Site MapUser Experience for a Better World | Each month Dr. Eric Schaffer answers selected questions on usable interface design. | Recent Questions |
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October 22, 2004 – submitted by Bola Adeeko of USA |
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Question: There is a massive interaction between users and computer games. Can tell me how ergonomics are incorporated in a computer game ? |
Eric's response: There are really two different ergonomic issues in computer games. First, complex and confusing interactivity can detract from the game. Ergonomics allows us to create setup facilities, control sequences, displays, and game management facilities that do not get in the way. These aspect of the game should disappear from the user's awareness; allowing the sense of direct interaction with the game environment and content. Beyond this classic ergonomic concern is the issue of emotional design. Since the late 70s I have been fascinated with research into why games are motivating. We must PAY business users to operate software. But at an amusement arcade people pay simply for the online experience; without hope of tangible reward. There are a whole set of motivations that are incorporated into computer games and it may be that there are classes of users who are drawn to each type of reward. One example is the general human need for a sense of efficacy. Another is social interaction (as in MUDs). The usability field is progressively paying more attention to this area. We can therefore expect models that allow us to design more highly motivating games. In addition, I expect we will become more sophisticated in measuring the emotional quality of games. One particularly interesting problem is the game experience over long periods of use. It is trivial to test the reaction to a game after the first hour of play. But how do we measure how a game will do over a YEAR? We only have a few weeks to run the whole test. In measurement of performance we can use task modeling to predict the efficiency of a given design after years of practice. But in the motivation area, we have only so such modeling (but we need it!). |
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October 22, 2004 – submitted by Bola Adeeko of USA |
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Question: Do you have research data on how effective and generally pervasive/accepted the use of Macromedia Flash utility is? We have a Web-based application that we are about to deploy that requires Flash and there is a general concern by some that this might limit use of this tool by a significant number of users that either can't install Flash (e.g. company policy) or just don't want to. |
Eric's response: Flash is very widely available (about 98% as I recall). However it is also used in ways that do not really help the user (98% in my experience). |
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September 23, 2004 – submitted by Soheil Abbasi of Iran |
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Question: Hello Eric |
Eric's response: It is indeed rare to find a site with five languages on one page. It is far more likely to find that the user switches between language versions. In this case the correct contact FOR THAT LANGUAGE can be shown on the selected version. If you DO have choices, simply make sure that the choices are shown in the native language. Don't expect that everyone knows what their country or language looks like in English. |
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July 17, 2004 – submitted by Wanda Raspberry of Romulus, MI |
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Question: Hi Eric, Thanks...if you can help out. |
Eric's response: Although Michael may be chronologically older, it sounds like his mental age is perhaps in the 3 to 5 year old range. In this case look at learning software made for children of these ages. There are MANY packages specifically design for this age group. The packages should work well for Michael. Best of Luck |
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May 24, 2004 – submitted by Anonymous |
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Question: In your opinion, what are some of the pitfalls associated with applying "standard" desktop GUI design approaches to small screen, hand held devices? |
Eric's response: The user-centered design process applies perfectly to small screen devices, as does the literature in user interface design. Our process and insights all work for ANY type of interface. There are some specific insights and research that apply to handheld devices. For example we often have to have a deeper interface structure because fewer choices will fit on the first screen. But the core methods and principles are just fine. |
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May 17, 2004 – submitted by Santosh Gupta of Mumbai, India |
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Question: What is 16 color format? |
Eric's response: One technical constraint is the number of colors that can be displayed. This is generally based on the number of bits allocated to express the colors. For example, 4 bits will give 16 different colors. A 4-bit system is rare today. We usually have 256 colors, or even millions of colors. So you will have to use your limited set of 16 different colors. My advice on this is to make your ATM screen mostly gray scale. Then add color in a limited way to improve performance and provide a better appearance. |
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May 13, 2004 – submitted by Mari Lee of USA |
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Question: I am designing a touch screen kiosk for business users and want to know recommended font size and target (touch) size for a 15 inch (diagonal) screen in 1024 x 768 resolution. THANK YOU!! |
Eric's response: To get the best font size, measure the distance from the screen to your user's eye. Consider various sized users, and take the longest of those distances. Divide the distance by 200. This is the font height you need. Make touch areas as large as possible. Keep them at least 1/2 inch square. |
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May 5, 2004 – submitted by Gaurav Chadha of Torino, Italy |
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Question: How would you modify the Schaffer model for physical interaction design? Would HFI ever consider building physical interactive products and environments or supporting research in Ubiquitous Computing? |
Eric's response: The Schaffer–Weinschenk MethodTM is a general purpose user-centric design process. It applies pretty well to anything you might want to design. If you are working on a product; you will involve the industrial designers and manufacturing teams rather then programming staff. Otherwise it is the same. HFI is known for software. We currently design anything that involves software. This includes handheld devices, consumer products, cell phones, and even lawn sprinklers. |
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April 17, 2004 – submitted by Villy Buenaventura of Quezon City, Philippines |
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Question: Why do companies always use the female voice for their interactive voice response (IVR)? |
Eric's response: They don't always. However research shows if you want people to feel served and cared for a female voice is better. When you want to give authoritative Instructions, use a male voice. |
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March 28, 2004 – submitted by Rosi Allen of Cheyenne, MY |
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Question: We are trying to get our Guided Reading blocked in the morning for our kindergarten through 2nd grade students. Is there any research saying at what time of day children this age learn better? |
Eric's response: Nothing that I can provide a reference for. There is some early government/Headstart work that suggested morning but only if kids had breakfast. And there is a literature supporting alertness after short naps. It must be out there in the Education literature, though. From our Chief Scientist.... |
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February 21, 2004 – submitted by Anonymous |
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Question: I'm curious if you have performed, or come across, research that addresses how user-centered design principles/strategies can be employed within large enterprises and IT organizations to enhance employee productivity, reduce support costs, etc. as the workforce globalizes. Can you direct me to specific articles, books that address the future (5 to 10 years) of user-centered design in the enterprise world? |
Eric's response: Wow, that is a complex question! There is indeed lots of research on the benefits and ROI of usability work in large business situations (c.f., NNG report). There are large improvements in productivity, call handling time, function usage, etc. Making software address cross cultural issues is a specialized field in itself. It is often referred to as internationalization (abbreviated I18N). A good place to start is www.webofculture.com. A good book general reference for GUI designers is Global Interface Design: A Guide to Designing International User Interfaces, by T. Fernandes, published in 1995 by AP Professional in Boston. This book has sections on visual design, international formats, cultural issues, symbols and taboos, and cultural aesthetics. It also has examples of good and bad international GUI designs. In terms of the ways in which usability will evolve in organizations I suggest my book Institutionalization of Usability: A step by step guide. You can order this from our Web site. In it I describe the HUGE change that is now taking place as we move toward a mature usability capability as a routine and efficient part of the organization's development community. |
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January 12, 2004 – submitted by Linda Kennedy of Toronto, Canada |
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Question: Do you have any information as to the male versus female voice on a IVR. What are the people's preference male versus female.? |
Eric's response: Sure. There has been a lot of research on this topic. It seems that the male voice is indicated when there is a need for authority. An example is emergency instructions on an aircraft. The female voice is seen as more warm and helpful. |
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January 6, 2004 – submitted by Ishtar Joren of Stamford, CT |
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Question: I came across an interesting question at a meeting. My team wants to put up flash interactive games on the Web site (the site has to do with animal protection) which is being targeted at teens. And everyone believes that teens love Web sites with games on them. I am not able to find a reliable source of information to verify this and to find what kind of games are 'liked'. Do you have anything to say about this? Thanks a lot! |
Eric's response: We recently completed a very interesting usability test. It was targeted at teens. Basically, we found that they went to the site for the core content. They were NOT interested in gratuitous stuff like games, video trailers, and wallpaper. The company had spent Millions on this material; but the kids wanted the core content only. If you REALLY want to make a game that will capture kids attention, you will probably have to provide at least the quality of the professionally created games that they have ready access to. My feeling is provide interesting insights into animal protection. |
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January 2, 2004 – submitted by Rod Schatz of Alberta, Canada |
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Question: I work in a field called GIS (Geographic Information Systems) and I have been struggling with my industry for a while. Our field is complex and the applications I see others develop hurt the industry even more as these are typically not user friendly and in many instances unusable (the root problem is taking a Geographer and turning him/her into a programmer with no formal background). This has lead me to give a presentation at a major conference around usability in IT applications in particular with GIs or mapping applications. Have you or your team done any research in this area? Or can you provide me with some pointers on how to make a mapping application usable (the 5 or 10 key tips)? Thanks, Rod |
Eric's response: Yes, I have also found that most GIS systems are amazingly poor designs. I believe this is primarily because the organizations are very engrossed with the difficult technical aspects of GIS It is NOT because GIS is a particularly intractable interface design problem. IF they applied a user-centered design process AND staff with usability training this problem would certainly disappear. There are several different typical users of GIS systems. They have very different needs and require different interface strategies. There are data entry staff, experts who manipulate the data (geologists, city planners, etc.), there are novice users who query the database. The hardest interfaces tend to be for the 'experts'. These are experts in the topic, not in computer applications. So they need WYSIWYG and good direct manipulation capabilities. There is plenty of good research into how to do such interfaces. The problem is currently one of execution. The organizations don't do user-centered design and don't have the staff with the skills needed. |
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