Post on 23-Dec-2015
Perception Concepts in User-Interface Design
Riccardo Gagliarducci
Blender Conference 2007
Index SystemS of vision
Working through video games
Perception Conceptsin User-Interface Design
The concept behind Geometry (layout) RGB schemes
Asymmetrical talk about:
Perception Conceptsin User-Interface Design
Disclaimer...The author declines any responsibility ...
His EnglishNot exhaustive talkNot (actual) Blender orientedBeing repetitive / expressing known concept
Brain
Perception Conceptsin User-Interface Design
Part I
Systems of vision: the beginning.
Perception Conceptsin User-Interface Design
Part IBrain
The story of Dee and Carlo
Perception Conceptsin User-Interface Design
Part IBrain
SystemS of Vision
Perception Conceptsin User-Interface Design
Part IBrain
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?
2 visual systems
Perception Conceptsin User-Interface Design
Part IBrain
- 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
Working through video games
Perception Conceptsin User-Interface Design
Part IBrain
Vertical Software:targeted (CAD)
Horizontal Software:general purpose (Text editor)
WHERE ARE THE VIDEO GAMES?NON PRODUCTIVE ACTIVITY
Classical SW categorization:
Video games
Perception Conceptsin User-Interface Design
Part IBrain
WHERE ARE THE VIDEO GAMES?
Interaction Based SW categorization:
MIXED ACTIVITY
User Input:Writer / Word
System Output:Radar / Health
Video games
Perception Conceptsin User-Interface Design
Part IBrain
ISO 9241 “Ergonomics of human-system interaction” Parts 10 - 17
EfficacyEfficiency (business application)Satisfaction (hey, Video games are here!)
Immersion *StimulationChallenge sensationHigh learning curve
How to provide this?How to know how much our proposal is appropriate?
Video games
Perception Conceptsin User-Interface Design
Part IBrain
* Immersion is a state......between boredom and stress.
Challenges in which you can winConcentration without distractionsClear targetReal time feedback on action and performanceForgetting:
Everyday problemsPhysical needsTime
Video games
Perception Conceptsin User-Interface Design
Part IBrain
OCULAR MOVEMENTS
Functional magnetic resonance imagingElectroencephalography (EEG)
Magnetoencephalography (MEG) (what is that??)
How to “see” what brain is doing?
Eye tracking
Perception Conceptsin User-Interface Design
Part IBrain
Video games
Perception Conceptsin User-Interface Design
Part IBrain
With OCULAR MOVEMENTS we can control:
How user searches for informationsHow informations are treatedAttention ratesWorkload (later explained)Emotional load (pupil diameter)
Is constant for expert usersHas enourmous peaks in newbies
Video games
Perception Conceptsin User-Interface Design
Part IBrain
Emotional design
Cool interface rules
EMOTION & COGNITION
Golden Ratio
FibonacciFashion
Simplicity
Colours
Distribution
Affordance
Screen
Perception Conceptsin User-Interface Design
Part II
Coherence
Aesthetic (logo, product & website)
Functional (play, stop, fwd, rew, switch off)
Internal (street signals)
External (import, export)
Perception Conceptsin User-Interface Design
Part IIScreen
Blender play button
To express similar part in a similar way.
Workload
Cognitive workload – the amount of mental activity (perception, memory, concentration)
Physical workload – the amount of physical activity ( length, repetition, force)
Perception Conceptsin User-Interface Design
Part IIScreen
...is the effort needed to perform an action.
Workload is proportional with errors.
80/20
Use it to build the menus.80% of the time we use 20% of functions.
Perception Conceptsin User-Interface Design
Part IIScreen
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
Talking big numbers, most effects are provoked by few causes.
(80% of the restaurant orders make the chief-cooks cook only the 20% of tasty plates he can cook?)
Usability Vs Flexibility
Perception Conceptsin User-Interface Design
Part IIScreen
Choose usability when you have many users, unclear target or moving target;
Choose flexibility to deal with experienced users and mature products.
Fitts's law
Distance Dimension
Perception Conceptsin User-Interface Design
Part IIScreen
Time to reach a target is determined by:
The law applies to pointing actions.
Have big-near controls for quick-frequent use
Hick's law
Perception Conceptsin User-Interface Design
Part IIScreen
Time to reach a target is determined by the number of alternatives.
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.
Users have to:
Confirmations, tolerances and errors
Perception Conceptsin User-Interface Design
Part IIScreen
We are humans...
ConfirmationsAre useful to avoid unintentional actions leading
to dangerous and irreversible operations.
Perception Conceptsin User-Interface Design
Part IIScreen
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...
TolerancesAre useful to reduce the consequences of
errors.
Perception Conceptsin User-Interface Design
Part IIScreen
Undo for user error
Auto-Backup / Time-Backup for user / system error
Errors“Human errors” often are “design
errors”
Perception Conceptsin User-Interface Design
Part IIScreen
Oversights Lack of attention Unintentional, unconscious Changes during routine operations
Errors Exhaustion Conscious Knowledge lack
Errors
Perception Conceptsin User-Interface Design
Part IIScreen
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
Colour
Perception Conceptsin User-Interface Design
Part IBrain
SaturationPure colours attract attention. Use them with care.Desaturated colours look more “professional”.
Do not rely on colour communication only!Colour significance may differ in diverse culturesPeople may be colour blind
Generate automatic affective inferences
Be careful: colours may interfere with shapes or text.
Colour
Perception Conceptsin User-Interface Design
Part IIScreen
...to find associations rely on:Contiguous coloursComplementary (opposite) coloursOther series suggested by the squares, rectangles or triangles inscribed in the colour circle
Perception Conceptsin User-Interface Design
But this is theory......doing it is harder!
The End
Contact me : riccardo.gagliarducci(at)gmail.com
Full bibliography in the presentation notes.