Saturday, September 29, 2012

Assignment #4 - Contrasting the perspectives of "Emotional Design" to "Design of Everyday Things"



If the assignment was to contrast the first chapter of “Emotional Design” and “The Design of Everyday Things” in general, then I would have a whole lot to say, such as DOET actually backs up its ideas with good examples and DOET actually talks about how its ideas actually affect design, but since the assignment is to focus on the two’s perspectives, I will try to limit my comparisons to the two views of the books.

Design of Everyday Things is very practical. It focuses on how the design of everyday things can help/hurt us when we are trying to figure out how to use them. The design should promote understanding through constraints, feedback, affordance, etc. Emotional Design focuses much more on the aesthetics of the design. He discusses how the aesthetics can affect how we feel and therefore how we think when using the object.

While the two books are very different, I do not see how they necessarily opposites of each other. I feel like these two different ideas can coexist peacefully in a world where all created objects can be functional, easily used, and affect our emotions the proper way. Nowhere in the first book did he say that the way the object looked had to be sacrificed in order for his principles to be used. He did give some examples where the design was difficult to use because they sacrificed usability for aesthetics, but he also mentions in the other book that it can be bad to go the exact opposite route too.  He mentions in Chapter 6 of DOET that selective attention is bad in any form. In my opinion, this is just an additional factor for designers. They must strive to handle everything Norman talked about in the first book, and in addition, consider how the design affects the emotional state of the user.

Thursday, September 20, 2012

Assignment #2 - Design of Everyday Things


The Design of Everyday Things

Did this book have an effect on me? Let me answer this with a story:
Two day ago, I took a sign in sheet and pen over to a student who arrived late to a lab I was peer teaching. The pen I handed him wasn't suppose to be clicked, but what did he do? Of course, he proceeded to try clicking it, like most other pens in the world. He then did just what this book said he would, blame himself. I believe the exact words where, ‘an engineering major can’t even figure out a pen.’ Of course, I proceeded to give him an mini lecture over design issues. He looked at me like I was crazy, but it’s true! It was designed badly.

I very much enjoyed this book. First, it provided me with comfort. I have always had a disdain of faucets. I always either scald myself from turning the heat up too much or spray myself from turning the volume on too high. I always just thought of myself as faucet-inept, and it brings comfort to me that I am not alone in my disdain.

In addition, I agree with him that most software is not designed well. This is actually an area I am very interested in, and I was actually planning on reading this book eventually for the perspective. I find that especially in the computer science and engineering field, developers do not understand or have a desire to understand who the users will be. I believe this fuels the belief that all computer developers are shut-ins who sit in the dark and play Dungeons and Dragons in their spare time.  This is also why people who didn’t grow up with a certain technology cannot understand how to use it. If it was designed well, even people who have never used something before should be able to use it.

In my opinion, this book basically give a checklist that every person involved in developing a user interface from start to production should use. If it doesn’t pass, it should be redesigned. That checklist would be:
1. Does it use both knowledge in the world and knowledge in the head in correct proportions?
2. Does it simplify the structure of tasks?
3. Does it make things visible so as to bridge the gulfs of Execution and Evaluation?
4. Does it get mappings right? (This is a big one to me)
            5. Does it exploit the power of constraints, both natural and artificial?
            6. Is it designed for errors? It shouldn’t allow errors or at least make them reversible.
            7. If there is no other choice, is it standardized at least?

If every designer and developer would keep these things in mind, there would be a whole lot less in the world for David Norman to rant about. As a sidenote, he should update the rants in his book some. The principles are fine, but the rants he uses to explain them are way outdated. In fact, some of them confused me at first. I wasn’t even born until 1991, so some of his rants lack meaning. For example he when he is complaining about have a command line based computer, I cannot imagine what that is like.

Overall, this book was an enjoyable and enlightening read. I would recommend it to anyone who will be making products for people on any level in any field.

Chapter 1
I loved the story about the guy getting trapped by the doorway! It was hilarious and was a good antecedent to start off a book on design. It reminded of the many times I ran into doors I expected to open and couldn’t. Doors do not bother me as much a faucets though. He mentioned faucets briefly, so I hope he will spend some time on them later. To me the thing that stuck out most from this chapter though, was the fact that people keep buying these things even though the design is bad! You can’t fully blame the designer for the bad design if we keep supporting it. Take the clock at the end of the chapter. It is like the Swiss army knife of clocks! It is sad though because I bet someone would buy it, so the producer would just keep on making them, unaware that the person couldn’t even use it.

Chapter 2
This chapter made a good point about normal people being naïve about things like physics. Designers cannot assume any kind of knowledge in the user for everyday things. If the designers don’t provide the user the needed information in the actual design of the object, the person will start to form their own ideas, and it is very likely that those ideas will be very wrong. I did enjoy the explanation of how the thermostat works. I was one of those people who thought that turning it up higher would make it warmer faster. I, like most people, formed a wrong conceptual model.

Chapter 3
I loved how he went into detail on how memory works. It just amazes me how much information we don’t actually keep ourselves. If you asked anyone on the street if they knew what a penny looked like, they wouldn’t hesitate to say yes. Put it to the test with the quiz provided by the book, and I bet vast majority will get it wrong. In fact, my mom and I both took the test, and we both selected a different wrong answer. We had to go dig out a real penny to figure it out! I can’t even blame it on using a card most of time like most people in my generation because I am one of those weird people who like using cash. Similarly, I know for a fact that I couldn’t order the keys on a keyboard without really thinking hard about it. Even then, I wouldn’t remember where the keys with only symbols on them go. The part of his memory discussion where he talks about epic poetry was very interesting to me. I took a World Literature class for my culture diversity credit, and my professor talked about this very same thing. It was all about memorizing the patterns. The structure was the same, but the actual details varied every time. The details were usually based on what was surrounding the poet at the time of the reciting. Regardless of the details, I still think reciting the epic poems was quite a feat. 


Chapter 4
I was actually surprised that people were able to put the cop Lego toy together correctly. I’m not sure I would have been able to without any instructions or anything. Then again I didn’t try it myself, so he is probably right about all the constraints only allowing one way to do it. If a person can put something together with no instructions or guidance, it was truly designed well. By this point in the book, it is official. This is where Matthew McFadden was getting the majority of his stories. He told me about the keg tap handles being used to tell switches apart literally two days before I read about it in the book. It was a good idea on their part though. They definitely won’t be able to mix up the switches anymore. Switches are really hard to work when there are a bunch on a panel, and they all control a different thing. When I was in high school, I organized the National Honor Society Induction ceremony one year, and I had to find someone to control the audio and lighting control in the middle school auditorium where we were going to have it. I found only one person who knew how it worked, a student who was part of the theatre club. Things shouldn’t be so specialized that only one person knows how to do it. If that person isn’t around, no one else could cover it. That is a definite sign of bad design.

Chapter 5
In his discussion of fixing slips, I thought it was funny he was wanting a temporary holding place for when removing files. I believe that is the purpose of the recycle bin! I just feel like his technology examples are a bit old. I don’t remember a time when the computer didn’t have a trash can for deleted items. I wasn’t a fan of his discussion on Connectionist Approach theory. Not necessarily because I agree/disagree, but because I thought he was too long winded and detailed. He didn’t need to be that detailed to make the point he wanted to. I also didn’t appreciate the discussions of plane accidents. I am about to fly for the first time in my life soon, so they made me a little nervous. That is a personal feeling though, and I thought they were great examples of social pressure and errors. It’s amazing how much we are influenced by others.


Chapter 6
I am one of those special people designers do not design for often. I am not as tall as the average person, and therefore, some things are not well suited to me. For example, I can never find pants that fit me. All my pants are at least 4 inches too long, if not longer, shelves are often way to high for me, and my feet are rarely flat on the floor when I am sitting. I don’t think people should design things especially for my height though. If I need to reach a tall shelf, I go get a stool or a chair to climb on. I am glad that I finally reached the point where he discusses faucets. I hate faucets so much. As I said earlier, I also turn it the wrong way and end up with scalding water or to much volume of water so it sprays all over me. I know he said that there is a cultural constraint of clockwise turning off the water and counterclockwise turning it on, but no one ever follows that rule. In fact, the sink in my place in college station doesn’t even follow the rule. I am beginning to wonder how he feels about Smartphones though. By this point, he has asked for the ability to do many things that Smartphones do currently. Does he feel like they are well designed or too complicated to use? He should make an updated book that addresses this among other things.

Chapter 7
This chapter had an excellent summary. It touched lightly on all of the different principles he brought up in the earlier chapters of this book and tied them together quite nicely. In his discussion of standardization, his description of a new time scale was so confusing! Obviously, it was meant to be that way, but it is very interesting how attached we get to one way of doing things, even if it is arbitrary, that any change seems horrible. I was kind of shocked he didn’t want a smart home though. I wish those existed! After watching the 1999 Disney Channel Original Movie, Smart House, it was a dream of mine. If it is designed well and the technology is sophisticated enough, I do not think they will be a difficult to manage as he thinks they will be. We will just have to follow his rules when making them!

Well Designed Objects

#1 IBM M Model Keyboard

While this keyboard is very old (from the 80s), I think it was very well designed. It was made with a buckling spring key design and many having fully swappable keycaps. Because of the buckling spring design, it provides tactile and auditory feedback resulting from a keystroke. This feedback is very satisfactory when typing. It can every speed up your typing ability because of the feedback. It was also made very durable. Many of the models made back in the mid 80s are still being used today. [2]



#2 - Dyson Vacuum Cleaner
I have a mild obsession with the purple version of this vacuum cleaner. It is a prime example of good design. It is equal parts aesthetics, usability, and quality.  The ball technology it has is both attractive and useful. With it, moving around objects is much easier. It is such a simple idea done in a beautiful way. The center of gravity is also lower, so it is more stable. This is a good thing for clumsy people like me. Based on reviews, it takes longer getting the parts out of the box than it does assembling it, so that goes back to constraints allowing only one right way. [3]





#3 iPod Classic
I have the black version of this, and it is a must have for any music lover. Disgarding its amazing music capaicity, it is so sleek and easy to use. I before buying an iPod, I had several cheaper mp3 players that did not live up to my expectations. The buttons would be hard to navigate and it was hard to manage without looking at the controls. The iPod is nice because the controls map well. For example, you just move your figure clockwise over the circular band to increase the volume and counterclockwise to decrease the volume. Obviously, you push on the left side to go back a song and right to move forward and push the center button to select. After the initial discovery of how the controls work, it is almost impossible to forget how the basics work because of how they map. [4]





#4 Hydrive bottle
This bottle is well designed because it keeps the user in mind. Who drink energy drinks more than any other group? College students, of course! And what are college students always doing? Moving! Between going to class and all the different events and group activities we do, we are always on the go. Most energy drinks though are not designed that way. They are made like normal soda cans, and therefore, are not resealable. This drink bottle, on the other hand, has a screwable top. That means I can carry it in my backpack between classes and drink it during lectures to keep me awake without worrying about it spilling. Whoever designed this bottle was definitely thinking about what the users would be doing while drinking it. [5]





#5 Command Hooks
This was also made with the user in mind. It is hard to find ways to hang things in a way that won’t  harm the wall but also is sturdy. I use these things all over my room for numureous things, including holding up decorations and my towels for drying. A wall hook in and of itself is well designed. It affords only one use, and that is to hang something on it. Command hook does one better and makes attaching it to the wall simple too. You pretty much just stick it to the wall and when you want to remove it, just push up to detach it. Easy, right? [6]










Badly Designed Objects


#1 Mini Flashlight from Career Fair



This flashlight suffers from two problems. One is feedback, and one is visibility. The visibility issue is that it looks like there is a visible button on the top to start the flashlight, but in reality, there is no button! What appears to be a button is just plastic like the rest of it. To turn the flashlight on, you have to twist it. There is no indicator of this. The way you twist it to turn off is the same as the way you twist to unscrew it to put in batteries. There is no feedback to tell you when you hit the unscrewing part, so if you turn it too far off, you might  accidently   unscrew the back part way. Also if you are putting the back part back on, you might  accidently turn the flashlight on. There should be an indicator point between off and unscrew. 


#2 Double Sided DVDs



There is a visibility issue on double sided DVDs. There are no markings on either side, so you don't know which side is which. I have a couple of movies that have little to no markings on them, so I cannot figure out which side has the actual movie on it and which has the extra features. My Microsoft Office CD came with few markings too and I always mix up which disk I want out of the set. The visibility issue in double sided DVDs causes me a lot of trouble. [7]








#3 Wii Disc Insertion Slot


My problem with the Wii isn't with the Wii itself, but the slot you use to insert the disc. Since it stands vertical, it is hard to tell which way to insert the game discs. Does the design side go towards the on-console controls or away from them? I can never remember, and I always end up picking the wrong one. What they should do, since it allows you to insert it both ways, is expect the person to make this error and accept it both ways. [8]








#4 This Eye Shadow Holder

Looking at this eye shadow case, you see the label and a little notch indicating to pull. With both of those on the one side, you would assume it is the top, correct? Wrong. This side is actually the bottom, but of course I never remember that. I just see the notch and pull. I end up opening it up upside down and the eye shadow applicator falls to the ground. Obviously, they have a visibility issue.







#5 This Pen


When I want to start writing and reach for this pen, I'm not really looking at it, so the first thing I try is clicking it on the highlighter part. Obviously, that doesn't work, so I look at it with my peripheral vision, and see the cap. I end up struggling with it until I  accidently twist the cap and remember that you have to twist the cap to open the pen on the other in. There is nothing visible to indicate that, and in fact there is a visible cap to make you think quite the opposite. On a side note, whatever company gave it to me forgot to put their logo on it, so they didn't even get free advertising out of my frustration.




Sources
[1] The Design of Everyday Things by. Donald Norman
[6] http://www.command.com/wps/portal/3M/en_US/NACommand/Command/Products/Catalog/~/

Thursday, September 13, 2012

Assignment #3 - The Chinese Room

John Searle's paper, "Minds, brains, and programs," attempts to show that:
  1. A computer that is running a computer program is not understanding.
  2. To be considered 'thinking,'  it will need to produce the causal features that the brain does.
  3.  Strong AI will not succeed because they focus on programs, which can never produce thought.
To show this, he discusses a theoretical machine that can pass the Turing test. It can take in Chinese words and output a sensible Chinese response. He then says that this would be no different than a person, who does not know Chinese, sitting on the other end of the machine producing responses by following by hand the same program that the computer would follow. The user of the machine would see no difference between the machine answering them and the person answering them. This person does not know Chinese and would not understand what they were doing when responding, so this is not the same thing as thinking. If the person was not understanding when following the directions, then the computer would not be understanding either.

I might be over simplifying things, but I feel like this is very obvious. The way he showed it might be novel, but the idea behind it could have been proven through a survey. If you ask any person who has had a boring, mindless job (I am one of those people), they will tell you that they do not have to think or understand to perform the tasks. If the task are the same every time and are step-by-step, there is no need to understand. These same attributes apply to a program. Programs always handle a situation the same way and they are procedural. Therefore, implementing a program is not the same thing as understanding. Even without going into a hypothetical example like Searle did, I was able to come to the same conclusion.

He really made the paper more complicated than it needed to be. Of course just running a program is not the same as thinking. If so, all of our technology would be thinking on some level. There has to be something more to it than following a program, and if AI researchers want to make a truly thinking machine (and I don't believe most do), then they would have to figure out what that something is. I am not going to comment on whether or not I think it will be possible, but I truly have no idea.

The actual article probably could have been explained better and could have been condensed some.The Wikipedia article was much "better" (maybe not better in value but definitely better in explaining). It did have its moments when it would diverge into a short and related but not complete relevant side topic.

So to summarize, I didn't really care for how the article was written and I didn't think the conclusion was anything special. The way he came about the solution was novel but also more complicated than need be. I might just be oversimplifying it though. There were other things other than the Chinese speaking computer that he discussed, but to me, this was the focus of the paper (after all, the paper is even named after it). Hence that is what I focused on here.

Monday, September 10, 2012

Paper Reading #6 - Making Calibration Tasks Enjoyable by Adding Motivating Game Elements


Intro:
     Title: Calibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game Elements
     Author Bios
  1. David R. Flatla
    • University of Saskatchewan, Saskatoon, Saskatchewan, Canada
    • http://hci.usask.ca/people/view.php?id=13
  2. Carl Gutwin
    • University of Saskatchewan, Saskatoon, Saskatchewan, Canada
    • http://www.cs.usask.ca/~gutwin/ 
  3. Lennart E. Nack \
    • University of Ontario Institute of Technology, Oshawa, Ontario, Canada 
    • Faculty of Business and Information Technology
  4. Scott Bateman
    • University of Saskatchewan, Saskatoon, Saskatchewan, Canada
    • http://hci.usask.ca/people/view.php?id=18
  5. Regan L. Mandryk 
    •  University of Saskatchewan, Saskatoon, Saskatchewan, Canada
    •  http://hci.usask.ca/people/view.php?id=1
 Summary:
Many human-computer systems need calibration to occur for the best results. Calibration though usually involves repetitive and tedious tasks that can take awhile to complete. Because of this, the calibration does not occur, and the result is a less than desirable experience with the system. The authors want to make calibration more enjoyable and engaging, and therefore encourage its completion, by the creation of calibration games.

There are two types of calibration. The first addresses human limitations, and the second deals with the computer system measurements. There are many forms of calibration under these two types, but all of them have a core task that is used to measure the calibration. As long as this core task is maintained within the game, the game should perform the calibration as well as the standard calibration form. The researches first analyzed the different calibration forms to identify what the core task was for each and determine an appropriate game form that aligns with it. To see the different forms of calibration, the core task, and the type of game that tests the same thing, refer to figure 1.
Figure 1. The different forms of calibration (left), the core tasks (middle), and the matching game forms (right)

Each game would need to be designed with some mix of challenge, theme, reward, and progress to keep th e user interested and engaged, but they cannot interfere with the results of the calibration. They developed 3 different games to test their idea.



Figure 2. JND Game
The first game was for calibrating color just-noticeable-differences(JNDs). They developed a space invader game, where the user would shoot targets with a missile when they were able to differentiate it from the background. This would work because the core task to both the standard and game version is the same (telling the difference between colors). They used high scores and new items to reward players and encourage accuracy.






The next game they made was for calibrating C:D parameters for targeting. The standard way this occurs is through repeatedly selecting targets on a plain background. They created a game for this by identifying 'targeting' as the core task and creating a game around that. They made a shooting-gallery style game. The game had a plot (save the universe from the 'blorgs'), a timer, lasers and explosives, sound effects, and bonuses to make it more exciting and rewarding. The game basically involved them selection 'blorgs' to shoot them, and after so many hits, they receive rewards, such as gold starts and high scores.




Figure 3. BabyLaunch game
The last game they developed was for calibrating a physiological sensor, specifically a respiration chest strain sensor where to calibrate the user needs to breath deeply during the calibration trails. They made a baby launching game to increase enjoyment during this. The deeper you breath, the farther the baby will be launched. They provided rewards such as progress (current maximum distance) and colorful visuals.



They performed tests (discussed in the evaluation section) to evaluate the games. The experiments showed two things. The first was that the games were more fun than the standard calibration technique. People typically perferred to use the game. The second finding was that, while using the game method did affect the results, it should not affect the actual value of the calibrations.


Related work not referenced in the paper:
  1. A flexible new technique for camera calibration   
    • http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=888718&tag=1
    • This describes a new way to calibrate a camera that is easier and quicker than previous methods  
  2. Heuristics for designing enjoyable user interfaces: Lessons from computer games  

    • This paper discusses ways to make user interfaces more enjoyable based on lessons from game design
    • http://dl.acm.org/citation.cfm?id=80175
  3.  Learning from Games: HCI Design Innovations in Entertainment Software
    • http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.122.6347&rep=rep1&type=pdf
    • This paper discusses things we could learn about designing UIs from video games.
  4.  Games and the Design of Human‐Computer Interfaces
    • http://www.tandfonline.com/doi/abs/10.1080/0954730940310208
    • This paper discusses how computer games could be uses to more effectively design other computer systems
  5. Applying game achievement systems to enhance user experience in a photo sharing service
    • http://dl.acm.org/citation.cfm?id=1621859
    • I think these two articles relate because they are using games to boost enjoyment in tasks you wouldn't expect. 
  6. Framework for Designing and Evaluating Game Achievements
    • http://www.digra.org/dl/db/11307.59151.pdf
    • This paper discusses achievements, which was an important part of the games developed in this research paper 
  7.  Exploring Aesthetic Ideals of Gameplay
    • http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.155.4201&rep=rep1&type=pdf
    • This paper  talks about the different ideals that make a game enjoyable. These type of principles were used during the making of the calibration games.
  8. What does it mean to understand gameplay?
    •  http://www.sea-mist.se/fou/forskinfo.nsf/all/4cdfcc11dad2f9fec12575c8003ee24d/$file/Lindley%20-%20What%20does%20it%20mean%20to%20understand%20gameplay.pdf
    • I think this article is related because the researchers had to research what gameplay was before they could develop the calibration game.
  9. Just blink your eyes: a head-free gaze tracking system

    • http://dl.acm.org/citation.cfm?id=765891.766088

    • This paper described a gaze tracking system that had a short and easy calibration method.


      10. Uncalibrated stereo hand-eye coordination

    • http://www.sciencedirect.com/science/article/pii/026288569490071X
    • This paper describes a robot that handles the calibration for the developed system.
This paper is very innovative. I had to struggle to find any papers even a little related to calibration games. All the papers I have listed have to do with small parts or related issues, but none have to do with calibration games.


Evaluation:
Table 1. Likert Statement Sample questions/results
They used 12 individuals from the college to test each game. They would do both the standard and game version of the calibration and then answer questions over the experience. They compared the calibration results to test accuracy and the individuals remarks on enjoyment. They used a 5-point Likert scale to evaluation the individuals responses. To see the questions asked in the study, refer to table 1. I think they should have asked some open-ended questions along with the Likert scale. They made a lot of assumptions based of these results that would have been better answered in a open-response type question.



Discussion: 
I thought this was a very interesting paper. It was well writing and was a simple, unthought of idea. I could find no reference to this idea in any other paper, and if it really doesn't cause issues with the results, I think it would be very successful. No one likes to do calibration, and if the situation calls for a very long calibration like the ones described in the paper, I wouldn't want to do it. Even though I know it would hurt my experience, I just couldn't take the time to sit through the boring procedure. If it was fun, like the games would be, I would be much more likely to do it. It is a very simple idea though, so I am surprised no one tried it earlier.

Reference Information:
[1]Making Calibration Tasks Enjoyable by Adding Motivating Game Elements: http://delivery.acm.org/10.1145/2050000/2047248/p403-flatla.pdf?ip=165.91.10.211&acc=ACTIVE%20SERVICE&CFID=151349081&CFTOKEN=89389542&__acm__=1347153358_edcf5091a82f0bf5a95d001ed7563fe9
[2] All papers listed were found using http://scholar.google.com/