Experience Design

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Showing posts with label pattern. Show all posts
Showing posts with label pattern. Show all posts

Sunday, 22 August 2010

Design considerations for touch screens – Part1

Posted on 21:46 by Unknown
Touchscreens - The Future
Touchscreens are operated as city guides, in museums, at POS (point-of-sale)stations or as kiosks(standalone advertising booths with user interaction) and now in the recent have made way into homes in the form of DPFs and Multimedia phones. Interaction has to be simple and fast as Users are often untrained. This calls for a screen and interaction design, which is considerably different from normal user
interface design.

Interaction
Touchscreens are operated with a finger or stylus. Therefore, they provide a very direct interaction - the most direct interaction that is possible on computers today. Touchscreens may be operated very fast for certain operations and require little or no training, if applications are designed adequately. For these reasons touchscreens have many uses, especially for untrained users. Many people believe that
touchscreens will replace keyboard and mouse in the future.

The Ultimate Judge is the User!
These preliminary design guidelines for touchscreens take the characteristics of touchscreens, their advantages and disadvantages, into account. Of course, these guidelines will be refined, as our experience with touchscreens grows. The ultimate judge, however, is the user. As ELO Touch Systems quote in their guidelines:

·Testing a touchscreen application on focus groups will disclose the areas that need improvement.
·If anyone pauses in confusion for even a moment, think how to improve the application.

Summary of Touchscreen Characteristics
·Speed: high
·Accuracy: low (finger), high (pen)
·Speed control: yes
·Continuous movement: yes
·Directness: direction, distance, speed
·Fatigue: high
·Footprint: no
·Best uses: point, select

Uses for Touchscreens
Best Suited to Applications Where...
·Opportunity for training is low
·Frequency of use is low
·Accurate positioning is not required
·Little or no text or numerical input is required
·Desk space is at a premium
·The environment may be chemically or otherwise "aggressive"

Not Suited to Applications...
·Requiring training/trained users
·With high-frequency use
·Requiring accuracy
·Requiring a lot of typing

Typical Touchscreen Systems
·Public information systems: Museums, city guides
·Kiosk systems: Advertising, product information
·Systems requiring pointing and selection only

Golden Rules
Speed: Make your application run fast. Speedy systems also reduce vandalism.
Intutiveness: Try to make the application intuitive.
Choices: Limit choices.
Guidance: Guide the user as much as possible.
Testing: Testing a touchscreen application on focus groups will disclose the areas that need improvement. If anyone pauses in confusion for even a moment, think how to improve the application.

This post is contributed by Mallikarjun
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Posted in interaction design, pattern, Text input, touchscreens, usability | No comments

Thursday, 20 May 2010

Swipe To Type

Posted on 11:21 by Unknown


Swype is a patented technology that provides a faster and an intuitive way to input text on touchscreen devices. With one continuous finger or stylus motion across the keyboard users can enter text at over 30-40 words per minute. The technology can run on small screen mobile devices as well as large multi-touch LCD panels.



“QUICK”

In the image above, the word “quick” was generated by tracing the path that roughly aims to pass through the letters of the word.

The user need not be very accurate with motion in order to get right text entry. In fact, the spacebar is made redundant while Swype automatically appends space before each word. The software is equipped with fairly advanced input path analyzer and a word matching search engine along with a 65,000 words learning dictionary. Swype is aiming at supporting multiple languages to penetrate deeper into the international market.

While all this is exciting, some reviews suggest that users are unable to connect with the new data entry pattern intuitively. In case of typing repeat words, users try to remember the exact path. This is even more difficult in case of long words. Existing thumbpad pattern of data entry seems to work better because of its high affordance.

It is indeed a paradigm shift in computing and data entry methods that are in use since computer’s inception. Therefore, one will have to wait to see how the technology can bridge the learning curve and gain user and social acceptance when it makes a commercial entry into the mainstream touchscreen device market.
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Posted in pattern, Text input, touchscreens | No comments
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