Object Reflections

This backpack caught my sight immediately and I’ve carried it since –eight years ago–. An outer clean minimalist silhouette tainted with coal and dark black communicated elegant simplicity. The continuity from the lateral-surrounding body-fabric onto the handles reinforced this minimalist perception and added structure and endurance. Its outer simplicity up to date disguises its inner complexity of vast services, to the extent of pockets often passing unnoticed. Various adventurous stories with its rogue laptop compartment have crafted a valueless feeling in my mind. I’m still discovering alternate uses for the side and handle straps such as water bottle holder, umbrella drainer or pen/marker holders. And besides its impeccable impermeability this awesome backpack is awfully comfortable.

This other object keeps tormenting our daily experiences, even though there have been solutions crafted by now. In a nut shell, this control frustrates people by cognitively loading us with excessive affordances (buttons). It's fair to clarify that the tasks all these affordances tackle may address interesting user needs. However, the frequency at which these needs may arise don't make up for this cognitive load. For example, as a beginner user, I don't know what are the A,B,C and D buttons for. Even though they may not be significantly big in comparison to other buttons, the fact that they have color distracts the overall reading from the control layout. A good solution already in market is Apple TV's control. It's consistent with its laptop controls created back in the mid 00s, allowing people to learn it easily and fast.

Tangible Retail Display

Images taken from their Blog Post

Images taken from their Blog Post

After a lot of searching and looking around, I stumble upon a company that creates interactive products for commercial scenarios beyond tactile interfaces onto tangible ones. The interactive product is triggered by lifting one of the products sold in the store, to expose an album of first-person stories around diverse brand’s products. Even though it sets an innovative consumer experience, after half an hour of waiting for someone to comply, I finally decided to take it for a spin. The product is a sealed black box, with what I imagine is a projector, a computer and a camera. The main idea behind it is to transform any surface into an interactive tangible user interface. Basically this is a usable interactive experience with catchy stories behind a tracking framework.

The fact this product is interfacing with real tangible artifacts does set an entire realm of possibilities, even though it was only used for triggering a strictly tactile command interface. This tactile-2D-interface had the proper affordances to easily manipulate the experience. Its results could easily be noticed when navigating and selecting different features, and because it was built on top of the tactile interface paradigm, it was really easy to learn how to use it. However, it lacked the first principle of interaction design, it wasn’t perceivable as an interactive display at first sight. Not really sure why, but its call to action –or its lack of– left clients adrift. Even still when the product had a blinking text prompt of 1/10 of the display’s height –more less– for inviting people to interact –"Please lift to read the stories"–, the overall idea of how to start the interactive experience wasn’t overly persuasive. Maybe, given to the fact that it resembled a light-display-installation that you’re not supposed to touch kind-of imaginary scenario, but not 100% certain. Overall the 5 minute experience was entertaining.

The hypothesis I had before approaching the product was that this interface should aim for what Norman calls affective approach, considering the context and goal are for retail purposes, it is not a scenario that requires a serious concentrated effort reach its goal. In these order of ideas, the product balances beauty and usability fairly well, where easy-going use and contemplation are conveyed.

IxD Principles

 
 

The answers should be given by the design, without any need for words or symbols, certainly without any need for trial and error.” Don Norman

The answers Don Norman addresses are PERCEIVED through affordances. As he describes it, these affordances are “primarily those fundamental properties that determine just how the thing could possibly be used [, and] provide strong clues to the operations of things”. Thus, affordances allow the transition from the first principle to the second (Perceivability to PREDICTABILITY). It’s thanks to these visible assets in products –affordances–, that people are able to interact (operate and manipulate). Given to FEEDBACK (the third principle) people can understand and know how to overcome error (machine’s) and mistakes (people’s). Through repeated interaction, people get to LEARN how to use a product, and thanks to CONSISTENT standard practices among similar products, transfer its usage from one type of product to another.

Besides use standards and best practices, Don Norman addresses the importance of affection in the design process. He points the nuances between negative and positive affection, and draws the importance of creating good human-centered design whenever addressing stressful situations. In the end, he emphasizes that “[t]rue beauty in a product has to be more than skin deep, more than a façade. To be truly beautiful, wondrous, and pleasurable, the product has to fulfill a useful function, work well, and be usable and understandable.

What is Interaction?

I like to think of Interaction Design as the work towards creating models/experiences that attempt to closely represent people's imagination or conceptual models. Chris Crawford’s metaphor of conversation is the most concise and enlightening explanation I’ve read so far. Luminaries within the Interaction Design realm such as Bill Moggridge or Gillian Crampton have wonderful explanations, yet Crawford’s self contained metaphor gives IxD’s explanation an elegant simplicity with just one word. From the implications of conversation that Crawford describes, there are a couple concepts to highlight. The cyclic nature of the conversation between actors, and fun as key qualitative factor for high interactive designs. To guarantee this cycle, he addresses the importance of the 3 equally necessary factors –listen, think and speak– to consider a conversation good. This is certainly an entertaining challenge when designing interactive works.

Crawford goes on pinpointing the revealing differences between IxD and other similar disciplines such as Interface Design. This difference relies specifically in the in between factor of a conversation, thinking. Interaction Design differs from Interface Design by addressing how will the work behave, through algorithms. He ensembles an articulate comparison that sets the stage for an afterthought analogy, Interaction Design is to Interface Design as Industrial Design to Graphic Design. He describes that, “[...] the user interface designer considers form only and does not intrude into function, but the interactivity designer considers both form and function in creating a unified design.” A systemic approach that never gets easy, yet enormously fulfilling whenever “people identify more closely with it [interactive work] because they are emotionally right in the middle of it.” In other words, interaction design is amazing thanks to the engaging and earnest-provoking experience.

In the end, Crawford finishes with a cautious call for action encouraging the reader to “exploit interactivity to its fullest and not dilute it with secondary business.” Exactly what prodigious creator and visionary Bret Victor denounces about nowadays consumer tech panorama. He is alarmed by the status quo’s acceptance of the narrow vision in interaction’s future-concept behind a flat surface. Victor advocates for tools that “addresses human needs by amplifying human capabilities”. Its through everyday objects’ properties how Interaction Design feedback should be crafted. He wittily highlights haptic feedback and explains haptic typology –power, precision and hook grips–. These premises will allow Interaction Design craft more intuitive works where hopefully people can seamlessly converse with –fingers crossed– other people and seamlessly experience works and devices. Victor wraps it with an encouraging suggestion to “be inspired by the untapped potential of human capabilities” and as Interaction Design “[w]ith an entire body at your command, do you seriously think the Future Of Interaction should be a single finger?

Even though gestured Natural Interfaces cast an interesting future for Interaction such as Disney Research's lovely concept, there is still fine tuning within the Beneficial Aesthetic realm.

Aireal: Interactive Tactile Experiences in Free Air. (n.d.). Retrieved September 9, 2014.

Crawford, C. (2002). The Art of Interactive Design a Euphonious and Illuminating Guide to Building Successful Software. San Francisco: No Starch Press.

Victor, B. (2011, November 8). A Brief Rant on the Future of Interaction Design. Retrieved September 8, 2014.