Some 25 years ago, I came up with tiny application: each day, a person picks a color that represents his or her predominant emotional state; the collection of color moods are mapped onto a calendar and displayed as an animated film, summarizing the emotional life of person. It was simple and easy and very effective. And in some way, this was also part of the affective computing — computers that use emotion as part of HCI. [Note: This could and was done with watercolors as flip book some 40 years ago when I played in my art class in school.] Affective Computing, I feel, is only recently became part of the “vocabulary” of computer-based developers. When I first started working in this field, graphics were non-existent, thus Pong. In the early nineties, my business partner and I met with the president of Organic, a web design firm in San Francisco, who promptly informed us that his business had no need for Interaction or Interface Designers, that’s what graphic artists were for. Now, psychologists, sociologists, and sociologists are routinely hired by creative firms to help solve design problems. Times change! There are a lot of posts on emotional design on this…
Anchoring Errors, Cognitive Blindness, Cultural Bias, Cultural Differences, Diagnostic Errors, Ethnographic & User Data, Mental Model Traps, Pipsqueak Articles
Cultural Differences through Time
by Olga Werby •
There’s been a shift in our culture (at least in US) towards seeing medication as a sign of weakness from one of alleviation of suffering that predominated out society some 100 years ago. Some people I know are even proud of the fact that they’ve never taken a painkiller or were treated for cough. Stoicism became a virtue all in itself — “I’m a good person because I don’t take medicine, preferring to suffer the illness and/or the symptoms of the disease.” And it’s not just the patients that feel this way. Medical professionals routinely prescribe to the “complain 3 times” rule: their patients have to mention being in pain on multiple visits prior to getting a prescription that would deal with it. A friend told a story of a doctor visit during which he was told that “he didn’t want to appear to be complainer.” Several weeks later, he was having back surgery and remains in a wheelchair to this day, a decade later! How did we get here? This is a very complicated question, but it might help to examine how things use to be. Below are medications as they were packaged and sold all over America in the…
Featured, Interface Design, Perception, Pipsqueak Articles
Creativity, Perception, and Public Art
by Olga Werby •
Art or craft? Creativity or public nuisance? Sometimes, the line between these is so fine, so complex, so fractal, that it’s simply doesn’t matter. The images below span thousands of years in dates of creation. The artists used light and shadow, perspective, and clever geometry of space to add meaning to their work. All showed an amazing amount of imagination, all provide commentary on current events or a point of view. Happy holidays to all! Enjoy! [flagallery gid=3 name=”Gallery”]
Conceptual Design, Cultural Differences, Interaction Design, Interface Design, Pipsqueak Articles, Product Design Strategy, Scaffolding
Designing for the Blind
by Olga Werby •
Not much to add here — how many other cool video games are there for visually disabled? Using tactile clues instead of visual signals is a nice interaction design solution. Well done!
Interaction Design, Pipsqueak Articles, Product Design Strategy, Scaffolding
Special Preview: Philosophy of Interaction and User Experience
by Olga Werby •
A person uses a piece of software, a Web site, or any other product — “virtual” or “real” — to achieve a goal. The design of interaction with these products can either help or form obstacles that interfere with the realization of that goal. A product is easier to use when its interaction is designed to meet the needs of its intended audience. Product designers who consider those needs produce far more effective interaction solutions than those who base their designs on aesthetics or business needs alone. But how does one go about “considering” user needs and then come up with a design solution that works? Oscar Wilde famously said: The pure and simple truth is rarely pure and never simple. Pure and Simple design is similarly rarely pure and never simple to develop. I my class, Cognitive tools for Product Designers, we explore what users bring to usability. We all arrive at the scene with different baggage — our experiences, education, perception, memory, and so on are unique to each of us. No two individuals interpret an experience in exactly the same way. While this sounds daunting, we shouldn’t give up on design all together. We all have some…
Conceptual Design, Cultural Differences, Ethnographic & User Data, Interaction Design, Interface Design, Pipsqueak Articles, Product Design Strategy, Reference
End-User Development (EUD) Educational Preview
by Olga Werby •
This is an interesting collection of videos and background materials on End-User Development — situations when end users design and develop software for their own use. If you’re old enough, you would remember BASIC and HyperCard — tools that let anyone develop simple games and applications. A great example is “Spelunking” game totally developed in HyperCard (these guys when on to develop “Myst”!). I’ve made a few games like this myself. And of course FileMaker is another system that allows application development by the end users — we have one for time tracking. There have been many many others, and unfortunately, many of them are now gone. The discussion on what happens when end users develop for themselves is fascinating. Most times, these users are experts in their own fields and are not software developers (some have no and some have little formal training). Thus there are cultural differences between “real” programmers and end users that take up programming to achieve their own goals, often because they can’t find what they need out in the world. These end-user designed products have strengths and they also have many weakness. In particular, these products are tightly focused on the needs of those…
Attention, Background Knowledge, Conceptual Design, Interaction Design, Language, Perception, Pipsqueak Articles, Product Design Strategy
Thinking about the Science of Communication and Interaction
by Olga Werby •
In the Galaxy Far Far Away… What if sentient being evolved on a planet with permanent cloud cover? What if these being never saw stars? Would they still be able to discover the laws of nature? These kinds of hypothetical thinking questions — the Gedankan Experiments, as Einstein put it — are very useful in science. I’ll try to use them here for analyzing product design and communication. So what senses do we need to communicate? And what body appendages are necessary to produce this communication? Note that it helps keep track of these separately. Aroma-bet When I was little, I “designed” a language based on smell: each smell was assigned a character in an alphabet and, strung together in sequence, my smelly letters transcribed into words — the Aroma-bet. There were several problems with this: It was difficult to get an alphabet-worth of distinct odors; Arranged next to each other, the odors started to blend into each other, making “reading” difficult; I got a very bad headache; My mom didn’t like her expensive perfumes used in such a creative way… And I couldn’t remember what letter each smell stood for, requiring the creation of a smell-o-dictionary, which in turn…