Interactivity & Design

71
Interactivity & Design David Kirsh Dept of Cognitive Science UCSD

description

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. - PowerPoint PPT Presentation

Transcript of Interactivity & Design

Page 1: Interactivity & Design

Interactivity & Design

David KirshDept of Cognitive Science

UCSD

Page 2: Interactivity & Design

Question

Designing for experience

is it similar to

Designing for efficiency

Page 3: Interactivity & Design

Topics

• Physical interactivity - an example

• Efficiency

• Fundamental Design Principle

• Metrics

• Experience

• Conclusion

Page 4: Interactivity & Design

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.

Page 5: Interactivity & Design

VideoQuickTime™ and a

YUV420 codec decompressorare needed to see this picture.

Page 6: Interactivity & Design

Design it better!

• Embed instructions (digital or physical)

– Where, when, how

• Improve manipulability

– Where, when, how

Page 7: Interactivity & Design

Fundamental Design Principle

Page 8: Interactivity & Design

Design Principle for Efficiency

right

Info

Tools

Cues

Constraints

Affordances

right Form, Place, Time, Pace

For a given task, design an environment so that it provides the:

to support efficient work activity.

Page 9: Interactivity & Design

Right for what?

• Pragmatic efficiency (getting job done quickly, few errors)

• Cognitive Efficiency

• Optimizes certain performance metrics

• Enhances experience of working/acting?

right

Info

Tool

Cue

Constraint

Affordance

right Form, Place, Time, Pace

Page 10: Interactivity & Design

Right(Info, Tools, Cues, Constraints, Affordances)

Constraint: Can’t fold in certain ways, forces compliance

Information: words, ‘fold in’+ instructions

Cues: arrows, colors, symbols of folding, fold marks, next fold lights up.

Tools: jig that holds and re-orients, actuators

Affordances: surfaces made for grasping

All revealed and concealed to manage attention

For cardboard task:

Page 11: Interactivity & Design

Right Info

• What is the right information to spatialize?

– Recipe study• problems with modularizing info

– Origami study• What activities should you support?

Page 12: Interactivity & Design

Spatially Distributed Recipe

ParticipantCOOKING TOOLS

INGREDIENTS

POTS & PANS

2/2 OF RECIPE

1/2 OF RECIPE Cooking phase

Assembling phase

Page 13: Interactivity & Design

RECIPE STIMULI: Spatially Distributed - improve localitySpatially distributed

After learning from pilot

Page 14: Interactivity & Design

Spatially Distributed Activity Map: Preparation

ParticipantCOOKING TOOLS

INGREDIENTS

POTS & PANS

2/2 OF RECIPE

1/2 OF RECIPE

Laying out ingredients, chopping,washing, measuring

Page 15: Interactivity & Design

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

Page 16: Interactivity & Design

What do subjects do?Origami

• 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

To support activity we need to know what users do - their routines etc. ..the task structure.

Page 17: Interactivity & Design

Non-pragmatic Hand Actions

Registration

Verification

Gestural Thought

Focusing Attention

Trying out - exploratory

QuickTime™ and aH.263 decompressor

are needed to see this picture.

Page 18: Interactivity & Design

Upshot

• Choosing the right information to spatialize is hard– Even when workflow is known– What should be shown, when and where?– But often we have

little idea what thereal workflow involves

Page 19: Interactivity & Design

Right Form

Cognitive efficiency

– Faster processing

Given some information content, cue, constraint or tool how should it be displayed to support:

Page 20: Interactivity & Design

That is something up with which I will not put.

Page 21: Interactivity & Design

I won’t put up with that.

Page 22: Interactivity & Design

Police police police police police.

Page 23: Interactivity & Design

Police whom policemen police also police other police.

Page 24: Interactivity & Design

Topology vs. algebra

• Topological constraints are more natural

Page 25: Interactivity & Design

Right Form: Modality

Right modality

– Visual decisions are visual

– Audio statements free

visual search

Given some information content, cue, constraint or tool how should it be displayed to be the:

Page 26: Interactivity & Design

Interface 2

Page 27: Interactivity & Design

Interface 3

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

Page 28: Interactivity & Design

Right Form

Visibility

- cue stands out

Given some information content, cue, constraint or tool how should it be displayed to have:

Page 29: Interactivity & Design

Right Form: visibility

R R R RR RR

R

R

RR R R

RRR P

Is there a non-R?

Page 30: Interactivity & Design

Right Form: visibility

R R R RR RR

R

R

RR R R

RRR P

Page 31: Interactivity & Design

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

Page 32: Interactivity & Design

Right Place

• The information or cue should be placed where you need it - given your resources and workflow

Starbuck’s cup

Page 33: Interactivity & Design

Right Place

On radio - logically

Volume, ChannelButtons

On steering wheel - workflow

Page 34: Interactivity & Design

Right Place

Page 35: Interactivity & Design

Interface 2

Goes together semantically goes together visually

Options are where they should be

Page 36: Interactivity & Design

Right place for cue when there are distracters

reduce descriptive complexityreduce visual complexity

Better place

Page 37: Interactivity & Design

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

Page 38: Interactivity & Design

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

Page 39: Interactivity & Design

Right Time: relevant optionsGiven structure of task - order of sub-goals - show only relevant actions

D H M

A B C E F G I J K L

orand

D H or M P

P

A

B

C

Page 40: Interactivity & Design

Upshot

• Time, place and form interact

• Get them right and users have what they need to make an informed choice right at their fingertips

Page 41: Interactivity & Design

Right Pace• Game coming at you too fast • Activity has a natural frequency• Slides in a presentation - comprehension rate

StressedBored

Cognitive Load

AttentivenessLoses focus

Disrupted

optimal

Page 42: Interactivity & Design

Right Pace: blind to change if slow

Page 43: Interactivity & Design

Change blindness

Before After

Fast enough and you see it.

Page 44: Interactivity & Design

Upshot

• Pace is the overall speed users find comfortable when performing their tasks

• Pace can change with mood and other user states

Page 45: Interactivity & Design

Bottom Line

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

QuickTime™ and aAnimation decompressor

are needed to see this picture.

Page 46: Interactivity & Design

Metrics

Page 47: Interactivity & Design

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

Page 48: Interactivity & Design

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

Page 49: Interactivity & Design

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

Page 50: Interactivity & Design

Error Recovery & DesignIf you make an error how long does it take to recover?

Page 51: Interactivity & Design

Variance & Design How much variance is there in your performance?

Page 52: Interactivity & Design

Bean Counters & DesignHow often do you damage or ruin the cardboard?

Page 53: Interactivity & Design

Interim Summary

• Designing for efficiency is hard• Requires developing a science of:

– Workflow analysis– Cue effectiveness, task informativeness– Cognitive complexity of forms

• E.g. visual simplicity, representational efficiency

– Impact of timing on routine efficiency– Impact of pace on attention, routine efficiency and

comprehension

Page 54: Interactivity & Design

Experience

Page 55: Interactivity & Design

Feeling versus Efficiency

Fast, few errors, easy, functional

Efficiency

Beautiful - clean, harmonious,

Kinetic - bodily movement

Tactile - texture, smooth

Emotional - erotic, rage, affectionate, love

Stimulating - intellectual,

Feeling

Page 56: Interactivity & Design

What feeling is there in state space environments?

Timeless •do things in sequence but state

transitions have no function beside moving to next state

•Qualitative feel of transition is irrelevant

Page 57: Interactivity & Design

States and Actions

At each node there are:• Possible actions

Goal is to reach end stateby selecting actions

Start

End End

Page 58: Interactivity & Design

Reflection One

• Experience is essentially in time– People are still experiencing even when system

is stopped– Experience is continuous never discrete

• It’s about the ‘time between’ the state transitions– About the process more than the outcomes

• Longer beautiful route rather than shortest uglier

Page 59: Interactivity & Design

Coverflow

QuickTime™ and aAnimation decompressor

are needed to see this picture.

What matters is the feel of the transition

Smooth, nice reflections - non-pragmatic properties

Page 60: Interactivity & Design

Design Principle

• For state space environments:– E.g. Forms, wisards, most websites, database

queries, dialogue based interfaces, most tool based interfaces (photoshop) …

– Design principles needs addition

Right(…) right (….) that makes user feel good

right

Info

Tool

Cue

Constraint

Affordance

right Form, Place, Time, Pace

Page 61: Interactivity & Design

Reflection Two

• What matters is:

– How agent engages an object or environment • He was hungry and attacked his food with gusto

–How agent feels when acting or watching While patting his dog he felt love and devotion

Page 62: Interactivity & Design

Continuous Control environmentsWorld acts back

continuously

Part of a system

Actions are continuous so not like state spaceoperators - everything is a transition

Page 63: Interactivity & Design

Continuous control

Theremin the first musical instrument designed to be played without being touched.

Highly interactive gesture based

Page 64: Interactivity & Design

Engagement and Feeling

• Depends on inner state: hormones, appetite, conditioning

• Agent can learn to engage or to feel

Page 65: Interactivity & Design

Reflection ThreeTwo forms of experience:

– Consciousness - qualia– Nature of sensation

– Cut a tomato - sharp knife

– Visceral feeling

– Content - interpreting as, seeing as, categorizing

Ecstasy of Fruit Loops

Page 66: Interactivity & Design

Qualia

• Varies between individuals• Sensitive to inner state: hormones,

emotions,• Some qualia - visceral feeling are the

result of mirror neurons - physical empathy

• If affected by stage setting, anticipation, scripting then not purely qualia

Page 67: Interactivity & Design

Interpretation needs anchoring

• Cue effectiveness– Image completion

– Word fragment completion

– Intentional frameworkcausation vs. self-propelling, desires

Rational gestures– Behaving ‘like a friend’

• Criteria for making an ‘inference-rich attribution’

wrd frgmnt

Page 68: Interactivity & Design

Upshot

• Study of projection of meaning - what is recognized and why - is necessary to determine:– Right (cue) right (Form, time, place, pace)

to engender an interpretation

Page 69: Interactivity & Design

Further reflections• Pleasure and delight is also derived from self-expression• Thought has an experiential component - intellectual

delight is content related• Absorption in environments often requires commitment

(this work is important) or the willing suspension of disbelief - that avatar is Josh

• Flow states are desirable but mostly ill-understood

Page 70: Interactivity & Design

Conclusion

• Designing for experience in state space environments is about the ‘time between’

• Designing for experience in continuous environments is about delight, absorption, engagement, hormones, emotions

• Both efficiency and experience design requires developing a science of:

right

Info

Tool

Cue

Constraint

Affordance

right Form, Place, Time, Pace

Page 71: Interactivity & Design

The End