- self-discovery and reflection: sensing and feedback for yourself; can we change our behavior? persuasive technology
- sensors that can record human activity and internal processes; new feedback modalities like wearable screens
- how can we build new sensing systems? more effective ways to visualize/communicate feedback
- effort, aesthetics and playfulness, individual vs. family
- ubifit (fitness); sense activities that increase heart-rate; wearable sensor plus cell phone wallpaper display; garden blooms as you are more active; butterflies are meeting goals; reset after 7 days, keep butterflies; folks with glance-able display sustained activity; those without declined
- ubigreen (personal transportation); sense types of transportation; represent transportation type, amount of activity, and outcome categories; reset every 7 days, no persistance; same results as fit
- reflect2O (home water usage); one sensor that figures out usage per fixture/valve, real-time, continuous screen-based feedback; looked at both abstract and concrete feedback representations;
- time-series displays (daily and seasonal variation); individual comparison; fun/abstract/playfull
- findings: competition vs cooperation; gamification can be fun, but also distracting; educational, but may reward suboptimal behaviors; how available/accessible, ubiquitous or invasive
- goal: provide personal sensing and feedback to improve ourselves
Opportunities for Behavior Change with Sensing and Persuasive Design (Jon Froehlich) #hcil
In Search of Touch-Typing Touchscreen Keyboards (Leah Findlater) #hcil
- touchscreen typing challenges: reduced tactile cues; no travel distance; unintended input
- advantages: software -based, can adapt to use/user
- research: automatic personalization (adaptation)
- language models (autocorrect) are one example
- combine touch model with language model: adjust letter probabilities;Â this research focused on touch model
- study done on Microsoft Surface
- dimension 1: key-press classification; previous work = distance to centroid (not very successful); don’t just look at point and center of touch, but whole oval and angle, travel-distance, time-elapsed; focus on tip and center of finger up + x/y travel;
- dimension 2: visual representation (adapt model but not visual layout vs both); disable prediction after a typing flow interruption
- dimension 3: hand location; keyboard appears wherever you start typing
- Do they work? performance as well as subjective appearance; with or without visual adaptation; skilled typists with touch-screen experience, not told which would adapt; more adaptation when visual included; performance: non-visual adaptation is fastest, typists get better with practice, low errors (although at 95% confidence, much overlap); subjective: had to watch hands in visually adaptive, couldn’t tell difference between standard and non-visually adaptive
- future: combine with language, more classifiers, gestures added
HCIL Symposium: Introductions and Awards #hcil
HCIL Hero Award:Â Asher Epstein (Managing Director of Mosaic Investment Partners; former director of entrepreneurship program)
HCIL Google Best Student Research Awards: Chang Hu (crowd-souced translation), Dana Rotman (encyclopedia of life citizen science)
Honorable Mentions: John Alexis Guerra Gomez (compare evolving tree structures), Greg Walsh (online kistream)
Catherine Plaisant 25th anniversary award
HCIL Symposium Today and Tomorrow
I’m attending the annual HCIL Symposium today and tomorrow. I’ll be taking notes on this site. Stay tuned! You can follow my Twitter (@JarrettUX) or Instagram (JarrettUX) feeds as well, where I’ll be posting a few photos.
AppleTV as a First-Class iOS Device
I believe that Apple is still dabbling (and more) in the TV arena, but that it will be AppleTV “set-top box” driven rather than a full-scale television screen. Moving into the TV arena would actually be a reason to complicate the resolution space for apps, and has intriguing possibilities for AirPlay from multiple iOS devices.
- Full-definition HDTV is 1920×1080, landscape only.
- This is big enough to show a full-resolution legacy (320×480) or retina (640×960) iPhone app in either orientation.
- It is big enough to show a legacy resolution (768×1024) iPad app in either orientation, but not large enough to show a full retina resolution (1536×2048) in either orientation, though the iPad can show full HDTV resolution in landscape.
- HDTV is enough resolution to show three portrait retina iPhones or two landscape retina iPhone or portrait legacy iPads side-by-side.  Think of the collaborative gaming that could enable. (It could also display two rows of six – for a total of 12 – legacy iPhone screens, but that’s absurdly old-school for an iPhone resolution.)
- Future hi-def televisions are looking at retina-equivalent resolution-doubling, for a total resolution of 3840×2160. Now that’s an Apple retina-display monitor I’d like to have!
So, I predict that AppleTV will become a “first-class” iOS device with apps designed for its 1920×1080 resolution, but that it will depend on a second (or third, fourth, …) iOS device (and probably Siri and/or 3D gesture – Kinect-like) for control and interaction. The television and gaming ecosystems are rich enough and consumer-engaged enough to justify the pain and suffering of a third form-factor for app developers.
7 inch iPad Would Be a Canary in a Coal Mine
The rumors about a 7 inch iPad just don’t ring true to me.
- Steve Jobs himself said there was no need for one.
- Evidence shows that the smaller the screen, the less internet use.
- A 1024×768 resolution at that size would make UI elements too small for hand and eye.
- A retina display at that size would still have the UI element problem.
- It would also introduce a touchscreen yield problem that would likely make it cost more rather than less than the 10 inch iPad.
- Squeezing the other components of an “amazingly great” tablet into the form-factor would increase cost.
- Using any other resolution would introduce complexity to an app ecosystem that is thriving. Today, you design and produce for two form factors – phone and tablet – and two resolutions – legacy and retina. A resolution that isn’t an integer multiple in both dimensions is problematic for existing apps and producing new ones.
Therefore, I believe that the likelihood of a 7 inch iPad is vanishingly small, and that if Jobs were around, it would never happen. So, if it does happen, I believe it will represent the “post-Jobs change” that people are predicting or watching for. Will it really be a “canary in a coal mine”? No, Apple won’t explode or die anytime soon. But, for me, it would a sign that something fundamental changed in their decision making. A 7 inch iPad is not the insanely simple choice.
So, if the origins of the rumor have some basis in truth, I suspect they are about experimental devices, or potentially a new category of device.
MoDevUX: Ken Yarmosh, Your iPad App Makes Me Cry
Ken Yarmosh of Savvy Apps did a presentation on poor design patterns in iPad apps. I’d seen an earlier version of this at UXCampDC Mobile, but he updated some of the examples.
Top mistakes in iPad apps:
- tab bar (content should drive navigation)
- heavy navigation stacks (should be flattened, stateless)
- split view headache (design for landscape orientation; it is good)
- inconsistent gestures
- over-heightened realism (skeuomorphism)
- too many controls
✪✪✪✪✩ Good examples. Repeat from UXCamp.
MoDevUX: Saf Elmansour, Why UX Designers Need to Think Like Marketers
Saf Elmansour of EVOCA discussed how UX and marketing overlap and benefit from one another.
- Customer experience has become user experience.
- “Good UX is just good marketing.”
- UX ≠UI
- UX designer = research and design
- UI developer = design and front-end development
- app developer = front-end and back-end development
- Example: Instragram = great UX, okay UI
- cool idea: on an elevator, the hold open button should have a “like!” visual and the close button should have a “dislike!” visual
- cool idea: display UX/UI in the manner of AC/DC
- create a Chief Experience Officer or a Chief Customer Officer
✪✪✪✪✩ Good visuals. Succinct.
MoDevUX: Jim Sabia, 5 Key Mobile Design Principles
Jim Sabia of AOL presented five mobile design principles
- Share a common vision.
- Keep it simple.
- Remain focused.
- Communicate frequently.
- Document necessities.
✪✪✪✩✩ Nice list, nice visuals.
MoDevUX: Panel, Burning Questions About Mobile Usability
John Whalen, of Brilliant Experience, chaired a panel on mobile usability with Cory Lebson of Lebsontech, Jon Arne Sæterås of MobileTech, Olga Howard of OlgaHow.com, and Terry Hsiao of Hook Mobile.
- Wide-ranging discussion on usability techniques and the value of them in mobile.
✪✪✩✩✩ Basic, but well MC’d.