Opportunities for Behavior Change with Sensing and Persuasive Design (Jon Froehlich) #hcil

  • 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
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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; 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
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HCIL Symposium: Introductions and Awards #hcil

HCIL Hero Award: 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

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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.

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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.

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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.

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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.

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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.

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MoDevUX: Jim Sabia, 5 Key Mobile Design Principles

Jim Sabia of AOL presented five mobile design principles

  1. Share a common vision.
  2. Keep it simple.
  3. Remain focused.
  4. Communicate frequently.
  5. Document necessities.

✪✪✪✩✩ Nice list, nice visuals.

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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.

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