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Designing a user interface based on the
calm technology paradigm and schematic
visualization, and its evaluation from a
communicability and rhetoric standpoint.
Omar Sosa Tzec
CIRIA – UDLAP.
Samuel Cortina Arteaga.
Design Faculty – UDLAP.
Roberto Holguín Molina.
InSitum – México.
4th Information Design
International Conference.
Rio de Janeiro | Brazil | 2009.
Introduction:
Point of start.
Information
Design.
Other
disciplines &
paradigms.
Human –
Computer
Interaction.
Schematic Information
Visualization.
User
Interface
Design.
Calm Technology
Design Paradigm.
Users’
Needs.
Design
Process.
Prototype
Proposal.
Evaluation.
Taking Calm Technology
into count:
What is to consider the paradigm
into the design process?
Periphery
Center
Periphery
Center
User Interface.
Interface
components.
Interface component
at user’s center.
Preliminary Work:
Design methods based on
Experience Sampling Method and
Participative Observation.
User working
with a laptop
and chat client
running.
Visual records
from location
of chat windows.
Fusion of visual records
in order to identify patterns.
Text records
about the inner
experience at that time.
Records grouped into
possible ESM categories.
Needfinding Excercise
Chat client
is running.
Question
about the
contact’s inner
experience.
IM shows up
on contact’s
side.
Contact’s
answer.
Recorded
answers are
grouped into
ESM categories.
Design Process:
Sanders’ postdesign, participative
design, personas, and sketching.
Scenario.
Design
ideas.Persona.
Plenary
session.
Design
ideas.
Design
ideas.
Sketching.
Sketching.
Low–fi prototype
design.
Sketching.
Sketching.
Evaluation
Rhetoric Triangle Model:
A conjecture of how interface design
process evolves.
User Interface.Designer. User.
Speech.Speaker. Listener.
Rhetorical appeals:
Logos,
Ethos,
Pathos.
Accomplish
a task.
Take
action.
Logos.
Ethos. Pathos.
Design process.
Design
phase.
Design Results:
MoviTalk, a UI proposal of an
IM Client for mobile devices.
Variation of size. Change in placement. Color code. Change in shape.
Transparency. Change in color. 3±5 feature. Drawers.
Tap. Drag/write. Usage of icons.
Evaluation methods:
Execution of usability and communicability
testing plus the rhetorical space
characterization on the prototype.
Prototype.
Usability
issues.
Communicability
breakdowns.
Scenario.
Insitu
notes.
Global
analysis.
Think aloud.
Video from
the testing.
Printed image
of prototype.
Tagging with colored
sticky notes.
Tagging with colored
sticky notes.
Tagging with colored
sticky notes.
Global
analysis.
Inference
by
users’
overall
tagging.
What and why:
logos,
ethos, and
pathos.
What is an evident functional feature?
What can be interpreted as a design feature?
What may be related with something emotional?
Results.
What’sthis?
Participant 1
Whydoesn’tit?
Whereisit?
Whatnow?
Whathappened?
Oops!
WhereamI?
Ican’tdoitthisway.
Thanks,butno,thanks.
Icandoitotherwhise.
Looksfineforme.
Igiveup.
Help.
Participant 2
Participant 3
Participant 4
Participant 5
Conclusions.
User can decode a
considerable amount of
information at glance.
* By applying visual variables combined with other characteristics,
such as layers and easy-to-learn visual signs, users can focus only
on the design elements relative to their task at hand.
* The Calm Technology paradigm can be supported by applying the
schematic visualization of information to a GUI.
* It is remarkable that a great amount of valuable information
can be obtained by doing this review since early stages of
design; and not only when working with interfaces, but also
with other design products.
* . It is appropriate to introduce a participative design exercise
to know about the users’ experiences in order to enrich further
stages of design.
Postdesign. Participative
Observation.
ESM
Participative
Design.
Needfinding.
* It is important to remember that the fidelity of the
prototype should no be disregarded while evaluating
unconventional features. A still low fidelity prototype,
for example, lacks the movement and interactivity that
can reinforce the users’ semiosis during an evaluation.
Unconventional or
untraditional user interface.
Comunicability
testing.
Semiotic
engineering.
* The design process can be qualitatively characterized by
using the rhetorical appealing modes: logos, ethos, and pathos.
* The logos appealing mode is closely related to the rational
aspects of design and the instances of well-known interface
elements. On the other hand, the pathos appealing mode is
concerned to those interface elements that can be directly
modified by the users, such as the personalization features.
Muito Obrigado!
Full work available at
http://www.tzek-design.com
Facebook:
http://www.facebook.com/omitzek
Twitter:
http://twitter.com/tzek/
Information design blog:
http://www.tzek-design.com/blog

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