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Mostrando entradas con la etiqueta interaction design. Mostrar todas las entradas
Mostrando entradas con la etiqueta interaction design. Mostrar todas las entradas

martes, noviembre 08, 2011

Magic Inside vs the Coherent Universe

Reflections on the evolution of user interfaces

Have you been hanging around common people lately, watching how they use their computer systems? They often seem TERRIFIED from using their computers to their full potential. They learn how to perform their usual four or five tasks, and any deviation of their known flow (such as an error dialog) often means that they won't be able to finish the task.

Why is this so? If you ask them, what they will tell you will fit into this two main reasons: because of the very real possibility to break the system, and because most actions are overly complex even for simple tasks such as syncing their music folder with their mp3 player.

That's the reason why task-based flow environments, such those found in the Post-WIMP devices such as with Android and iOS, work much better than object-oriented environments for these users; self-contained tasks offer all the information users need to achieve their goal, while in desktop environments the user must have a thorough understanding of all the virtual objects and their relationships before anything cat get done at all.



Task-based
  


Object-based
Users simply don't have the background nor the time needed to learn all those concepts, since the objects are designed in a way that it's hard to make sense of. I call the first task-based style the "Magic Inside" model, and the second one the "Coherent Universe". People enjoy pressing buttons and having the desired result appear, as long as the right magic is achieved and no unexpected things happen. On the other hand, making sense of a whole universe is likely to be overwhelming, though it allows for much more flexibility. These styles are by no means new, they are  design forces that have appeared and been discussed in traditional interfaces. Usually good designs strike a good balance in the middle.

Legacy controls, and the future

The WIMP widgets certainly were extremely well designed and flexible for their time, and that's why they could have survived all those years at all; and if you think of it, they were at first quite task-oriented in the way that I explained above. But they've largely overexceeded their useful life for many purposes, and they're not well adapted to the needs of modern applications (how many menu bars do you see on Twitter, Facebook, Google or Wikipedia?). They've not been replaced because we haven't found an optimal replacement yet, and because the HUGE investment in existing tools (widget libraries, integrated development environments, and peripherals) supporting their model. Those make for a strong conservative force. (Yup, developers are extremely conservative people when it refers to their profession tools).

Certainly some gestural and natural interactions are gimmicky when applied to traditional tasks. The trick is that they will allow for new kinds of tasks, those that have been held back by the dominant desktop metaphor - primarily, sharing information between people on the same physical and/or virtual room, and working on analyzing and editing huge data sets.



Design of desktop environments for the common user

System builders ofen try to create a flexible interface by cramming it with configuration options, in the hope that naive users will find a simple default configuration that works well, and expert users will be able to set up the interface to match their needs.

In my view there are two kinds of configuration options. The first one allows the user to create new workflows (adding widgets to panels and the desktop, installing apps from the market...) and is useful for adding powerful options to the system, and the second one (far too common in Free and Open Source software) is used to get rid of design decisions that get in the way of the preferred workflow.


New FOSS desktops like Gnome 3 and Unity are attempts to simplify and reduce the need for configuration options. In its effort to get rid of the second kind of configuration, these projects seem to have made the mistake to also remove the first one. That doesn't mean that the underlying design is the wrong one, centered around a task model that can be expanded to accomodate new tasks; it's just that they have made ther system simpler than it should be.

That "Magic Inside" kind of thinking is a solid and much needed one. That's why the public is flooding toward the mobile appliances and nobody really bother to try the FOSS alternatives (Plasma, Meego) - no one is able to make sense of them because they're not task-oriented, at least not for the tasks that are more commonly needed.

But empowering users so that they can create their own magic, is an option not found at the new Post-Wimp style found at mobile devices. We need to find a way in which some of the possibilities of the Coherent Universe can be added to the task-based Magic Inside devices. That's the challenge for UxD and interaction designers in the next years.

martes, septiembre 21, 2010

El fin de las aplicaciones

Artículo sobre la integración de componentes de varias aplicaciones.

Applications, User Interfaces, and Servers in the Soup

We need similar visual metaphors, easy to grasp quickly and manipulate in rich combinations, for such concepts as piping output to another program, setting up filters, and launching programs upon the reception of particular events.

martes, septiembre 07, 2010

Patrones oscuros: cómo nos engañan las páginas web

Dark Patterns

El diseño centrado en el usuario intenta crear páginas web y aplicaciones de ordenador fáciles de utilizar, y especialmente adaptadas a las necesidades de sus usuarios

El lado oscuro del diseño aparece cuando las mismas técnicas de facilidad de uso se utilizan para persuadir al usuario de una web comercial, no a encontrar la información que más le conviene como comprador, sino la que más le conviene al vendedor.

Se llama diseño persuasivo a las técnicas profesionales que intentan cambiar el comportamiento de las personas de forma no coercitiva, sólo con influencia basada en principios psicológicos conocidos.

La página DarkPatterns nos muestra una selección de estas técnicas utilizadas cuidadosamente para obtener un diseño que deliberadamente perjudica al usuario. Un usuario cuidadoso será capaz de detectarlas y evitar el efecto pernicioso (a costa de que el proceso resulta innecesariamente más complicado de completar con éxito). Pero como técnica comercial efectiva, es suficiente que unos pocos caigan en la trampa para que sea rentable; un comprador con prisas, con problemas de comprensión lectora o con dificultades de visión es un buen candidato para ser víctima de estos patrones oscuros.

Muchas de estas técnicas no son exclusivas a los ordenadores, pero el medio digital las hace especialmente efectivas. Veamos algunos ejemplos.

Cesta de la compra sigilosa
 http://darkpatterns.org/sneak-into-basket/

En el proceso de compra de un producto, aparecen como sugerencia algunos complementos y accesorios. El truco en este caso es que el checkbox para añadir el accesorio aparece marcado por defecto. "Puntos malignos" extra cuanto más escondido y más pequeño.

Es especialmente efectivo si se introduce en la pantalla de revisión final de la compra, donde el botón "Continuar" realiza directamente el cargo en la tarjeta:

Impedir comparar precios
http://darkpatterns.org/price-comparison-prevention/

El precio final calculado no se muestra directamente, sino que requiere activar y desactivar varias opciones, o cambiar alante y atrás entre varias páginas (la navegación llamada de "palo saltarín"). Esta es una forma deliberada de impedir que el usuario compare el precio real de varios de los productos, especialmente frente a sitios de la competencia.

"Desnudo por defecto"
http://darkpatterns.org/privacy-zuckering/

Dedicado a las opciones de privacidad de Facebook, diseñadas para compartir mucha más información de la que el usuario tenía intención.

El nuevo diseño de la interfaz de configuración de privacidad promete que el usuario podrá gestionar fácilmente la información que quiere compartir. Sin embargo, algunas opciones (las más rentables para Facebook como las listas de amigos, aplicaciones, y "me gusta/no me gusta") no se pueden configurar en este sitio, requieren localizar algun botón escondido en rincones poco accesibles.

¿Me dejas tus llaves?
http://adactio.com/journal/1357

Muchos sitios sociales son culpables de este comportamiento. Para facilitarte cargar tu lista de contactos, te piden la contraseña de tu cuenta de correo, en principio sólo para hacer esta lectura inicial de tus conocidos. Esto tiene dos problemas:

- Algunos sitios, en un abuso de confianza, aprovechan para mandar "spam amigo" a todos estos contactos, con contenido promocional del sitio.
- Aún más grave, este diseño habitúa a los usuarios que es habitual proporcionar tus contraseñas a quien la pida para facilitar este tipo de pequeños servicios. En realidad están entrenando al usuario para ser víctima de la estafa del phishing. Por este motivo no se debe nunca, nunca proporcionar en una web tu contraseña de un tercer sitio.

Cargo secreto a la tarjeta de crédito
http://darkpatterns.org/silent-credit-card-roll-over/

Otro clásico. Un servicio te ofrece un periodo de prueba gratuito, y solicita una tarjeta de crédito para comprobar tu identidad. Tras entregarte el producto prometido ("completamente gratuito") te registran al servicio sin mayor aviso. Por supuesto, no hay ninguna notificación adicional al terminar el periodo de prueba; la siguiente notificación que se tiene de la empresa es el cobro del primer plazo del servicio en su phttp://darkpatterns.org/anti-scan-trick-questions/eriodo de pago.


Anti lectura rápida
http://darkpatterns.org/anti-scan-trick-questions/

Para terminar, uno de los más insidiosos. Se introducen elementos en un lenguaje redactado para que a primera vista parezcan inofensivos, pero que en realidad significan lo contrario de lo que aparentan. Especialmente diseñado de acuerdo al principio demostrado de que la gente no lee realmente las páginas web, sólo las ojea.

Especialmente malvados son los checks de suscripción a notificaciones comerciales o cesión de datos escritos de forma deliberadamente ambigua, en los que resulta imposible adivinar cuál de las dos posiciones es la que respeta tu privacidad.

Como vuelta de tuerca adicional, en este ejemplo algunos de los checks tienen significados opuestos en cada línea respecto a la anterior: para evitar suscribirse a ninguna opción, hay que marcarlos en los estados desmarcado-marcado-desmarcado-marcado.



En este último ejemplo, una web de viajes utiliza el truco para lograr el efecto de la cesta de la compra silenciosa. ¿Puedes ver qué se va a añadir a tu factura, salvo si desvías tu atención de rellenar los datos de compra y la dedicas a descifrar las instrucciones ofuscadas?

jueves, julio 08, 2010

Cómo crear una sesión de test de usuario

Creating usability test tasks that really motivate users

The magic of usability tests is that you get to see what people actually do with a system (rather than what they say they do). This gives you great insights into how people behave and how to improve your design. But if your tasks lack realism you’ll find that people just go through the motions and don’t engage with the test — reducing the credibility of your results. Here are 6 ways to captivate participants with great test tasks

domingo, mayo 23, 2010

TABADA! use cases

Some use cases for the TABADA! semantic information system.

- TABADA! Multiselect + TABADA! Multiedit: Add an ordering number to all the images taken at the Mexico pyramids.

- TABADA! Dataflow + TABADA! InfoPanels: Show on the desktop all the technology news from the three main online newspapers.

- TABADA! Action!: Publish all items tagged with "keep" to my Facebook account.

martes, mayo 18, 2010

UX design explained to teenagers

http://www.adaptivepath.com/blog/2010/03/12/explaining-user-experience-design-to-high-schoolers-and-other-new-audiences/


"My goal was to prepare them for that project by communicating two key things:

1. Make things for people.
2. Those people aren’t you.

Before the class, Ben warned me about the attention span of his students, and boy was he right. The thing about high school kids is they won’t pretend to be interested if you’ve lost them. Adults at a conference will gaze forward in your general direction, but high school kids will just put their head on the table and go to sleep. If you ever want to get a real gauge of how interesting a speaker you are (or how well you’re really communicating), I highly recommend it, humbling as it is. "

miércoles, mayo 12, 2010

Features or not features

Diseño sencillo vs diseño con muchas funcionalidades.

"Features are good. They set Firefox apart from others, and attract users. What bothers users is features that don’t have a mature user interface. The solution should be to fix the interface, not drop the feature."


http://robert.accettura.com/blog/2005/09/04/features-vs-usability/
http://i.bnet.com/pdf/174974-Defeating_Feature_Fatigue_.pdf
http://berkeleymath.com/Documents/Defeating%20Feature%20Fatigue.pdf

domingo, mayo 02, 2010

HCI implicito

http://reflaction.info/?p=59

Non-gesture interaction, where the computer directly analyzes user behavior:

“Implicit human-computer interaction is an action, performed by the user that is not primarily aimed to interact with a computerized system but which such a system understands as input.” [5]. This is opposed to explicit HCI, where “the user tells the computer at a certain level of abstraction (e.g., by command-line, direct manipulation using a GUI, gesture, or speech input) what she expects the computer to do.” [5]. An example of explicit HCI is using a direct-manipulation graphical user interface (GUI) to drag a file from one folder to another, in order to have the file become located in the target folder. Implicit HCI, on the other hand, requires computers to observe and interpret what the user is doing, via sensors, which may be implemented as physical sensors (e.g., GPS) or digital sensors (e.g., file usage monitor)."

Ejemplo: GNOME busqueda contextual de ficheros

Un buscador asociativo de ficheros usando Gnome zeitgeist. Tiene algoritmos de detección de ficheros relacionados (working sets).

http://seilo.geekyogre.com/2010/03/reviving-gimmie-using-zeitgeist-meet-sezen/

http://vimeo.com/10678237

martes, abril 13, 2010

Microsoft KIN: MS's iPhone contender

Microsoft provides with it's KIN phones a good exercise in goal-oriented design. Its two proto-smartphone versions (KIN ONE and TWO) include three features targeted at the most common use case for a hand-held, cloud-connected communication device:

- The Loop is the always-on feed reader. In a twist w.r.t. other phones, they make it the default view so that the user always can review the latest feeds from their primary social connections. These can be grouped in several priority layers, which is a nice touch not provided by Facebook.

- The Spot can be a killer feature. It provides a 21st-century clipboard, a place where the various web clips, bookmarks and half-written musings can be collected until the user's ready to compose them into a published article. This provides a predefined and better workflow for this task that doesn't force the user to keep track in short-term memory of all relevant information pieces while composing a post.

- KIN Studio is a lightweight application that works as a end-user repository for captured data, with specialized tools to create metadata and categorize content according to content type, subject, people, geomapping, timestamp.

Each feature on its own provides a nice touch to enhance the blogging/feedback/social network experience. The three of them together can create a tightly focused environment for creating and sharing. I'd like to have it in my hands for 2 hours and feel how they work.

miércoles, abril 07, 2010

Pie menus and other menu systems

http://www.autodeskresearch.com/projects/menu

Part of the Novel Input & Output Project

A menu system often serves as the core interaction workhorse of an application. We have researched and productized a few solutions that enhance the user’s experience. Most notably is the marking-menu which allows a user to perform a menu selection by either popping-up a radial menu or by quickly making a straight mark in the direction of the desired menu without popping-up the menu. Other investigations have focused on providing efficient access to a large number of menu-items (the HotBox), menus for pen computers (tracking menus), for rapid tool switching (pieCursor) and multitouch environments (multitouch marking menus).

martes, marzo 30, 2010

Nielsen Alertbox - diseño paralelo

Estudio de Nielsen sobre diseño por varios equipos en paralelo para crear la primera versión de un prototipo de interfaz. Si la segunda versión se crea como mezcla de las mejores ideas desarrolladas en paralelo, el resultado final tiene significativamente mejor usabilidad.

http://www.useit.com/papers/parallel_design/

jueves, marzo 25, 2010

Hierarchical State Machines for GUIs

Event-driven programming is widely used in [[graphical user interfaces] because it has been adopted by most commercial widget toolkits as the model for interaction. The design of those toolkits has been criticized for promoting an over-simplified model of event-action, leading programmers to create error prone, difficult to extend and excessively complex application code:

Such an approach is fertile ground for bugs for at least three reasons:

1. It always leads to convoluted conditional logic.

2. Each branching point requires evaluation of a complex expression.

3. Switching between different modes requires modifying many variables, which all can easily lead to inconsistencies.

Instead of a low level action-reaction, Miro Samek proposes a better approach using finite State Machines to control the interaction logic necessary to define the state changes to incoming events. Hierarchical State Machines have also been proposed as a high-level model for reactive programs. The UML language in particular provides a complete specification to represent state machines.

Some alternate implementations:

http://accu.org/index.php/journals/252

http://www.eventhelix.com/RealtimeMantra/HierarchicalStateMachine.htm


miércoles, marzo 17, 2010

Programación visual (con Tersus y Qt)

La programación visual permite controlar el ordenador de forma automática usando un lenguaje gráfico.

Los cambios que queremos hacer en nuestros archivos se indican como una secuencia de pasos de transformación de datos. Cada paso es una caja, y el orden de los pasos se representa con flechas.

Tersus Model Screenshot.PNG


Qt es una herramienta de programación, que dispone de un lenguaje declarativo llamado QML para crear interfaces de aplicación sin tener que detallar todos los pasos que tiene que seguir el ordenador.
http://labs.trolltech.com/page/Projects/Graphics/Kinetic/DeclarativeUI

viernes, enero 22, 2010

Firefox Tab prototypes challenge

Concurso de ideas sobre tabs - brainstorming

Mozilla Labs Design Challenge: Summer 09 - together with IxDA and Johnny Holland
finding creative solutions to the question: "Reinventing Tabs in the Browser - How can we create, navigate and manage multiple web sites within the same browser instance?"

miércoles, enero 20, 2010

Wharton’s four questions for user-centered HCI

Tale of two tutorials

4 questions for a cognitive walkthrough:
  • How do users know their goal is attainable?
  • How do users know what to do?
  • How will users know they have done the right thing?
  • How will users know they have attained their goal?
Now this may come as something of a surprise if you are primarily involved in HCI, but these questions are profound to software and web site developers since most will never have considered user interaction in this way

viernes, enero 15, 2010

SocialDesktop4KDE

Leyendo este post de ASeigo sobre ayudar a los proyectos de KDE en problemas, se me ha ocurrido una idea para el Social Desktop:

Integrar en un menú de cada aplicación un diálogo estándar (como el Visor de Ayuda o el About) que permita conectar directamente con las conversaciones de los usuarios, filtrados por cada aplicación.
Esto permitiría:
  • que los desarrolladores tengan acceso directo de los usuarios reales de su aplicación, en un sitio centralizado. (Gracias al API de Social Desktop, el diálogo estandar podría publicar a cualquier servidor que quieran configurar para su proyecto - o por defecto al servidor público de Social Desktop).
  • que los usuarios tengan un sito fácil desde el que reportar bugs y feature requests (la inspiración me la ha dado una propuesta similar de un usuario para Basket). Esta propuesta es una generalización de aquella idea.
  • que los usuarios puedan conectar con otros usuarios de la misma aplicación - para compartir trucos, recursos (como el "Get more...", pero social).
El Social Desktop plasmoid no sirve para estos objetivos, porque es demasiado general (aplica a contenidos del proyecto KDE completo). Creando una interfaz asociada a cada aplicación, se consigue centrar en unos objetivos concretos en torno al manejo de la misma (por tanto es más goal-oriented) .
-

Update:
Hay nuevo movimiento en forma de proyectos para poner al día y relanzar los sitios web de KDE:
http://blog.lydiapintscher.de/2010/01/17/help-needed-with-kde-org-relaunch/
http://community.kde.org/Scratchpad/www-rework/

... y para integrar la web con las aplicaciones de escritorio (Silk):
http://thread.gmane.org/gmane.comp.kde.devel.core/60677

lunes, diciembre 28, 2009

Magic interfaces

Diseño de interfaces "naturales" usando técnicas de los magos profesionales:

http://nui.joshland.org/2009/11/pleasing-brain-with-magical-interfaces.html

Every great magic trick consists of three parts or acts. The first part is called "The Pledge." The magician shows you something ordinary: a deck of cards, a bird or a man. He shows you this object. Perhaps he asks you to inspect it to see if it is indeed real, unaltered, normal. But of course it probably isn't. The second act is called "The Turn." The magician takes the ordinary something and makes it do something extraordinary. Now you're looking for the secret, but you won't find it, because of course you're not really looking. You don't really want to know. You want to be fooled. But you wouldn't clap yet. Because making something disappear isn't enough; you have to bring it back. That's why every magic trick has a third act, the hardest part, the part we call "The Prestige."