These are supposedly pictures of the forthcoming Apple tablet user interface. Take these with a grain of salt, no doubt. It is likely that they were dreamt up by a fan.    What struck me about this design was how the keyboard was floated in a movable layer. I really like that idea. Because the tablet hardware would be a new form factor for many users, it may take a while for each person to find a comfortable position for the keyboard in terms of location on the screen/device, and in regards to the content being displayed on the screen. I assume a tablet could be rotated and held in many positions, so the optimal location for the keyboard could change in different situations. For example, if the user is typing an email, they would prefer to have the keyboard front and center and taking up a large percentage of screen space. If someone is entering a search string, they may want the keyboard to be in a corner of the screen and smaller so they can focus on the search results. These scenarios also suggest that users may want to change the size of the keyboard depending on their mode. Of course, if the user is routinely changing the location and size of the keyboard, they will not be able to enter text very quickly. I like the floating keyboard design because it makes this trade off from speed of keystrokes to customization and flexibility. This encourages exploration and experimentation within a new ui which could lead to entirely new and unexpected interactions. [ via TechCrunch] Labels: alternative ui, user experience
posted by Shawn Elson on Thursday, August 27, 2009
Floating Keyboard In A Tablet UI
 I have assembled a fair amount of furniture and I always worry that I am not setting bolts and screws at the right tension. Too little tension leaves the piece of furniture wobbly and possibly weakened over time. Too much tension and wood (especially particle board) can splinter and unseat a bolt. Too much tension and you also could strip the bolt. The problem with tightening a bolt is simply feedback. The only feedback received is the feeling of tension in the hand and perhaps some visual indication of how deep a bolt is seated. If a bolt does not fit, or the material being bolted has a lot of friction, it is easy to think a bolt is set correctly when it is not. I find this frustrating in the digital age where I am used to seeing progress bars, slider widgets and system feedback that help guide me and keep my settings within allowed tolerances. Smart Bolts have a clever design that provides visual feedback for when the bolt meets the suggested tension. When the bolt is tightened enough, a little red dot on the end of the bolt changes to black. Other benefits of the Smart Bolt design is that there is no special equipment required for testing tension and that the bolt's tension can be identified at a distance. [via Boing Boing] Labels: feedback, safety
posted by Shawn Elson on Tuesday, August 11, 2009
Visual Feedback For Bolts
 Last year, Motorola received a patent for a "Smellphone" interface. I am sure there must be researchers at Universities that have been looking into using scent for computer-human interactions, but this is the first I have heard of this type of interface. We have used sight, hearing and touch for computer interactions for years. Why not scent? On seeing this story, my first reaction is that I would not want someone, for example a Web site, controlling what I smell. However, others controlling what I smell happens all the time. Scent has been used to market products for years. Who has not been overwhelmed by the smell of fresh baked cookies when walking past a Mrs. Fields at the mall? Marketers have quietly created scents meant to evoke targeted feelings in customers who enter their stores. So again, why not a smelling based UI for computers? As with stores, scent could be used by Web sites to market their goods. Starbucks.com and Peets.com could have the powerful smell of their blend of coffee when you visited their pages. Scent could also be used in communication. When a girlfriend calls, the user could receive a whiff of her perfume. Or perhaps, emoticons could be embedded with scents meant to evoke feelings of love, anger, joy, etc. It seems like scents would primarily be used as low level instead of primary feedback. It would take quite a while for a smell emanating from your pocket [insert chuckle here] to alert you that you had a phone call. It seems more likely that a scent could be used to enhance an experience or provide ongoing feedback about the state of the system. Certainly there is plenty of room for jokes about how smells could be used, but there is real promise for accessibility interfaces and computer interactions when sight, sound and touch may not be available or appropriate. Labels: alternative ui, mobile, ue research
posted by Shawn Elson on Tuesday, January 13, 2009
Scenterfaces
 I have been around a few medical emergency situations and thoughI think it is common for these situations to be stressful, I am always surprised at just how incredibly stressful they end up being. The last thing a would-be helper needs at these moments is confusion around how to help the person in need. As a result, I am a big fan of the design efforts many health care product companies put into their user experiences. A great example of usable design in the medical space is the IntelligentFirstAid Talking Kit. I think most everyone has opened a big first aid kit and spent a minute hunting for the item they needed. The designers of this kit, however, have obviously paid attention to the user's task flow. With the IntelligentFirstAid Kit, the supplies are divided by type of injury, e.g. there are burn, bleeding, and bone packs. Each pack contains appropriate supplies and instructions for handling the specified type of injury. In addition, there are color and icon codings that identify pressable buttons which play audio instructions for treating an injury. This seems like a great idea for emergency situations since reading instructions may be difficult while the helper is distracted by the injury. In fact, other emergency medical products use this interaction as well [see the Philips HeartStart Defibrillator].  I also like how the instructional cards "show instead of tell" the user how to treat an injury. This is a typical usability heuristic, or rule of thumb. The system should not overload the user with text to read when instructions can be explained through a simple visual. No one has time to read a paragraph of text from a medical journal in the middle of a stressful situation. If any readers have examples of interesting, usable, or even unusable designs in the medical field, I would love to hear about it. [via Cool Hunting] Labels: health, safety, usability
posted by Shawn Elson on Monday, June 16, 2008
Usable First Aid Kit
posted by Shawn Elson on Thursday, June 12, 2008
Google's Android UI
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