).
Likewise, the system should be able to issue and deal with redundant communication[2]. The existence of multiple points of entry dictates that at least some users will choose to, at different moments, use different interfaces for the same information. That must be not only be designed for, but even be encouraged. The system should, therefore, be able to deal with modal changes (some input coming from the web, other through WebDAV, etc) and sometimes modal redundancy (same input from different sources). These multi-modal inputs should never introduce new complexity, but should always simplify communication with the system. Instead of issuing arcane error messages, the system should just deal with it sending confirmation messages that sound like natural conversation (i.e. instead of saying "you reversed a given option", say "you seem to have changed your mind, are you sure?").

In this way, some of the following design issues are addressed: multiple interfaces, smartness, existing practices, feature parity, seamless of interaction and ubiquitous access. Understanding user's needs is also such an important feature that its lack was the main drawback of ASIO EduERP that inspired the creation of this project, so it is also (hopefully) addressed by it.




References:

[1] Hassler, V.; Then, O., "Controlling applets' behavior in a browser," Computer Security Applications Conference, 1998. Proceedings. 14th Annual , vol., no., pp.120,125, 7-11 Dec 1998.

[2] Stanciulescu, A., "A Methodology for Developing Multimodal User Interfaces of Information Systems", Ph.D. thesis, Université catholique de Louvain, Louvain, Belgique, 2008.

Sunday, October 27, 2013

Foundations of Human-Computer Interaction - Module 3 - Feedback, Errors, Forcing, Gestalt laws, Responsiveness


This one was a doozy, especially because I had to illustrate each kind of error with an example. After I had come up with examples for each kind, I had to come up with a visual style to separate examples from main concepts, something I did using shades of gray instead of the usual black on light blue. Since I had gone through all the trouble to visually identify examples, I decided that I would use the concept in other places as well, and also illustrated the responsiveness deadlines, forcing function types and laws of Gestalt in the same fashion. It might make for an over-populated map, but no complex concept goes unexplained. In the end, I really liked the result, even if, in terms of graphical weight, it turned out a little bottom-heavy.

Sunday, October 20, 2013

Ubiquitous Computing Module III Assignment: Enabling Technologies

In 2008, for the first time, laptop sales surpassed desktops [iSuppli]. Sometime between late 2013 [IDC] and 2015 [Gartner], tablets will surpass both laptops and desktops. These trends were made possible by the advances in power efficiency and computational capability predicted by Moore's law, and they are one of the driving forces behind BYOD (Bring Your Own Device), thanks to the fact that most people nowadays consider a portable computer to be their main computational device. This shift in behavior, especially in high-growth markets (such as Brazil, Russia, India, South Africa, Malaysia, Singapore and United Arab Emirates), has been blurring the lines between work and personal devices and between work and personal time [Ovum]. Another enabling technology that has great influence in BYOD behavior are wireless communication technologies. Wireless communication ranges from Near Field (NFC and RFID), passing through Personal Area (such as Bluetooth and Wireless USB), Local Area (Wi-Fi, RFID), Metropolitan (Wi-Fi, WiMAX, Muni Wi-Fi) and Wide Area (WiMAX, 3G and 4G telephony). Most of these technologies overlap and some even make use of one another (Bluetooth Smart or 4.0, for example, can use NFC to negotiate pairing and use Direct Wi-Fi to increase file transfer speeds), and are therefore part of the same IEEE standards family, 802.
Speaking of standards, one of the main forces of adoption of Internet protocols is the adherence to IETF (Internet Engineering Task Force) standards. The IETF is an open standards organization, mostly run by volunteers and with no membership requirements, but its standards are well regarded and taken into consideration by other standard organizations such as ISO and the W3C (the World Wide Web Consortium), responsible for HTML and related standards and Ecma International, the European Computer Manufacturers Association. WebDAV and related protocols are IETF standards, HTML is a W3C standard, JavaScript (in the form of as EcmaScript) has been standardized by ISO and Ecma; as has JSON, JavaScript Object Notation. Cerri and Fughetta (2007) classified standards in a gradation between closed, disclosed, concerted, open concerted and open de jure. Although none of the standards cited above reach the highest level of openness in Cerri and Fughetta, they do all belong to the open concerted definition, for they are all developed and managed by an official standardization body or by an open group or consortium. This allows everyone to implement solutions based on these standards, even to base their own standards on these.
The best way to develop a solution based on open standards and to ensure its implementation is through the adoption of Open Source Software. OSS provides for a reference implementation that can be replicated and easily audited by external parties, ensuring there are no implementation mistakes. It also allows for easier adoption, because its replicability leads to widespread dissemination (Davidson and Heineke, 2007).
These are the main enabling technologies and/or strategies that orient my proposed implementation of a ubiquitous solution: portable, wireless communication devices with low-power, high performance processors, in the form of the users own personal computing devices, Whenever possible, respecting the users own choice of software implementation is key, therefore the solution must implement open protocols and standards to allow the user to choose his own solutions to his scheduling and messaging needs. When there are no existing solutions on the client side, or when such solutions do not provide for all the needed functionality, Open Source implementations of standards-based solutions (such as dynamic web applications based on HTML, JavaScript and JSON) can supplement existing solutions without breaking users workflow (i.e. without forcing users to log into a specific website just to complete a given task). All the communication between existing solutions, functionality extenders and the underlying system should also happen using open protocols, allowing for rapid implementation by other educational organizations without forcing them to move out of their existing implementations (save when the organizations have no control over existing implementations, i.e. when they use commercial, closed-source software). This would allow for widespread adoption, not only by users served by ASIO such as the staff and students of Tallinn University but also by other educational institutions.

References:

  • Cerri D, Fuggetta A. Open standards, open formats, and open source. J Systems Softw 2007;80(11):1930-1937.
  • Davidson SM, Heineke J. Toward an effective strategy for the diffusion and use of clinical information systems. J Am Med Inform Assoc 2007;14(3):361-367.

Bonus round: analysis of existing competing solutions

Fedena is an open source, web-based student information system developed in India for the government of Kerala. It is built on Ruby on Rails and allows for the development of plugins. It is entirely used via a web browser also has the ability to communicate with students, parents, teachers and staff via SMS and but is otherwise unable to integrate with users mobile systems, such as calendaring.
SchoolTool, likewise, is an open-source SIS written in Python and completely web-based. It is included in the Edubuntu Linux distribution. Besides being web-accessible, it is also able to import and export most of its data as Excel spreadsheets and CSV (comma-separated values), but it cannot communicate in real-time with other calendaring systems.
OpenSIS is another open-source SIS, based on PHP and MySQL. It is available as a free community version, has premium paid upgrades and integration features and is also available in a Cloud SaaS (Software as a Service) version. Although premium versions integrate to other systems such as Moodle, OpenSIS also has no BYOD provisions.
SIMS is the closed-source School Information Management System developed for use in the United Kingdom. Although it is commercial, closed-source software, it was paid for by the Bedfordshire County Council and enjoys 80% adoption in the England and Wales. It is based on Microsoft SQL and accessible via web through Microsoft SharePoint. Although the British Educational Communications and Technology Agency has established an Interoperability Framework for British Schools, SIMS does not implement it.

Of all systems mentioned above, probably only SIMS users would have a hard time implementing a standards-based communication and collaboration platform for BYOD, a problem it shares with ASIO EduERP itself, since it is also a closed-source, commercial solutions.

Sunday, October 13, 2013

Foundations of Human-Computer Interaction, Group Assignment 3: Design critique

Group Members: Gabriel Motta FerreiraAntra Balode, Eduardo Ferreira Fontes Mercer

Memory Sticks

I am about to talk about an issue that has bothering humanity for the past half decade. Its name is memory stick (or flash drive, or pen drive - depending on the country). It doesn’t matter how good you are with computers, you will always struggle trying to find out what side should your memory stick be to fit the computer USB input two to five times. But how come people have so many problems to find out the right position if there are only two (logical) options? Are we all still baboons trying to find our ways out of the cave (or into the cave, in this case)? Probably not...


There aren't many affordances in these objects speaking in a physical sense. Its design suggests users to either put memory stick to the USB whole or to take it out. However, USB entrance gives the limitation or constraint of only allowing one side to be fit in there. Now, because of memory sticks’ rectangular design, there are two logical options for being accepted it in the USB hole. By logical I mean that we can distinguish the sides visually and therefore, we have only two possibilities remaining. However, a lack of visibility and an exaggerated similarity between the two sides make it hard for users to understand what side is the correct one (and the incorrect one).

Its design also doesn’t allow users to create a conceptual model in their heads in order to deal with the product’s complexity. Maybe the problem comes from before memory sticks, as probably USB entrance is older than the object analyzed here, but its creators definitely did not consider the future users of memory sticks and their minds. It is an useful accessory many of us use many times in our daily lives. But as our attention is always turned to its digital use within computers, we often get memory sticks while looking at the screens and try to fit them somehow in the USB input with our minds somewhere else. Because of their shape, we randomly choose one side to try it out first and if lucky (never happened to me), we can successfully put it in the right place in first attempt.


fig. 1 - regular memory stick.


What usually happens is that users fail to put the stick on in the first attempt. Next, they turn the device to a second attempt. Maybe because users already have pre-defined in their minds conceptual models that they will fail many times trying to use memory sticks, maybe because there is another design error I am not aware of or maybe because of an ancient curse, the object usually also doesn't go in in the second attempt. So, often users keep trying to put memory sticks in USB entrances for several seconds (maybe even minutes, in more severe cases!) turning it around and around until it finally decides to ‘click’.

Apple’s solution


How to change a global design error that resulted in millions of frustrations? You can’t. Having a standard entrance as the USB one, doesn’t allow designers to come up with new bright ideas to solve the issue 100%. Nevertheless, Apple managed to reduce let’s say 50% of USB’s entrance problem by making it more visible which side is up. It is impossible to change the cable’s shape because it has to get into the hole, but it is possible to make a clean, white design with a simple sign indicating which side is up (duh!). This way, our everyday guy fails to put the cable in the USB whole in the first attempt, but from then one he sees the device and understands which is the right side, creating a conceptual model in his head due to visibility and getting rid of the old curse forever. 

fig 2. Apple’s USB solution





Old VS New train information displays in Riga Central Railway Station
Information displays in Riga central train station were changed around a year ago. Instead of the “old-school” displays (fig.1), new ones were set up. This is not a bad thing, as probably the whole system needed the digitalization and synchronization. The old billboards did an obviously good job in informing the passengers about what they need to know - that is - when is the next train to their desired destination, when is couple of others after that, and what is the current time at the exact moment. 


Fig. 1 - old schedule billboards in Riga Central train station. Departures

Right besides the central departures billboard, another one was located, that reflected the information about arriving trains (in mixed order, as for arrivals it is important to see if the exact train has arrived, not the next one from the same destination). 

Fig. 2 - old schedule billboards in Riga Central train station. Departures + arrivals

The new displays, shiny and bright, bring more confusion than joy to the Latvian Railway clients. The specifics of the train passengers in Latvia is, that they are mainly traditional, low-income, working class people, not familiar with technologies, not dynamic and take time to get accustomed to new systems and user interfaces. In spite of knowing that, the new system creators used another way of mapping, instead of modernizing the existing one. 

Fig. 3 - new schedule billboards

Firstly, all the trains are now listed in order of their departure, not depending on destination. That means, the passenger looses time browsing through a big list of trains, instead of directing his sight to one, certain place of the billboard, that he has been used to examine for years. The visibility is lost. A big part of the billboard is now taken by the train number, consisting of four numbers, that makes absolutely no relevance to a standard passenger, that raises question about the conceptual model and if it is thought out properly. The destinations in Russia are written in Cyrillic, assuming that the only ones traveling to Minsk and St. Petersburg are russians.

Now, the obvious need to compare the departure time with the current time, to see if you have enough time to go to your train, or maybe you have missed it, and it makes no sense to, say, run. This is challenging here as well, as the clock (on the left of the billboard) is mapped to show the current time, date and temperature outside. The data changes, each mode taking approx. 5 seconds. If I’m running to the last train, i do not care at all, what is the temperature outside. Or what date it is. I need to know, how many minutes and how many seconds I have till my train will leave the platform.

Visibility of the information in the new billboards is questionable as well - the choice of fonts is not up to date, the titles of the columns are small (especially for those, speaking English - in order to see what means what takes big efforts, and the passenger has to spend more time exploring the information grouping system than if the model, mapping and visibility would be sorted out correctly. I mean, they changed the thing in 2012, and both user interface designers and newest technologies are available without limitations.
Fig. 4 - Arrival billboards.

Where is the train arrival schedule now? Oh, somewhere in another hall, hanging there in a way you can actually notice it just from one particular angle (fig.3). So if you need to know when do the trains arrive, you can run around the whole big station hoping, that the billboard is somewhere...

Fig. 5 - just for fun. The billboard changing process. The signs on the screens say “Does 
Not Work”. Really? Here they DO care about visibility. :)

Latvian Railway versus Estonian Railway interactive train schedule tool

This is the Latvian Railway online, interactive tool for viewing train schedules. Instead of letting the user see when the train goes, and how much it costs to go from one point to another, we are presented with a rather complicated set of explanations and mapping. 

The departure and destination station drop-down menu is what I need, but what does the “interchange station” do there, as there is never more than one choice of interchanging the trains if they are served by two lines. The “erase” button makes it even more “colorful”. Date and time - OK. It is followed by information about extra fee for certain numbers of trains, because they are faster than others. I would never browse the train numbers to see if that’s the one I’m planning to take, that costs 0,20 sents more. There is no information about the standard price anyway, for that you have to press a separate link. Then comes a table of available trains. To be honest, passengers rarely care about train number, transport type and carriage type, it just makes the information messy and hard to consume. And then comes the best - explanations about some special cases and symbols in the schedule (that I have almost never seen). The green one is the trains with reduced ticket price (remember - the extra price was indicated in another, separate way above the schedule. The yellow one shows the trains with some operative changes for this and the following week. What changes? Are they there now, or will happen next week? What kind of changes? Confusing indeed. 


Pressing on a separate link, we can get to a user interface design and mapping “masterpiece” - an “interactive” map of the train lines. Basically it works for manually selecting the stations for the form I described earlier. Left-click on a station - it fills the departure station form, second station user clicks on - arrival station, third time -interchange station. It took some time for me to figure out, how that works, and what changes after my clicking, and what is it for. There is even a “manual” beneath, showing you can also right-click, getting the “context menu”, that practically means you get access to “station information” and “station picture”, none of them has content in any of the stations. In addition, only part of the stations are clickable at all, without any explanation of which ones and why not others. Plus, the map contains some train lines that do not exist anymore, even physically. 

As a contrast example - Estonian Railway online scheduling solution in elektriraudtee.ee website. It is important to note, that for some reason the website was not available neither in English or Russian at this moment, that would be the languages I understand, so I was using Estonian version. And no word of a lie, I did not have to spend an extra second for hesitation about what buttons to press and where does each bit of information lead to. That is what good conceptual model means. The very home screen of the website offers me to choose the destination and date, one simple button leads me to as simple results - time at the departure stop, at the destination stop, which direction to take. If I am interested in more details, as price and time in each station, I logically press on the link provided on the route, and get to a nicely made table with all the necessary information. 


Windows 7 versus Windows 8

The new Windows 8 'Modern' UI follows a design language Microsoft has been experimenting on since the nineties, based on typography instead of icons. It takes inspiration from the Swiss Style of graphic design and from signage typically found at public transport systems. Though previous incarnations of this design language have received accolades from experts such as the Industrial Designers Society of America (IDEA), it had yet to be tested on a desktop operating system, where the WIMP (Window, Icon, Menu and Pointer) design language has been the dominating paradigm since the introduction of the Macintosh in the eighties. This is, in a sense, the first instance of an operating system making use of a noncommand or post-WIMP interface.

Windows 7, a typical WIMP interface



Compare the screenshot of Windows 7, above, with that of multitasking on Windows 8, below. In the image above, you have different overlapping windows, a desktop full of icons and a taskbar sporting a main menu (the "Start" menu, symbolized by the Windows logo), icons for running applications and a notification area.  In the second image, you see three concurrent tasks "snapped" together side-by-side, each occupying all of the vertical space and different portions of horizontal space.
Windows 8's 'Modern', post-WIMP interface


Although at first glance you might judge that the non-overlapping windows on Windows 8 afford greater visibility, focusing on the data, you soon discover that unlike its predecessor Windows 8 actually hides all extraneous commands. This creates an environment free of affordances, where the user is unable to see what options are available without resorting to gestures like moving the pointer to a corner of the screen or sliding your fingers from the border of the touchscreen to call up a list of 'charms', as seen in the screenshot below:

Windows 8's Start Screen and a list of 'charms' called by sliding from the right

Another problem with Windows 8 can be illustrated by comparing the screenshot of the new Start Screen above with the montage of Start menus below, which groups shows the evolution of the concept from Windows 95 all the way to Windows 7. The move from an ever-present, hierarchical menu to a hidden, flat and animated full-screen presentation of 'live tiles' breaks with the established conceptual model built from eighteen years of user experience on previous versions of Windows and other WIMP-based interfaces.
Evolution of a conceptual model

This analysis concludes that, even though Windows 8 gets a lot of things 'right', it fails to live up to the expectations of users, making for a painful transition and an overall poor user experience, instead of building up on years of mutually reinforcing design principles. In that sense, Windows 7 gets the better hand on the balance between a clean interface focused on data consumption and a familiar interface with greater visibility and affordances.

References:

Gentner, D., and Nielsen, J.: The Anti-Mac interface, Communications of the ACM 39 August 1996.
Nielsen, J. Noncommand user interfaces. Communications of the ACM 36 April 1993.
The Windows Interface: An Application Design Guide. Microsoft Press, Redmond, Wash., 1992.Norman, D.A. The Design of Everyday Things. Basic Books, New York, 1988




Foundations of Human-Computer Interaction - Module 2 - Seven stages of action, Types of knowledge


Concept Map - Click to enlarge

This was a complicated map to draw, firstly because I had a hard time, at first, to represent the cyclic nature of the seven stages, then where to derive the cycle to represent the gulfs of execution and perception. Another challenge was connecting the two maps (Seven Stages and Types of Knowledge) as a single one. The second map flowed a lot more naturally, even though it looks more convoluted than the simple circular nature of the first one. It was quite interesting to map these concepts and it helped me make more sense of them as a system.

Sunday, October 6, 2013

Ubiquitous Computing Module II Assignment: Characteristics of Ubiquitous Computing

For last module's assignment, I proposed applying the principles of Ubiquitous Computing to the timetabling system for ASIO EduERP. In this module, I'll analyse what principles are lacking in the current system and what characteristics of UbiComp can be applied to it. In my last post, I showed a chart of ASIO's University Timetabling Module Principles. For reasons of added clarity and ease of use, I've re-drawn that chart in CMapTools:
I have color-coded the chart as follows: orange represents system modules, blue represents user input and green is the human-readable data we are most interested on, the calendars. Analyzing the chart, we see some interesting design decisions. The system lacks considerably in transparency, forcing users (students, teachers and administrative staff, weirdly identified as "Timetables" in the chart, as if they are not actual people but simple "timetable-spewing-sources") to approach the system to feed and to receive information from it. This is a symptom of system-centric design, as opposed to a user-centric design approach. These personas (student, teacher, staff), as defined in Blonkvist, 2002, allow us to understand that different users have different interests and, therefore, approach the system with different outcomes in mind. By taking behavior into account, we are better equipped to allow information to dissolve into behavior (Greenfield, 2010). To decrease opacity, we must remove (at least some of) the cognitive effort of interacting with the system (Kuniavsky, 2010). I have then re-jiggled the chart, without adding any other modules, but re-imagining the relationships between them:
In this new relationship map, users (Students and Teachers) approach the system directly through the data they are most interested in, namely, their personal calendars. These context-aware calendars are completely tailored to the target user's needs, accessible though their media of choice (web, device or desktop calendar application), allowing for a Bring Your Own Device philosophy (Ballagas et al, 2004). Changes the users apply to their calendars are then routed through the underlying system modules, validated, and returned to the users, transparently, as simple confirmation or error messages, according to the availability of the chosen options. This way, there is a layer separating the human context of the user from the ICT context (Poslad, 2011) of the system, in the form of the calendar. This awareness makes direct access to the underlying modules superfluous, albeit still possible (represented by light cyan arrows). A challenge that remains to be approached is how to integrate the third persona (staff) into this context-aware scenario, given that their relationship to the system does not happen through calendars, but through timetable entry and correction (represented by a dark orange arrow). Further investigation is needed to better integrate all usage scenarios into the fold, isolating the users completely from the system modules and creating a more transparent environment.

References

Blonkvist, S (2002). Persona – an overview. KTH Royal Institute of Technology.
Ballagas et. al. (2004). BYOD: Bring Your Own Device. UBICOMP 2005
Greenfield, A. (2010). Everyware: The Dawning Age of Ubiquitous Computing (1st ed.). New Riders Publishing.
Kuniavsky, M. (2010). Smart Things: Ubiquitous Computing User Experience Design (1st ed.). Morgan Kaufmann.
Poslad, S. (2011). Ubiquitous Computing: Smart Devices, Environments and Interactions (1st ed.). Wiley.

Sunday, September 29, 2013

Foundations of Human-Computer Interaction, Module I - Visibility, Affordances, Mapping, Constraints, Conceptual Models

Just a little conceptual map I did with CMapTools for the first module of IFI7159 - Foundations of Human-Computer Interaction:


I know it's not some sort of masterpiece, but I promise I'll keep improving on it!

Sunday, September 22, 2013

Ubiquitous Computing Module I Assignment: a design and development scenario for the implementation of ubiquitous technology

My first challenge, certainly, was bringing the focus to a palpable, quantifiable problem. I (and I believe most people who even knows the concept of ubiquitous computing) still tend to think of it as a pie-in-the-sky, all-or-never concept, in a 'the status quo of computing is this, but it should actually be like that' way. Finding a single application where ubiquitous computing principles are poorly applied proved elusive for a while, and then it hit me.
Most people reading the blog post are current users of Student Information Systems. The purpose of these systems is to handle student information, class schedules, classrooms assignments, academic progression, discipline and so many other school administration subjects. Even though the name leads you to think that such systems are supposed to hand information over to students, most of these systems are built around a school administration workflow, leaving two of the most common users out of the development loop: students and teachers.
Now you must be thinking 'where does this guy take such preposterous ideas?', especially if you are part of school staff. Let us look at a chart from Asio EduERP, the Finnish/Estonian system we use here at Tallinn University, shall we?

Look at how the workflow is presented. Students and teachers are peripheral data-sources, not central parts of the system. You may say that is just a stylistic decision, but it reflects a development philosophy where these users needs are not taken into consideration.  Let us consider this screenshot of the resulting calendar of a given student, as output by Asio:
 
I'll give you time to search for all the export options on this screenshot. Did you find one? Maybe the little printer button on top of the agenda, and that's it. Tell me: when was the last time you printed a school calendar, 1998? Adding insult to injury, Asio/ÕIS requires Firefox or Internet Explorer to run. No explicit Webkit support means no Chrome, Safari, iPhone, iPad or Android support. In my research of several different SIS (OpenSIS, SchoolTool, QuickSchools, SIMS, etc) I found a single one that had any mobile support: Fedena, developed in India as the basis for Sampoorna, the system that centralizes information on all 15,000 schools of the state of Kerala.

So what do I propose? I believe the simplest, most cost-effective solution to the over-centralization of SIS in general and of Asio/ÕIS in particular would be the use of WebDAV extensions to its various input/output systems. WebDAV is an IETF standard expansion of HTTP built to facilitate collaboration in managing web systems. It describes methods of sending data back to web servers, turning HTTP into a two-way protocol. It is also the basis of CalDAV and CardDAV, the protocols used to synchronize calendars and contact lists between web services and mobile devices. By implementing WebDAV into a SIS a teacher could, for instance, have his Google Calendar update automatically when new classes are scheduled, or negotiate conflicts if he has a personal appointment that impedes his appearance in class. Students could be instantly notified on their mobile phones or laptops when a class is up (or moved), and even receive invitations to classes they showed interest in and 'RSVP' to those classes, instead of having to log into to system every time they need to review information, then manually input all that data into their calendar or class scheduling application of choice. It is a simple solution that accommodates the growing tendency of BYOD (Bring Your Own Device) while taking into consideration the principles of modern ubiquitous computing philosophy.