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Perception Concepts in User-Interface Design

Riccardo Gagliarducci Blender Conference 2007. Perception Concepts in User-Interface Design. Index. Perception Concepts in User-Interface Design. System S of vision Working through video games. Asymmetrical talk about:. The concept behind Geometry (layout) ‏ RGB schemes. Disclaimer.

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Perception Concepts in User-Interface Design

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  1. Riccardo Gagliarducci Blender Conference 2007 Perception Concepts in User-Interface Design

  2. Index Perception Concepts in User-Interface Design • SystemS of vision • Working through video games Asymmetrical talk about: • The concept behind • Geometry (layout)‏ • RGB schemes

  3. Disclaimer... Perception Concepts in User-Interface Design The author declines any responsibility ... His EnglishNot exhaustive talkNot (actual) Blender orientedBeing repetitive / expressing known concept

  4. Brain Perception Concepts in User-Interface Design Part I

  5. Systems of vision: the beginning. Perception Concepts in User-Interface Design Part I Brain The story of Dee and Carlo

  6. Perception Concepts in User-Interface Design Part I Brain

  7. SystemS of Vision Perception Concepts in User-Interface Design Part I Brain 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?

  8. Perception Concepts in User-Interface Design Part I Brain 2 visual systems - 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

  9. Perception Concepts in User-Interface Design Part I Brain Working through video games Classical SW categorization: Vertical Software: targeted (CAD)‏ Horizontal Software: general purpose (Text editor)‏ WHERE ARE THE VIDEO GAMES? NON PRODUCTIVE ACTIVITY

  10. Perception Concepts in User-Interface Design Part I Brain Video games Interaction Based SW categorization: User Input: Writer / Word System Output: Radar / Health WHERE ARE THE VIDEO GAMES? MIXED ACTIVITY

  11. Perception Concepts in User-Interface Design Part I Brain Video games ISO 9241 “Ergonomics of human-system interaction” Parts 10 - 17 • Efficacy • Efficiency (business application)‏ • Satisfaction (hey, Video games are here!)‏ • Immersion * • Stimulation • Challenge sensation • High learning curve How to provide this?How to know how much our proposal is appropriate?

  12. Perception Concepts in User-Interface Design Part I Brain Video games * Immersion is a state... ...between boredom and stress. • Challenges in which you can win • Concentration without distractions • Clear target • Real time feedback on action and performance • Forgetting: • Everyday problems • Physical needs • Time

  13. Perception Concepts in User-Interface Design Part I Brain Video games How to “see” what brain is doing? • Functional magnetic resonance imaging • Electroencephalography (EEG)‏ • Magnetoencephalography (MEG) (what is that??)‏ OCULAR MOVEMENTS

  14. Perception Concepts in User-Interface Design Part I Brain Eye tracking

  15. Perception Concepts in User-Interface Design Part I Brain Video games With OCULAR MOVEMENTS we can control: • How user searches for informations • How informations are treated • Attention rates • Workload (later explained)‏ • Emotional load (pupil diameter)‏ • Is constant for expert users • Has enourmous peaks in newbies

  16. Perception Concepts in User-Interface Design Part I Brain Video games Simplicity Emotional design Distribution Golden Ratio Cool interface rules Fibonacci Fashion Colours Affordance EMOTION & COGNITION

  17. Screen Perception Concepts in User-Interface Design Part II

  18. Perception Concepts in User-Interface Design Part II Screen Coherence To express similar part in a similar way. Aesthetic (logo, product & website)‏ Functional (play, stop, fwd, rew, switch off)‏ Internal (street signals)‏ External (import, export)‏ Blender play button

  19. Perception Concepts in User-Interface Design Part II Screen Workload ...is the effort needed to perform an action. • Cognitive workload – the amount of mental activity (perception, memory, concentration)‏ • Physical workload – the amount of physical activity ( length, repetition, force)‏ Workload is proportional with errors.

  20. Perception Concepts in User-Interface Design Part II Screen 80/20 Talking big numbers, most effects are provoked by few causes. 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 Use it to build the menus. 80% of the time we use 20% of functions. (80% of the restaurant orders make the chief-cooks cook only the 20% of tasty plates he can cook?)‏

  21. Perception Concepts in User-Interface Design Part II Screen Usability Vs Flexibility Choose usability when you have many users, unclear target or moving target; Choose flexibility to deal with experienced users and mature products.

  22. Perception Concepts in User-Interface Design Part II Screen Fitts's law Time to reach a target is determined by: • Distance • Dimension The law applies to pointing actions. Have big-near controls for quick-frequent use

  23. Perception Concepts in User-Interface Design Part II Screen Hick's law Time to reach a target is determined by the number of alternatives. • Users have to: Identify target/objective Analyze the choices Choose Act The law applies to linear action-reaction situations only. Use it to define menus and sub-menus.

  24. Perception Concepts in User-Interface Design Part II Screen Confirmations, tolerances and errors We are humans...

  25. Perception Concepts in User-Interface Design Part II Screen Confirmations Are useful to avoid unintentional actions leading to dangerous and irreversible operations. • 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...

  26. Perception Concepts in User-Interface Design Part II Screen Tolerances Are useful to reduce the consequences of errors. • Undo for user error • Auto-Backup / Time-Backup for user / system error

  27. Perception Concepts in User-Interface Design Part II Screen Errors “Human errors” often are “design errors” • Oversights • Lack of attention • Unintentional, unconscious • Changes during routine operations • Errors • Exhaustion • Conscious • Knowledge lack

  28. Perception Concepts in User-Interface Design Part II Screen Errors • 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

  29. Perception Concepts in User-Interface Design Part I Brain Colour Generate automatic affective inferences • Do not rely on colour communication only! • Colour significance may differ in diverse cultures • People may be colour blind • Saturation • Pure colours attract attention. Use them with care. • Desaturated colours look more “professional”. Be careful: colours may interfere with shapes or text.

  30. Perception Concepts in User-Interface Design Part II Screen Colour • ...to find associations rely on: • Contiguous colours • Complementary (opposite) colours • Other series suggested by the squares, rectangles or triangles inscribed in the colour circle

  31. Perception Concepts in User-Interface Design The End But this is theory... ...doing it is harder! Contact me : riccardo.gagliarducci(at)gmail.com Full bibliography in the presentation notes.

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