Posts
I'm going to talk about nutrition and information visualization for a while. Nutrition is something I haven't ever really understood very well. For most of my life, I've been sort of reactive about my eating habits, adjusting my diet based on whether I felt I needed to lose weight or gain energy, etc. It's worked well enough for me, but it's not exactly a good way to define one's nutritional plan to get anywhere beyond "surviving" and into the realm of "healthy". I could try harder to understand nutrition, but this is America, so instead I'm going to blame education. Specifically, I'll blame the USDA.
| Make sure to have a glass of milk or a History wedge piece from Trivial Pursuit with every meal. (Credit: http://robertleehaller.com/foodgroups.htm) |
Those of us who are old enough to remember the four food groups probably still remember what those groups were: meats, grains, fruits and vegetables, and dairy. I'd speculate that it's where the term "square meals" originated, and it was a pretty easy thing to remember. Problem is, it never really conveyed proportions. Sure, it promoted balance and helped prevent nutritional deficiencies, but if you looked at it as four equal portions, you'd be eating way more meat and dairy than you should be. I even recall an elementary school field trip to a hospital where we were quizzed on what foods were nutritionally balanced. When they asked us if a supreme pizza was good for us (in that context), many of us were quick to reject it because we knew it was "unhealthy" because it was "delicious" and "not green and leafy"-- common counter-indicators of healthy foods. But no, they said with the tone of one who has cunningly ensnared a bunch of third graders with a trick question. Based on the four food groups, pizza was generally a balanced meal, though one to be eaten sparingly. I don't suspect that this was the point of the question, but their ruse showed that the four food groups were not the ideal method for remembering how to stay healthy and well nourished. However, it turned out to be a very, very effective mnemonic, even if it wasn't much more than a list. It got wide exposure and extensive coverage in schools, so everybody knew their four food groups. Before long, though, the USDA decided we needed something that suggested a more balanced diet as well as a nutritionally complete one.
The solution was introduced in 1992. It was grandly hyped and paraded about as the new and improved method to remember what to eat and now how much of it to eat. Finally, Americans could stop eating giant slabs of cheese with their meals! Their solution was the Food Pyramid:
| Be sure not to disturb the baguette. Legend says it's cursed. (Credit: http://en.wikipedia.org/wiki/Food_guide_pyramid) |
| I don't know what you mean, "I'm out of shape." I'm the same shape as the Food Pyramid. That's good, right? (Credit: http://devan1.tripod.com/jabba.htm and Lucasfilm) |
| The stairs leading nowhere represent an exercise in futility. (Credit: http://en.wikipedia.org/wiki/Food_guide_pyramid) |
Really?
Okay, so here's an exercise. Look at the image for a good 5 seconds, then look back here. How many groups did you see? Remember that answer, now look back and specifically count the groups. If you came out with different numbers each time, then obviously there's a problem with this diagram. If you came out with the same number both times, give the USDA 10 points if that number was 6. If it was 5, deduct a million from their score. Raise your hand if you spotted the tiny yellow sliver between the red Fruits section and the blue Milk section. The one with no label, no representation at the bottom, no indicator of any kind of its existence apart from a narrow yellow sliver (the most difficult hue to distinguish from white) and a tiny bottle of vegetable oil buried in the morass of random food clip art. You know, the kind of bottle that you would probably only recognize if you cook, specifically with oil that comes in a similar container to that. As if people ate vegetable oil anyway. The number of problems with this design makes my head spin. As of 2005 though, this was the state of the art of nutritional education: a clipart stick figure from 1997 climbing stairs attached to a rainbow whose pot of gold was replaced by a shopping cart accident.
Now, I've done all of this complaining because I wanted to contextualize the next design, which was rolled out just this month, June 2011, after 19 years of pyramidal iconography trying desperately to represent the foods you should and shouldn't eat. While I'm going to miss feeling like I'm raiding the pharaoh's tomb every time I have a cracker, the new design is something of a revelation compared to the old ones. Behold, MyPlate:
| MyBrain still wants to leap out of MySkull every time I see anybody brand a design as MySomething though. |
It's hard to believe, but after the steady and painful decline of sensibility in the USDA's nutritional imagery, I think they really knocked this one out of the park. Congratulations, USDA. You've ended your 55-year ingenuity dry spell.
So, do you like the new design? Think it just might work? I'd love to hear any other opinions on the matter.
- Double-tapping up or down will fade to full-on or full-off quickly.
- Holding up or down will fade lights up or down slowly.
- Tapping either up OR down once will set the lights to a "preset"? Maybe?
- Finding a pen and jamming it into the tiny little nook on the right of the switch will set the current level of lighting to be the "preset".
- Despite the ominous multi-colored glow it emits in the dark, the light switch is probably not a killer robot sent from the future, but I might be wrong here.
It seems that the current model for drag and edit operations on objects in a touch-scrolling environment a la iPhone or Android is to tap-and-hold to initiate an edit mode, wherein the screen dims or the icons begin to jiggle or something else signifies this new modality where the domain is now locked down and the entities within that domain are free to move. It works well enough, I suppose. There's another model that involves a "drag handle" on each item that allows it to be moved when you drag up or down from that point of contact. Also works well enough, but I'm left unsatisfied.
Read on for an explanation of a new concept I came up with.
Being a fan of exploring real-world metaphors, I'd love to see something new. I had an idea that, while it has its limitations, is at least more discoverable than the current model of drag and edit via tap-hold. Here's how it works.
First, the primary limitation. This will only work on a one-dimensional list of items in its most basic form. It could theoretically be adapted to a two-by-infinity list of items and still work fine though. Yes, that's a pretty major limitation, but it's still a viable shape to work with. Edit: It also makes use of the right-swipe gesture, which might otherwise be used for navigation, but arguably the tap-hold also uses up one of the user's potential gestures. The trade-off comes down to whether discoverability is worth making use of a more readily understood gesture than tap-and-hold.
Now, the concept. The real-world analogue is the tear-off strips you see on bulletin boards everywhere:
- No location-specific drag button on each item that could lead to accidental reordering of the list
- Very clear gesture, little room for misinterpretation
- Visible affordance, good potential for discovery
- Fun, pseudo-haptic (and optional audio) effect and capitalization on real-world understanding
- Edit: "Hint" animations upon making contact with an item can also improve discoverability to the point that I believe most people would discover the action on their own after a rather short acclimation period.
Somebody was foolish enough to let me teach some young, impressionable minds about interaction design. A friend of mine who teaches at University of Virginia asked me to do a guest lecture on Human-Computer Interaction in two of his Software Engineering courses, and now I've posted the presentation on SlideShare, because this thing is pretty cool.
Update: Slides seem to be in sync now!
http://www.engadget.com/2010/02/17/puma-phone-hands-on/
It's not often that technology meets playful simplicity quite like this. There are those who would argue that iPhones are fun and playful, but no, they really aren't. Not like this, at least. Lately many devices have started to incorporate playful aspects thanks to the iPhone and the recent movement towards a more personable user experience, but here are some examples of how the Puma phone shown in the link puts them all to shame:
- Menus are "hidden under the rug" and shown with a swipe and a "pull up the corner" animation
- The music player is in the form of a turntable, complete with interactive scratching
- The solar panel on the back encourages outdoor usage and keeps track of how much power you save by using it, with a display phrased in terms such as "## mins of music powered by the sun"
- Retro-analog stopwatch and bike speedometer tools
- A calculator that reportedly chides you for using it on overly simplistic calculations
- A built-in puma
Now, I'm sure Jakob Nielsen would have a field day with some of the usability decisions they've made, and I can definitely see a few ways that the experience may be a little clunkier than it needs to be. But lately I've been thinking a lot about things like giving devices a "face" and injecting personality and playfulness into the ordinarily cold or inert, and Puma have really surprised me with this device. I would love to see this become a popular thing to do.
Cars are a fascinating platform for user experience design. From the aesthetic and reflective value of a flashy or quirky car to the behavioral considerations of the interior design (can you tell I'm a Don Norman follower?), there are so many factors to the design of an automobile and so many ways in which a car interfaces with its owner's life that the challenges faced-- and often the solutions created-- can be quite intriguing.
I call it the "cup-holder quotient." Big surprise, I know. I read the title of this post too. The cup-holder quotient is a simple metric for determining how much of the design process was concerned with the experience of the users of the car, both driver and passengers. It goes like this:
Once you've worked it out, check your score. A D-value of 1 is a standard, average sort of ride. This occurs when the automaker has ensured that everyone has a place for their drink. A D-value greater than 1 shows considerable attention paid to the needs of those in the vehicle. This is a designer doing her job. A D-value below 1, however, is a sad thing to see. It's when the designer is ignorant of the user's plight, or in some cases is possibly just a sadist.
When a car has more cup-holders than seats, the designers clearly want to make sure that no one wants for drink space. The reasons for having a D-value greater than 1 can be quite broad. Off the top of my head, I could imagine several reasons for a D>1 score: accommodating left- and right-handed people; ensuring that people have a comfortable place to keep their drink regardless of posture, preference, or physiology; providing different-size accommodations for different types of cups; or even allowing for a large number of drinks or other cup-sized objects to be conveyed securely. The designers that consider these factors are designers with the users' interests in mind.
On the other end of the spectrum (and yet made by the same company) is the Chevy Uplander. I had the misfortune of riding in one of these atrocities a couple of years ago, and it was a significant part of my devising this theory. I believe the cup-holder quotient for this medieval grotesquerie of a minivan was about 0.3 (I'm estimating 2/7, or 0.29, to be more precise). I rode in one of the captain's chairs in the middle row, and halfway into the first turn, realized that my chair had no armrests as I tumbled into the aisle until the seat belt halted my fall with a snap. The ride thereafter continued to be unpleasant, though I fortunately managed not to come out of the ordeal with PTSD, so at least there's that. It was easily the worst example of vehicle UX I've ever experienced.
A very brief, but very valuable look at how we all want things to operate. Imagine that before you went to bed, you went into the bathroom and streamlined every aspect of your shower-taking experience so that it would be as effortless as possible when you woke up the next morning. Now imagine that someone snuck in and did it every day while you were away.
Actually, that's creepy. Go back to the did-it-yourself version. Nice, isn't it?
Mention the term "voice control" and one of two scenarios usually comes to mind. The first scenario is of stilted, error-prone interactions, often involving the user repeating himself as the computer dumbly responds with "I don't understand." Worse, it can lead to the user shouting, "No!" as the phone asks if he would like to call the ex-girlfriend he hasn't gotten around to deleting from his contacts yet. This would be the "real world" scenario. The second scenario that may come to mind is of magical understanding, where the computer has all the language comprehension of a fluent speaker. It readily parses natural language and produces instantaneous results to any query or command. This is the "Star Trek" scenario.
- Identify the speaker (voice identification)
- Filter out ambient noise as well as speech not directed at the computer (signal processing)
- Understand that the computer is being addressed at the moment (speech recognition and possibly even tone recognition unless listening is triggered with a completely unique phrase)
- Parse the command (speech recognition)
- Act upon the command (natural language processing)
- "Yes/yeah/sure/okay/uh-huh/yup/yep/yarp/whatever", "No/nope/nah/narp/nuh-uh" - Confirm/deny
- "Go back/forward", "Close this tab/window", "Email this to..." - General navigation
- "What was that?", "Do/Show that again", "Huh?" - Repeat last indication or alert
- "Whoa", "hang on", "hold on", "hey" - Induce a pause in animation or process
- "Never mind", "Oops", "Whoops", "Scratch that" - Undo
- "Shh", "Shut up", "Be quiet" - Mute volume
- "Goodbye/Good night", "Later", "See ya" - Close or log out
- "Hey [computer name]", "Hang on", "I'm back" - Toggle listening on/off
- "Oh crap, it's the Feds" - Repeatedly write random data to hard drive
Welcome to Argh-onomics. It's my new blog for musings on interaction design, user experience design, usability, ergonomics, user-centric design, human factors, user interface design, or anything that may fit in, on, near, or under any of those categories. Here's a Venn diagram for those who are confused:
Updates
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140 characters. You give us ONE HUNDRED FORTY CHARACTERS. Yet you truncate tweets? Bad #ux. http://t.co/u5vRb5AD
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Not sure I'll ever understand why all #ux software seems to have such bad UX.4 weeks ago from web | Reply, Retweet, Favorite
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@Mutewatch That's a very generous offer, but I'm afraid I'm on the wrong side of the continent. I'll email support. Thanks!3 months ago from web | Reply, Retweet, Favorite
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@Mutewatch So what's the policy here? I'm in the US and I ordered from Twisted Time in the UK.3 months ago from web | Reply, Retweet, Favorite
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@Mutewatch I love my new #mutewatch, but the accelerometer and touchscreen both seem temperamental. Is this normal?3 months ago from web | Reply, Retweet, Favorite
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If you simplify too far, you fall off the end and land on complex again. #ux #usability #iphone http://t.co/DswAwMfC3 months ago from web | Reply, Retweet, Favorite
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@windowsphone Sprint is awful about #windowsphone offerings. It seems only AT&T gets love. Any chance of that changing?3 months ago from web | Reply, Retweet, Favorite
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@FKoN Nice try. Your kingdom is nowhere and you don't even have it yet. I'm on to you.3 months ago from web | Reply, Retweet, Favorite
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Torn b/t trying #windowsphone and upgrading my Evo to the next big #android device this April. #Sprint needs more #wp7.3 months ago from web | Reply, Retweet, Favorite
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Great talk from @RyanAllis of iContact last night for World #Usability Day (WUD up!). Designing to end extreme poverty.6 months ago from web | Reply, Retweet, Favorite
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Happy World Usability Day! Wear your finest Section 508-compliant color schemes! Deck the halls with calls-to-action... #ux #upa6 months ago from web | Reply, Retweet, Favorite
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ChooseMyPlate.gov finally applies some good user design to replace the pyramidal replacement to the 4 food groups: http://t.co/e22jwAG #ux11 months ago from web | Reply, Retweet, Favorite
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Best #ux job interview question ever: who would win in a fight, Edward Tufte or Don Norman?13 months ago from web | Reply, Retweet, Favorite
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#ux win. Doing taxes on your phone with TurboTax SnapTax. Take pic of W-2, do some Qs, e-file, done. Genius. http://tax.sh/8A4rvh16 months ago from web | Reply, Retweet, Favorite
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#ux #usability anecdote: Friend was using a gen 1 TiVo, couldn't figure out why REW (<<) was FFing instead. Told him remote is upside-down.16 months ago from web | Reply, Retweet, Favorite
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@jxxn There's no proper term for anything; just the one users understand best. I'd say "console" loses. "Control panel" and "dashboard" tie.16 months ago from web | Reply, Retweet, Favorite
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Your phone #ux fails when it has a screen and 11 softkeys, yet takes more keypresses to speed dial than to dial an internal extn directly.16 months ago from web | Reply, Retweet, Favorite
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Open question to the masses on mobile #ux : Do phone lock screens have too much information/interaction on them, or not enough? Discuss.17 months ago from web | Reply, Retweet, Favorite
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Perfect packaging. http://bit.ly/b6fJKL #ux22 months ago from web | Reply, Retweet, Favorite
Profile
Summary
Experience
- Jul 2011 - PresentUser Experience Specialist / Atlantic BTPerform discovery, analysis, and design on various web and mobile app projects. Create documentation, user personas and stories, wireframes, interactive prototypes, and other tools to guide development and visual design. Help develop and mature the User Experience department as a primary focus of the Atlantic BT creation process.
- Mar 2010 - PresentUser Experience Designer / FreelanceProvide full-spectrum, pro-bono user experience design for commercial and non-profit web ventures.
- Jul 2009 - PresentWeb Developer / Measurement IncorporatedDesign and develop websites for computer-based student testing while ensuring a high level of usability and consistency in the user interface.
- Sept 2004 - PresentSoftware Developer / Signalscape, IncWork closely in small teams and deal directly with the customer to serve as user advocate on $1m+ projects. Provide human factors design, user interface design, usability analysis, usability testing, wireframing, mockups, graphic design, and functional prototypes for many diverse programs. Write technical documentation, proposals, and white papers for government and other contracts. Implement, test, and deploy software projects and integrated software/hardware solutions.
- Nov 2001 - PresentResearch Assistant / NC State UniversityResearch and develop projects related to usability, intelligent user interfaces, tool-using agents, bimanual interaction, and novel user interfaces. Author a thesis as well as presentations at UIST and CHI conferences.
Education
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2002 - 2004North Carolina State UniversityMaster of Science in Human-Computer Interaction and AI
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1998 - 2002North Carolina State UniversityBachelor of Science in Computer Science