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designing for physicality
everyday devices to physigrams
Alan Dix
www.alandix.com
www.physicality.org/TouchIT/
levels of fidelity in design
from paper prototype
to working mock-up
study the old to design the new
• look at ordinary consumer devices
– washing machine, light switch, personal stereo
• why?
– we are used to using them ourselves
– they have been ‘tested’ by the marketplace
– they embody the experience of designers
half empty?
other places …
– Norman – DOET/POET
– Thimbleby – FSM for video, microwave
often used as HCI strawman
– emphasise for design flaws
we are looking for the good lessons
– how mundane devices exploit physicality
multiple feedback loops
physical–logical
mappings
physical aspects
knobs, dials,
buttons, location,
orientation
virtual aspects
screens,
lights,
buzzers, speakers
(ii) physical effects
(iii) virtual effects
show message,
turn light on
motors, effectors
(a) physical manipulation (i) sensed inputs
logical
system
A B
C
(c) felt feedback
(d)‘electronic’ feedback
(b) perceived state
see message on screen
resistance,
? physical sounds ?
turn knob, press button
effects on
logical objects
device
physical
environment
D
(iv) physical effects
controlling
external things
(e) physical feedback
notice light is on,
kettle boils
semantic
feedback
multiple feedback loops
physical aspects
knobs, dials,
buttons, location,
orientation
virtual aspects
screens,
lights,
buzzers, speakers
A
(c) felt feedback
(b) perceived state
(a) physical manipulation
turn knob, press button
device
multiple feedback loops
physical aspects
knobs, dials,
buttons, location,
orientation
virtual aspects
screens,
lights,
buzzers, speakers
logical
system
A
(ii) physical effects
motors, effectors
(i) sensed inputs
B
(c) felt feedback
physical–logical
mappings
(b) perceived state
(a) physical manipulation
turn knob, press button
device
multiple feedback loops
physical–logical
mappings
physical aspects
knobs, dials,
buttons, location,
orientation
virtual aspects
screens,
lights,
buzzers, speakers
(ii) physical effects
motors, effectors
(a) physical manipulation (i) sensed inputs
logical
system
A B
(iii) virtual effects
show message,
turn light on
C
(c) felt feedback
(b) perceived state
(d)‘electronic’ feedback
see message on screen
resistance,
? physical sounds ?
turn knob, press button
device
multiple feedback loops
physical–logical
mappings
physical aspects
knobs, dials,
buttons, location,
orientation
virtual aspects
screens,
lights,
buzzers, speakers
(ii) physical effects
(iii) virtual effects
show message,
turn light on
motors, effectors
(a) physical manipulation (i) sensed inputs
logical
system
A B
C
(c) felt feedback
(d)‘electronic’ feedback
(b) perceived state
see message on screen
resistance,
? physical sounds ?
turn knob, press button
effects on
logical objects
device
physical
environment
D
(iv) physical effects
controlling
external things
(e) physical feedback
notice light is on,
kettle boils
multiple feedback loops
the GUI fallacy … semantic feedback is NOT enough
physical–logical
mappings
physical aspects
virtual aspects
screens,
lights,
buzzers, speakers
(ii) physical effects
(iii) virtual effects
show message,
turn light on
motors, effectors
(a) physical manipulation (i) sensed inputs
logical
system
A B
C
(c) felt feedback
(d)‘electronic’ feedback
(b) perceived state
see message on screen
resistance,
? physical sounds ?
turn knob, press button
effects on
logical objects
device
physical
environment
D
(iv) physical effects
controlling
external things
(e) physical feedback
notice light is on,
kettle boils
semantic
feedback
knobs, dials,
buttons, location,
orientation
multiple feedback loops
physical–logical
mappings
physical aspects
knobs, dials,
buttons, location,
orientation
virtual aspects
screens,
lights,
buzzers, speakers
(ii) physical effects
(iii) virtual effects
show message,
turn light on
motors, effectors
(i) sensed inputs
logical
system
B
C
(d)‘electronic’ feedback
see message on screen
resistance,
? physical sounds ?
(a) physical manipulation
A
(c) felt feedback
(b) perceived state
turn knob, press button
effects on
logical objects
device
physical
environment
D
(iv) physical effects
controlling
external things
(e) physical feedback
notice light is on,
kettle boils
semantic
feedback
the GUI fallacy … semantic feedback is NOT enough
model physical device states
the device ‘unplugged’
the device ‘unplugged’
switch
UP
DOWN
user pushes
switch up
and down
two visible …
and feelable …
states
physigram
model logical system
light
OFF
ON
two states
of the system
physical–logical mapping
light
OFF
ON
switch
UP
DOWN
user pushes
switch up
and down
exposed state
particularly easy to understand and use
but not always 1–1
light
OFF
ON
switch
UP
DOWN
user pushes
switch up
and down
mapping 1–1
controlled state
compliant interaction
(1) system state visible through control
(2) system and user have similar effects
press
down
UP
DOWN
press
up
kettle switch
system
down
system
downBOILING
Temp
< 100
POWER
OFF
POWER
ON
system state
20
bounce-back button
OUT
IN
user pushes
switch in
bounce
back
computer
OFF
ON
(a) (a)
switch
(a)
(z)
21
initial pressure on exposed state switch
UP
DOWN
PART
DOWN
PART
UP
press
down
press
down
press
up
press
up
switch
‘gives’
switch
‘gives’
press
down
UP
DOWN
press
up
shorthand
time-dependent devices (continued
pressure)
22
CENTRE
IN
LEFT
IN
RIGHT
IN
twist
left
twist
right
CENTRE
OUT
LEFT
OUT
RIGHT
OUT
twist
left
twist
right
pull out
pull out
pull out
minidisk
23
CENTRE
LEFT
RIGHT
twist left
(down)
twist right
(up)
1
down
minidisk knob
2
3
 (up)
 (down)
track selected
17
up
up
up
up
down
down
down
give it to designer
Physicality 3

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Physicality 3

  • 1. designing for physicality everyday devices to physigrams Alan Dix www.alandix.com www.physicality.org/TouchIT/
  • 2. levels of fidelity in design from paper prototype to working mock-up
  • 3. study the old to design the new • look at ordinary consumer devices – washing machine, light switch, personal stereo • why? – we are used to using them ourselves – they have been ‘tested’ by the marketplace – they embody the experience of designers
  • 4. half empty? other places … – Norman – DOET/POET – Thimbleby – FSM for video, microwave often used as HCI strawman – emphasise for design flaws we are looking for the good lessons – how mundane devices exploit physicality
  • 5.
  • 6. multiple feedback loops physical–logical mappings physical aspects knobs, dials, buttons, location, orientation virtual aspects screens, lights, buzzers, speakers (ii) physical effects (iii) virtual effects show message, turn light on motors, effectors (a) physical manipulation (i) sensed inputs logical system A B C (c) felt feedback (d)‘electronic’ feedback (b) perceived state see message on screen resistance, ? physical sounds ? turn knob, press button effects on logical objects device physical environment D (iv) physical effects controlling external things (e) physical feedback notice light is on, kettle boils semantic feedback
  • 7. multiple feedback loops physical aspects knobs, dials, buttons, location, orientation virtual aspects screens, lights, buzzers, speakers A (c) felt feedback (b) perceived state (a) physical manipulation turn knob, press button device
  • 8. multiple feedback loops physical aspects knobs, dials, buttons, location, orientation virtual aspects screens, lights, buzzers, speakers logical system A (ii) physical effects motors, effectors (i) sensed inputs B (c) felt feedback physical–logical mappings (b) perceived state (a) physical manipulation turn knob, press button device
  • 9. multiple feedback loops physical–logical mappings physical aspects knobs, dials, buttons, location, orientation virtual aspects screens, lights, buzzers, speakers (ii) physical effects motors, effectors (a) physical manipulation (i) sensed inputs logical system A B (iii) virtual effects show message, turn light on C (c) felt feedback (b) perceived state (d)‘electronic’ feedback see message on screen resistance, ? physical sounds ? turn knob, press button device
  • 10. multiple feedback loops physical–logical mappings physical aspects knobs, dials, buttons, location, orientation virtual aspects screens, lights, buzzers, speakers (ii) physical effects (iii) virtual effects show message, turn light on motors, effectors (a) physical manipulation (i) sensed inputs logical system A B C (c) felt feedback (d)‘electronic’ feedback (b) perceived state see message on screen resistance, ? physical sounds ? turn knob, press button effects on logical objects device physical environment D (iv) physical effects controlling external things (e) physical feedback notice light is on, kettle boils
  • 11. multiple feedback loops the GUI fallacy … semantic feedback is NOT enough physical–logical mappings physical aspects virtual aspects screens, lights, buzzers, speakers (ii) physical effects (iii) virtual effects show message, turn light on motors, effectors (a) physical manipulation (i) sensed inputs logical system A B C (c) felt feedback (d)‘electronic’ feedback (b) perceived state see message on screen resistance, ? physical sounds ? turn knob, press button effects on logical objects device physical environment D (iv) physical effects controlling external things (e) physical feedback notice light is on, kettle boils semantic feedback knobs, dials, buttons, location, orientation
  • 12. multiple feedback loops physical–logical mappings physical aspects knobs, dials, buttons, location, orientation virtual aspects screens, lights, buzzers, speakers (ii) physical effects (iii) virtual effects show message, turn light on motors, effectors (i) sensed inputs logical system B C (d)‘electronic’ feedback see message on screen resistance, ? physical sounds ? (a) physical manipulation A (c) felt feedback (b) perceived state turn knob, press button effects on logical objects device physical environment D (iv) physical effects controlling external things (e) physical feedback notice light is on, kettle boils semantic feedback the GUI fallacy … semantic feedback is NOT enough
  • 13.
  • 14. model physical device states the device ‘unplugged’ the device ‘unplugged’ switch UP DOWN user pushes switch up and down two visible … and feelable … states physigram
  • 17. exposed state particularly easy to understand and use but not always 1–1 light OFF ON switch UP DOWN user pushes switch up and down mapping 1–1
  • 19. compliant interaction (1) system state visible through control (2) system and user have similar effects press down UP DOWN press up kettle switch system down system downBOILING Temp < 100 POWER OFF POWER ON system state
  • 20. 20 bounce-back button OUT IN user pushes switch in bounce back computer OFF ON (a) (a) switch (a) (z)
  • 21. 21 initial pressure on exposed state switch UP DOWN PART DOWN PART UP press down press down press up press up switch ‘gives’ switch ‘gives’ press down UP DOWN press up shorthand
  • 23. 23 CENTRE LEFT RIGHT twist left (down) twist right (up) 1 down minidisk knob 2 3  (up)  (down) track selected 17 up up up up down down down
  • 24. give it to designer