Showing posts with label Interaction. Show all posts
Showing posts with label Interaction. Show all posts

Sunday, 1 November 2020

Designing Usable security systems


Security systems are irritating

Every time when I enter in abc website it asks me for Login, I am getting irritated with Typing my username and Password. Every 30 days it asks me to change my password and I can’t repeat my old passwords, if accidentally I enter my password wrong x times it locks my account and unlocking account is again big task because it asks 3 security answers which I set 3 years before. Why it is so complex and bad? Answer is – “This if for your security”. Which is very good in securing your data and information but very bad in user experience. Current security systems are very irritating but this is not a fault, this is an opportunity for innovative designers to design security systems in such a way so that user’s data should be secured and using security system in easy and fun, designing USABLE SECURITY SYSTEM.

Ex. Income tax return website – Normal people uses this website once or twice in a year for filling their income tax returns and filling ITR process starts with Login and nobody remembers their password so process starts with Forgot Password. Complete process is starting with unnecessary step (Forgot Password) and leads to irritation.

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Real life frustrations 

There are some security elements running in thousands of websites which may be very secure but increasing cognitive load/ increasing frustrations in the aspect of Usability.

Passwords
On an average a normal internet user has 60 to 100 websites where he/she has login (Username and Password) so at one time a normal internet user remembers 100+ passwords. Some of the websites requires more security for at regular interval he/she has to change his/her password and he/she can’t use their old passwords. Remembering Passwords is real pain now a days. Pan increases when any website asks for setting more secure passwords (Password should be alpha Numeric, containing Special characters and Capital letters bla bla bla…)

Security Questions
Setting security questions for any site is also one big pain, some security systems also asks you to set questions also along with answers. Increasing cognitive load for a user.

Captcha
Have you smiled when you have seen captcha ever? Never… Specially captcha on mobile apps/websites.. oh god save me… Just to verify I am not a machine or robot it takes 1-2 attempts me to complete my work. Captcha has some more usability issues like for visually impaired people reading and understanding captcha is a real pain.

M-Pins
Although M-Pins are easier as compared to secure password but sometimes it becomes very easy in cracking. Most of the people set their M-Pins with their DOB or some patterns like 1111, 0000, 1234 etc. which are easily in cracking.

OTP
This is a new one (One Time Password) this reminds you the importance of your mobile phone. It has several issue like sometimes Network in your mobile phone varies and you can’t get OTP in your phone on time and your session gets expired. Secondly If you not having your phone with you or if your battery has died you can’t process your work.

Session
This is also a trouble you are filing a form and you have completed it mostly suddenly a message comes “try again your session is expired”. Your whole work got wasted without saving.


How to design usable security system

Understand user behavior, find patterns
Before designing any security system for any website or office understand user behavior through research. User research is very important for designing a usable security system. Security system will be usable when it helps user in performing user their intended tasks.

Use Cognitive Principles
For remembering passwords use cognitive principles example chunking. Chunked information easily gets stored and retrieved by human brain.

Think about frequency of use
Keep frequency of use in mind before designing security system, Example Income Tax return website, a normal user visits once or in every six months. SO if you designing security system for this site don’t expire password in less duration.

‘Show password’ element in place of ‘Repeat password’
To verify password instead of using ‘Repeat Password’ provide ‘Show Password’ in forms.

Show Password rules & tips upfront
It becomes very useful when tips & rules for setting password are available upfront for a user.
Alternate option of authentication from OTP: Don’t depend on OTP on mobile only, send OTP on email ID also.

Find forgot password/username data and analyze it
Get statistics about ‘How many users has used Forgot Password in last some time (say 1 year)?’ and analyze this data. It can give you more insights about security system

Be innovative

“Think about usable login system”
Usage of technology and innovative thinking is required in finding amazing & secure login methods. Example: Finger print scanner technique in iPhone.

Designing secure and Usable security system is becoming new opportunity for designers and must business need.

                                                         

About Author

Abhishek Jain (User Experience Designer)

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Saturday, 28 April 2018

Importance of User Experience in Online Business



User Experience  in Online Business


Starting or owning Online Business like E-commerce, sales, learning etc. and not getting optimum business/customers. Have you checked about User Experience of your product/services ever, if not then then don’t waste time and work on improving user experience.

User experience is not only limited to what user feels, it is directly proportional to the business. Rich in UX results in to more Re-business, builds trust, and increases emotional touch which converts into more business.

Business grows with customers and  if they are happy with your services they will love to come back and they will advertise for you. Best publicity is mouth publicity.




Evolution of IT industry and UX
In early ages of IT, company or individual who is having technological capabilities wins the business. Then more companies became technology capable then Usability of services/product came into picture. Company with Technology + Usable products won the business in that age. Then 3rd generation came, where most of the companies have thought of technology and implemented Usability, now company with technology capabilities + usable product + Better user experience is winning the business.


Your competitor is just one click away
In an online business company, competition is very high and critical because your competitor is just one click away from you. If customer/user is not getting proper care or satisfied with your product/service there are lots of other websites are available for him in just one click. So for acquiring new customers and re-business from old customers UX plays an important role.


Myth about UX

Myth 1: UX is about web design – This is the biggest Myth about UX. UX is far bigger than that, UX is an Ecosystem in which Human, product, service, company, business etc. are involved.

Myth 2: UX is about how beautiful site/app looks. UX is not about how site looks, it is about how customers’ intend/need is getting fulfilled using less/effective efforts which should bring feeling of happiness and satisfaction.

Example: E-commerce and UX

For an E-commerce retail online business, UX starts from very first interaction of your business with customers i.e. Website/app etc. and it continues till complete customer journey. Some questions about E-commerce which can tell about UX of your business,

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- Is user able to know that whatever he/she needs, available in your website?
- Is user able to find easily what he/she wants?
- Is user able to make required decisions to purchase that product/service?
- How simple is the complete check-out process?
- If purchased, then are you able to deliver the product/service in best time for him/her?
- Are you offering any after purchasing services like assistant, guide etc.?
- How you are building relationship with your customers?


From where you should start
Firstly make your website/app usability compliance. Hire a Usability Expert or User Experience Expert for complete user research. Note that this research is not only about website/app but also contains analysis of your complete service/process.
Prepare complete customer journey map and map it with customer experience. Find opportunistic areas for improvement in experience. 


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Sunday, 22 January 2017

A Beginner's Look At Prototype Design Tool - Mockplus v2.3

My story with Mockplus began when I started using it half one year ago, and I was so deeply impressed by its simplicity & efficiency which could be incomparable with other prototyping tools. Most recently, it will release a big update (so-called 2.3 version), and this could be another one giant leap forward for this tool that I've been witnessing.

I always believe that Mockplus is an excellent prototype design software that has been dedicating to better user experience always the time. And its feature "Simplicity and Efficiency" is so distinctive that this tool has to give up some highly-personalized and complex functions. Mockplus, this time, proves its dedication and vision again in this new update.

In the new 2.3 version, the most intuitive change we can see is the project bar has been moved from the right to left side and the components' property box has taken the entire right sidebar. That will add much convenience while setting properties.

On the other side, this change may make regular users feel unfamiliar more or less. Then, why to make this change? From my own perspective of view, I think the reasons can be the followings:

1. This can free up more design space. There are only two panels on either side and the design canvas in the middle will be much larger accordingly.

2. All interactions can be done on the right-hand panel, allowing us to set the components' interaction and the page link in one place, instead of two separate places.

3. It's much easier to set some common properties (like text font and font size) as well as common operations (layout, alignment, etc).

Plus, I notice that many new attributes have been added to components. For instance, it adds rounded corners for Tab component, label color and border, rolling and many more attributes. Moreover, I find that more components have border-related property settings. For instance, it's possible to set the border when the Shape component in the rounded corner. These attributes definitely make components much flexible and adaptive to more scenes, all contributing to better serve our design ideas.

Mockplus Prototype tool


Another highlight in this update is the components' library synchronization and sharing. The "Library" feature allows we designers to add, remove or modify our customized "Components", "Groups" and "Pictures", etc. Meanwhile, we can publish and sync our own component libraries to the cloud. Most importantly, we are capable of sharing libraries with others, which will be a big plus for team collaboration.

Also, there is no doubt that these user-customized component libraries will get more and more rich, and Mockplus users can directly modify/use various types of finished/semi-finished components with least efforts. To some degree, this feature may become a form similar to the network community, enabling users to work, learn and communicate with others via their own component library. Of course, this would be some distant visions, but we can use the Mockplus official public library to enrich design needs.

Mockplus Prototype tool publish

This new update adds up to 200 icons and provides more choices for graphic designers, saving much time searching and designing UI elements. Also, the 2.3 version supports the weight of font style, and to my delight, the unsupported Roboto font is supported this time. Let's take a look below:

Mockplus Prototype tool text setting

Furthermore, users will have the ability to view version history and set protect password for cloud project management. It's allowed to customize the zoom ratio of design canvas, and to apply different widths for different pages in Web project.

Not only does this new version add some properties and functions, but also fixes a certain amount of problems. As far as I'm concerned, it fixes the issues that the keyboard cannot disappear and the images look blurry on the mobile phone, along with the issue that interactive targets may be lost while copying and pasting, etc.

It seems that there's nothing more eye-catching other than the component library, but the truth is the icons, component properties as well as the richer functions should be a further interpretation of Mockplus's focus - the user needs. From my personal benchmark, the new update is like an old and loyal friend who come over and say "Hey, tell me your troubles and I will nail it"! Instead of pushing us to learn it continuously, Mockplus is always in constant adaptation to user needs and solve user's troubles. That's why I like it.

independent assassin

I'd like to compare this tool to an independent assassin, because it's too focused on their own characteristics as a prototype design software. "He" only walks on his own way, never seeing anything; "he" only does what he will do, no superfluous. Its focus brings both people's love and annoyance: love he's not chasing fame and interests, but also get annoyed by this beginner's mind. But perhaps because of his focus, suddenly on one day when he abruptly looks back from his own small road and finds that he has already embarked on high hill.

About Author
Berry Sarah

Email: berry@jongde.com 
Enthusiast for developing #prototypingtools, hoping to make friends with all like-minded guys. #ux #design #prototyping.

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Friday, 11 November 2016

What's special in Axure Prototyping tool?


Axure logo

Prototyping is one of the most important activity for UX designers which generally done on paper sketches to digital softwares. There are lot of wireframing and prototyping softwares and applications available. Each one is having some special qualities or offerings for designers. In this article we are going to discuss how 'Axure' prototyping tool is different for prototyping, how UX designers and interaction designers can get benefitted.

Axure tool, axure layout


1. Create wireframe to prototype with Interactivity
One can create low fidelity wireframes to high fidelity functioning prototypes in axure with adding interactions. Axure provides a great set of interactions which one can use and create awesome prototypes.

2. Test prototypes like an app on mobile
If you are designing any mobile application, then view prototype like an opening app directly from mobile. This helps in experiencing the prototype in more realistic manner. Good for testing and analysis.

3. Adaptive prototyping
For designing responsive and adaptive applications, designers need not to create 3 difference prototypes of different resolution. Axure provides responsive prototyping by which in single prototype we can create different screen layouts.

Responsive layout in axure

4. Storing & sharing on cloud
Axure provides file storage & sharing on cloud also. So no need to worry from where you are working, you can get your prototype files and links everywhere.
Link: https://share.axure.com/

5. Amazing social collaborated community for learning
One of the most amazing thing about Axure is not any feature in tool, it is their support social community. Social collaborated community portal of Axure is very rich crowd sourced learning platform where designers who are learning the tool or having any difficulty come & get solutions by different designers.
Link: http://www.axure.com/c/forum.php

Axure forum, axure help

6. Designer friendly updates
Axure team is working hard in understanding the designers need and helping in their design process very aggressively. From first version to Axure to latest version they have added, updated lot of features and made more designer friendly.

About Author
Abhishek Jain (@uxdabhi)


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Saturday, 23 April 2016

Designing for Startups

The internet has gone viral with the designs of Apple. It is a benchmark for any other phones in the market. But they too, like many other startups, had a humble start in a garage in California. The first Apple product, “Apple 1” was quite antique. It was then followed by the dawn of the Machnitosh. And today the designs are just incomparable to any other design of its type. That’s the power of DESIGN!

This is what I often ponder about –

“Facebook is loaded with posts of so many founders looking for a co-founder with a strong technical background or a marketing background etc. How many of those posts have you seen that ask for a designer co-founder? Very very rare. Isn’t it?”
Startups are the best examples of resource management. And that’s how every big player once was! So here are the pointers you always need to keep in mind as a startup when you come up with your designs –

1. #Feature hell vs required features


“Too many pens on paper, spoil the story” and similar is the case with your apps – “Too many features spoil the app”.
This is quite an interesting study – A recent study showed that people use just 15% of the Evernote app. Now, this is not the challenge. The challenge is that every user has their own set of 15%!! This is something that many startups are facing today.  Experts call this a “Feature Hell”!
Designers and CEOs should always be firm on creating some amazing features rather than an extensive list of features.

2. #Feedback from real user is a MUST

Every bad UX was started with a good UX intention. So where did things go wrong? – The lack of real users’ feedback being a major cause. Let’s see an example

Now when “I” see this design, I get a feeling that when I play “Desiigner – Panda” some kind of popup would come up right at the center of the screen or a video would start playing. But what happens is quite different..

A bar comes up at the end of the screen and for a moment I could not locate where the song was playing..
User expects things to happen when they perform a gesture. And this feedback comes only when you share your prototype with real users.
An interesting thing about user expectations – ATM Machines are a silent device. The counting cash while delivering the cash is a pre-recorded sound, just to give a feeling to the user that the money is coming out. Interesting isn’t it?

3. Think outside the box


Alarm apps on mobile always followed a similar format until someone thought outside the box – RISE! Amazing to use and very thoughtful. Watch the video to see how it works –

This covers the complete screen beautifully which no one ever thought of. Being in a startup you have all the more freedom to think differently. Give it a try. It might just work out, like it worked out for many other entrepreneurs.
Hope this blog helps startups to design great products and apps. Do let us know how you found the blog. Leave a comment below or drop in a mail to monika@canvasflip.com

About Author:

Monika Adarsh
monika@canvasflip.com 
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Monday, 14 March 2016

Are Sounds, Animations & Microinteractions enhancing the UX?

User Experience is an evolving field where there is always something new that would contribute to the improvement and enhancement of the experience. Some trends like Infinite Scrolling, Minimalism, Flat UI, Bold Typography have been revolutionary in UX. But there are some silent contributors and new arrivals for UX which are unnoticed by designers, developers and the users. One such silent contributor for UX are the Sounds, Motion Animations and Microinteractions. I have already mentioned about the microinteractions in my previous article too.

Details are not just details. They make the design!
You can check them here : UX Trends 2015

Sounds and Motion Animations are pretty straightforward terms.

So what are Micro-Interactions?

It is a product use case boiled down to a single moment, focused on a single task. It concentrates on only one task. Unlocking your smartphone is a microinteraction; so is the chiming sound that plays when you boot up Windows or OS X. But microinteractions aren't restricted to computers.

Video of iPhone Lock Screen - Swipe to Unlock highlight

These small, cute interactions go unnoticed most of the time in a product, but they add so much value and emotional value to the product! Though Microinteractions have been a participant of UX for past decades, they have not been conquered Enterprise software or Business applications. But it is high time for us to leverage the awesomeness of Microinteractions and Motion Animations into our Applications.

Some interesting examples of Microinteractions I can think of are,

iPhone Alarm - When you select "Repeat" option for Monday to Friday, it automatically shows "Weekdays". How many iPhone users have noticed this?



Password Hack Alert - A Website which features the time that will be taken to crack your password instead of showing how Strong/Weak it is.



Reading List - When you scroll through the article, a progress bar fills in the left pane!



Chrome Browser for Mobile - When you open too many browser tabs in Chrome, the number changes to Smiley!



Amazon Website - When you complete a transaction, Amazon thanks you in the browser tab title.



Twitter - It asks you to grab a Coffee or check out a random article on Wikipedia while they collect the data on your tweets.



I haven't noticed any of these Microinteractions! How will they add value to my experience?
Designer Dan Saffer says,

When microinteractions succeed, even invisibly, which is how most of them do - they make an emotional difference that’s greater than the sum of their tiny parts. 

The Waze navigation app : When you leave from work, get into your car, and launch Waze, it asks you, 'Are you going home?'. The software observes your routine way of doing things and makes smart suggestions. Even if they are invisible to your attention, they definitely contribute to the overall experience of using a software.

In the Wordpress when the user types an invalid username/password, the login box shakes like a head shake showing a message that your username/password is invalid. This is a very small interaction but causes a much bigger impact on the user engagement. Showing a long red colored text stating that your username or password is invalid, causes a negativity in user engagement.


Sounds

Sounds play a very vital role in user engagement, especially in Mobile applications. Selecting a suitable and apt sound for your app is the key to success. You cannot use a long irritating sound for a small action on the App.

Facebook Messenger App - Sending a Like in the chat
Other Examples of sounds are,


  1. Facebook App Refresh – When you pull down to refresh
  2. Whatsapp – When you click on Voice record option
  3. SkullCandy - When you open their website
  4. Xapo - Bitcoins
  5. OneAdobe
  6. TOI
  7. Arsthanea
  8. GetAce
  9. London-Skyline


Sound engage and interest users to use your apps more frequently. They must be pleasing, short and very relevant for the particular action performed. Do not choose long, boring and irritating noises for frequently performed actions.

Motion Animations


Motion Designers are new positions that are created in creative tech firms recently which shows the importance of Motions and Animations in an application. Applications
One of my favorite animations that I came across recently is the Whatsapp's Voice Messaging feature. When the user slides to cancel the recorded voice note, the Mic icon flies and falls into a dustbin showing that the voice note is deleted.
Websites featuring Motions and Animations,

These websites have web animations that are used wisely and elegantly to engage users and convey their brand identities in the best possible ways.

Yelp Material Design Concept - A tiny animation can be seen while focusing on the search bar



Apple Watch Concept - Animations while opening the menu in a wearable



How can I leverage them in my business applications?
User Experience is a unified term across all disciplines. You cannot differentiate business apps to be professional and can compromise on UX standards. A login screen of your application can have an animation instead of negative red texts. If you intend to use red error text, you can use the words wisely which won't create a negative impact on user engagement.



Or if your business mails are sent to various time zoned persons, you could show a microinteraction as below.


These small atomic designs are going to contribute a larger part in your Application's UX and the Business goals. If microinteractions are delightful, humane, and effective, then their success accretes and trickles up into the broader user experience in general. Designers have to be very cautious and thoughtful in creating microinteractions for an Application as it is going to be the one and only task being performed.

Are Sounds, Animations & Microinteractions enhancing the UX?

Microinteractions are in existence from early 1800's starting from the On/Off switches and Push to Start buttons. Now they have taken a whole new level of existence in the digital era of Touch screens and Smart Devices. They are definitely contributing a very larger part in UX more than we could imagine. UX Designers, Motion Engineers Interaction Designers are have a bigger responsibility in designing these Microinteractions, Sound and Animations for the Applications which are going to decide the success of the entire application.

Great UI is always Invisible and so are the Microinteractions, Sounds and Animations!

Feel free to drop your comments and views on this article!

About Author

Prashanth Shanmugam 
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The World Is Our Interface: Design Beyond The Screen

We are in an exciting age of design: Welcome to a new era in history where our bodies, cars, bedrooms, heaters, streets and  just about everything is beginning to become an interface.
This article will present a number of exciting technologies and various interfaces to interact with them, ranging from touch to VR, as well as take a historical perspective on interactions with man-made objects that have evolved with us to where we are.
For simplicity’s sake, I like to group human interaction with the environment and technology into 4 ages:
●     The age of tools
●     The age of the machine
●     The age of software
●     The age of the self

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The Age of Tools

We used primitive objects and symbols to communicate.
Humans began communicating with symbolic representations carved into any surface. Hieroglyphics were one of the initial ways that humans started communicating, and it was highly symbolic. This symbolism would later develop into art, writing, documentation and story-telling. We can even argue that we have come full circle and are using the symbols on our keyboards to communicate subtleties in communication beyond words, even if they are silly.

From cave art to emojis: The whole world is a UI canvas, so make good use of it!
The tools that we used to communicate became more and more sophisticated, resulting in things still widely used such as pens.

The Age of Machines

When hardware was the interface.
The industrial revolution placed emphasis on productivity. Welcome to the age of the machine, where we built objects at scale to help our lives become simpler.
One example of this is the invention of the typewriter in 1868 by Christopher Latham Sholes. We begun tapping physical keys to make words, still using our hands, but with help from the typewriter as a replacement of the pen. It helped create a consistent and effective format that could be easily adopted as well as save us time.
The drawback, however, was that we needed to learn how to type. We were mass producing machines and the power shifted to them. Despite designing the hardware as the interface, we still had to learn how to use the machines. This is symbolic of many machines created at the time.


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The Age of Software

Learned skills from using hardware become metaphors to teach us how to use software.
When software needed an interface, UI designers looked to existing hardware and behaviour to make it easy for us to learn how to use it. For example we looked back to the typewriter to learn how to type on a screen. The typewriter was used to inspire the keyboard to make it easier for us to know what to do. We had already learned to type, so the natural progression was to begin interacting with screens.

We see this same transition with our smartphone keypads looking like mini versions of the very same keyboards and typewriters. Adorable and useful. As we began to touch, we began to define a completely new way of interacting with our environment.

UI design evolution is influenced by hardware and intuitiveness. A good UI design sticks to familiarity and irons out the learning curve.
Skeuomorphism is another example of making the two dimensional screen look like the three dimensional world to help users understand how they should interact with the interface. Designers created interfaces that were already familiar by depicting things like controls of a radio or mixer in audio interfaces. Apple famously led this trend under the direction of Steve Jobs. It wasn’t until Jonathan Ive became more powerful at Apple that skeuomorphic design slowly evolved into flat design, punctuated by the release of iOS7 in 2013. We were ready to make the leap to less literal cues and could now appreciate the simplicity of a reduced interface. The current iOS Human Interface Guidelines actively encourage the shift from “Bezels, gradients, and drop shadows sometimes lead to heavier UI elements” with a “focus on the content to let the UI play a supporting role.”

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Material design also shifts towards different representation of the third dimension by giving the entire canvas depth, as opposed the the individual UI elements as represented in skeuomorphism. Material design depicts the “surfaces and edges of the material provide visual cues that are grounded in reality. The use of familiar tactile attributes helps users quickly understand affordances. The fundamentals of light, surface, and movement are key to conveying how objects move, interact, and exist in space and in relation to each other.”

Touch is Human centric

On why touch worked.
With the rise of the smartphone, we taught ourselves all kinds of funny gestures for the novelty  and , of course because it was cool to use and to discover even secret stuff on our devices. We learned the difference between a pinch and a tap and a long tap, and invented more gestures than we can keep up with.
We started expanding and contracting as a way of zooming in and out. This behaviour became so natural that I have witnessed grown men try and zoom in on physical maps.
Touch works because it is intuitive. You see babies working tablet devices faster than their grandparents these days, simply because we are born to explore things with our fingers. It’s innate and reminds us of where we started at the beginning of communication.

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Touch came At A Price

And the user experience often suffered.
We have become like children in a candy shop, wanting to touch everything in sight, and along the way, we made up some pretty obscure gestures that made it nearly impossible to find stuff.
That’s because we hid stuff.




Touch interfaces came at a price. UI designers were forced to hide a lot of important stuff behind the sleek app façade.
We hid a lot of the main user interface features. A major part of the problem was competition between Android and iOS, where iOS initially led the way and significantly reduced its Human Interaction Guidelines. The simplicity looked beautiful, but we were just hiding the ugly or complicated stuff for later, often making interfaces more difficult to use. Android emulated a lot of the worst things Apple implemented and it wasn’t until Material Design was introduced that there were even consistencies in Android design at all. The myriad of device sizes and display aspect ratios didn’t help, either.
We also forgot about consistency.
A swipe on iOS is used to read an email, delete an email, archive an email, or playfully connecting with my next Tinder match, depending on the app and the context. As designers, we cling to extensive onboarding sequences simply to show users what to do.
Touch only Works on Sufficiently Big Screens
Now, we have new, wearable devices with such small screens that touch becomes difficult. Designers of these devices are re-introducing hardware centric features for humans to struggle with.
Even if your fingers are finer and more dextrous than mine, I still smile at the thought of poking around 1.5-inch displays on our wrists.


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You cannot navigate a complex thing like the internet from a hardware centric feature such as Apple’s Digital Crown. It is a real-world spin-off from known watch-adjusting behaviour, and it is time consuming and fiddly. However there are smart devices that do go in the right direction. The Internet of Things (IoT) expands the use of our everyday devices into interactive canvases and are great examples of real-work hardware mimicry done right, putting functionality in the forefront. Unlike the Digital Crown, larger dials are functional and sensible. The Nest Learning Thermostat is an example of not only taking visual cues from real thermostat design, but also the way we usually interact with dials, making the product both fit seamlessly into the home, as well as being simple to use (and of course, it benefits the environment and wallet).
Force Touch is famously deployed on Apple Watch and 6th generation iPhones, but is rapidly expanding to all kinds of devices. Apple’s Hollywood Keynote tends to overshadow the fact that BlackBerry had already began experimenting with a similar concept back in 2008, and that Force Touch support has been a part of Android for years; it was introduced in Android 1.0 (API Level 1), in the form of the getPressure() API.
Despite Force Touch’s surprisingly long history, Samsung is reportedly equipping their upcoming Galaxy phones with their variation of Force Touch (supplied by custom-designed human interface software company Synaptics), which it has named ClearForce Technology.

The Age of The Self

The old metaphor comes full circle — the next iteration.
Now that the time has come, how do we design experiences and products in a world where any environment is interactive?
The next iteration illustrates our coming full-circle; the Apple Pencil is a piece of both hard- and software technology that is helping us write again. We are back to where we started, with a simple tool and a surface. While Apple Pencil has now made this idea mainstream, it was only as recently as 2010 that Jobs famously said “Who wants a Stylus?!“ before bragging about multi-touch. While Microsoft was unfortunate not to execute of its vision of the future, Jobs had a point about usability and the difficulty of such a narrow pen on a small tablet ended up not working for Windows. The tools were not right for the time, forcing us to feel less human, and only recently do we see the circle completed.
It just so happens that these simple devices grew larger, becoming not-so-simple in the process. That is why the Apple Pencil is debuting on the advanced and oversized iPad Pro instead of the smaller 9.7- and 7.85-inch models. Specifications aside, what is exciting here is that we are now getting to a point that technology is so advanced that we can “unlearn” how to use it.
The Apple Pencil is human centric because it uses two things we are already familiar with: a pencil and an iPad. We don’t need to learn anything new in order to use it (unless we need a reminder of how to write with a pencil again).
How can we design products that facilitate innate behaviours, rather than design products that force us to learn new skills? How can we become more human centric in our design philosophy?
Moving Beyond Touch
Not only did small screens prompt designers and technologists to explore others ways of interacting with technology, new use-cases and contexts inspired us to think of different ways we could use technology.
Voice commands, for example, work great while driving or cooking, but may cause a couple of stares while asking Siri where the nearest erotic massage parlour is on the train commute home.
Voice is one way that we can interact with technology around us. It can be passive or interactive. The great benefit of voice is that we don’t need hands. However, there are limitations, such as context, that mean voice will not necessarily be the most intuitive. Further, until very recently, voice recognition has not been good enough to be relied upon. Now, it can be eerily good.
Virtual reality (VR) was thrust into the mainstream with a lot of hype, supported by the purchase of Oculus Rift by Facebook in 2014. Shortly after, Google presented Google Cardboard at I/O in 2014, a low cost VR solution, a little lighter on the wallet than the $2 billion tag of Oculus, and there are more low-cost alternatives coming.

Force Touch, VR, motion tracking, and more. UI designers will have to master a lot of new skills over the next couple of years.
Virtual reality places the user in a computer simulated three dimensional world, allowing us feel immersed in the experience and move way beyond our fingers, hands and voice. Despite allowing us to use our entire body, virtual reality is constrained by the elaborate head gear. Some not-safe-for-work use cases also come to mind. Influential tech figures, such as Kevin Rose, boldly announced that “Virtual Reality will turn out to be a dud,” elaborating that “consumers will always take the path of least resistance,” a similar argument can be made in terms of usability.
I must agree that the novelty factor is great, but anything so interactive needs to feel intuitive. Wearing a huge mask, sometimes tethered to your desktop computer, may well not be that intuitive. We are already one step closer to removing the computer tethering on some platforms, thanks to Gameface Labs, yet still hiding behind the VR mask. So have you placed your Oculus pre-order?

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Project Soli is a tiny radar that can turn basically any piece of hardware into an interactive device, controlled by delicate gestures. It’s from the Advanced Technologies and Projects (ATAP Lab) at Google and helps make the world our interface.
Now that Project Soli is open for a select group of developers to work on, the future of interaction design is limited only by our range of gestures. Project Tango is creating devices that we already use to help navigate the physical world. It combines motion tracking, depth perception and area learning to help spatially process information. Because Project Tango is completely open source, the opportunity to innovate is pretty real. There are already some unique consumer products built, including Left Field Labs’ Soundfield and Space Sketchr.
Lenovo will be releasing a Lenovo Tango device, the new beginning of using our smartphones to map our worlds in three dimensional space. With a whole lot of new technology and use cases, our job as designers is to make the experiences feel truly human. My ask is that we leverage existing human behaviours and use technology as a facilitator.

References

This article was originally published on Toptal

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Danielle Reid

EmaiL ID: jordan.lyons@toptal.com

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