How Cognitive Ergonomics can be used to Inform Interactive User Design within New
Media.
“Ergonomics is sometimes described as fitting the system to the human"(Ergonomics Today, 2001) it is the process implemented throughout design to inform decisions and help direct functionality unique to the user(s). Ergonomics is applied in an assortment of applications within New Media to provide the user with an “optimal experience” (Csikszentmihalyi, 1991).
New Media in its raw definition is simply
an instrument used to attain data, as primitive man would have used tools to
find food; Better tools make for more food or in modern terms: faster data and more
accurate data. New Media devices are rapidly closing the gap between man and
the wealth of information that surrounds us.
It is a constantly evolving term that
defines the interplay between the internet, technology and its different
medias. There are multiple definitive sub-sections at present including on-demand
access, web-community formation, creative participation and interactive user
feedback. This essay will look primarily at the use of interactive user
feedback within previous, current and future New Media systems.
As fast as new
technologies emerge and replace the old, they begin to fall short of what is
defined as being an emergent technology. Mobile Phones older than a few years
once considered New Media Devices are now out-dated, within the last 9 years
mobiles have “got bigger, gone colour and become
interactive.” (Three, 2012) It is important that we continue to develop new
means of communicating information, methods of interaction within our diverse
technologies and the ability to integrate ourselves in the world around us.
As Moore’s law has shown “the number of
transistors on integrated circuits doubles approximately every two years.“ (Intel, 2005). This clear
progression in hardware allows for the development of new software capabilities.
There is a definitive relationship between hardware and software. Software can
take advantage of new hardware (or be restricted by it) and hardware is pushed
forward to meet expectations of future software.
The first – third generation of Apple iPod
models had a standard mono-screen, lacking in colour from the hardware of the
time; this meant the software struggled to clearly communicate an array of
different information to the user. Advancements within technology lead to the
release of a fourth generation colour-screen model (28th June, 2005).
This meant Apple’s UI creatives could take advantage of colour theory to help
inform and easier navigate users within the systems interface; it also directly
benefitted sales of the device as for the first time album artwork, photos and
videos could now be displayed alongside the music control interface.
Apple has refined its
iPods user-centred design over the last several years to such lengths that its
user interaction is almost unrecognisable from its earlier models. The first
generation iPod (2001) was designed predominantly by Tony Fadell and featured a
circular tactile interface, in which the user could cycle through various menus
via a physical rotatable scroll wheel, partnered with five radial orientated
buttons for core inputs (Play, pause, forward, back, select).
The changing gestalt
of the iPod under the direction of Jon Rubenstein revealed how minor
adjustments to the organization and input gave profound impact to the users experience
and visual aesthetics of the product. Later models began to see the buttons
seamlessly combined with a touch-sensitive scroll wheel, which in turn was a
turning point for touch based user interaction in technology as a whole.
Apple again led the
industry forward with the release of its first generation iPod Touch
(September, 2007) – a touch-screen technology, utilising beautiful design with
an intuitive user interface which won global recognition amongst the critics,
the huge demand for this type of user interaction lead to a huge transformation
within the mobile industry.
With this new
technology came new cognitive ergonomic challenges; users were faced with a
completely alien method of interacting with information displayed on their
mobile screens. Larger screen
displays assisted in the visibility and scale of different medias, cognitive
methods began to adapt from how users expected to navigate the “natural user
interface” (Ballmer, 2010) systems.
A number of common
design theories for touch devices have developed with the popularity growth of
the platform. Humans of all different ages and sizes have a broad range of
different finger widths; Touch-screen buttons or interactive regions had to
accommodate “blunt” presses without triggering other neighbouring controls.
This problem contrasted to the accuracy users were accustomed to from traditional
desktop computers using mouse or trackpad input.
Depending on the
nature of the application being run on the device, consideration needs to be
given to whether a user will have the capability of both hands to interact with
the device (or if one must be used to hold the device while standing/moving).
When a user is touching/holding something on-screen, they obscure
their view of the particular area they are selecting. There needs to be careful
consideration of where information is displayed, and how users are expected to
interact with particular objects.
Perhaps the most significant
adaptation to the new systems was the removal of the physical keypad, and
implementation of the digital keyboard. “The QWERTY layout has persisted for
almost one and a half centuries.” (Xiaojun, 2010) and continues
on to the digital screen, to the extent of a ‘press’ sound and use of haptic
feedback to imitate a button press. Keeping the familiarization of the keyboard
layout helped many users make the transition to touch-screen devices, but
presented an almost impossible task for UI designers.
The new keyboards had
to “allow reasonably close input speeds with which a user can type on a
physical keyboard, avoid errors and easily correct mistakes and finally enter
text comfortably in terms of posture and interaction with the device.” (Edney, 2012). With the
vast array of new devices including the digital keyboard, they had to scale to
different screen ratios and resolutions whilst maintaining enough space between
keys to allow for ‘blunt presses’. Blunt presses we’re also combated by
error-correction algorithms within the devices software, learning from patterns
and mistakes made by their individual users.
Within
the UK and US at least, we still conform to this former method of text input
within our digital devices, “It is well established that optimized touchscreen keyboards
have a significant time and motion advantage over QWERTY” (Xiaojun, 2010). Xiaojun explains through a
series of user trials (MacKenzie, 1999) the main
obstacle for adopting a more optimized keyboard layout is the learning
requirement, which is shown to take only a few hours (on average). Perhaps due
to the alien-nature of the recent touch devices it would have been overwhelming
to overhaul the design of the QWERTY keyboard at the same time.
One of the most
important new developments brought along through the technology was ways in
which users could converse with their devices, including multi-touch (which
later grew to a standardised set of functions or ‘gestures’ amongst mobile
operating systems including: forward, back, zoom, drag and hold down). More
methods for a user to communicate with a system lead to greater, more informed
feedback, users no longer had to navigate a whole array of menus to perform an
action such as zoom on a mobile web browser, simply pinching the screen in or
outwards would perform the same function.
With this rapid
progression within user interaction, it is imperative that the technology does
not alienate new users, with the loss of tactile feedback and the entirely
different approach to interact with information it is easy to see why so many
people still assume they are unable to navigate the device. With the capabilities
of the ever more powerful devices it is technically becoming easier for
developers to replicate ‘natural’ interaction with touch-screen technologies.
It appears the next
significant jump in New Media, in
particular how consumers will interact with a wealth of new information will
come with the introduction of Google’s: Project Glass. A TED talk by Pattie
Maes and Pranav Mistry in March, 2009 : SixthSense, paved the way for ‘profound
interaction with our environment’. The talk displayed examples of a person
using wearable projectors to cast information on to the real world, seamlessly
bridging the divide between screen and world.
Google has suggested
users will be able to interact with the device through audio commands,
visualisation and location triggers. It would appear to be the first real use
of integrating augmented reality in to our daily lives. Removing the need to
input text through any form of keyboard, and having the interface seamlessly
overlaid on to your eyes would appear to be a revolutionary change within the
industry.
"A group of us... started Project
Glass to build this kind of technology, one that helps you explore and share
your world, putting you back in the moment," (Google, 2012). Google’s
main intention of the device is to blend the technology with the world, instead
of the great divide we have always had between digital and real (Through the
window of the screen). Directly overlaying information on to our own vision
would bring a complete fresh approach to the interface design theory used for
the software, having the freedom of a user’s entire vision to position
information.
How will the glasses know where to place
information, how to acknowledge what is a command and what is just general
conversation? If there is a busy scene in view what should the glasses focus
on?
As with the touch devices, there will be
almost an insurmountable series of problems designers and software engineers
will need to overcome to make this a viable (and ultimately successful) mass-market
device.
Google released a video that suggested some
of the features it would provide, many of these are already in place to an
extent on mobile devices at present, so technically the user should not feel unfamiliar
with the range of information it displays. The real innovation will come with
how users navigate the interface, with no mouse, no trackpad and no physical
interaction it will be a complete new method of input compared with current
systems.
A key example of a current-gen system that
is taking advantage of previous New Media devices and combining their best
elements is the Windows 8 OS. The same operating system works across multiple
platforms (Desktop, mobile, tablet) with the same functionality and methods of
user interaction one would expect. An action a user triggers through a desktop
PC’s mouse can be mimicked in the same way on a tablet device. This is the first
stage of a pioneering new approach within the industry to make people feel more
used to to a broad range of different input devices; it does have its issues
though.
Windows 8 lacks some of the basic
functionality users have grown accustomed to: the simplistic process everyone
learns on their first experience of a PC is to drag and drop a file from one
folder to the next, this has been removed through a series of aesthetic design
choices in favour of right clicking and an array of menus. This seems to be a
step backwards “Could we ever switch to this or any of the many other rational
systems? Unlikely: tradition is difficult to overcome.”(Norman, 1988)
There are functions that touch-screen
technology took from older technology and improved upon (word correction on
digital keyboard, to counter the finger size of different users), and others
that had to be re-engineered due to the input constraints (highlighting text).
For this reason, this new approach is still quite raw and hopefully with the
data they will collect from the millions of users that interact with its
interface, they will learn and refine the design through the gestalt process.
With the rapid
expansion of touch screen technology and its profound impact on the world over
the past four years, it is paramount that emerging technologies learn from both
the successes and failures of their predecessors. The bridge between digital
and real is closing and for the emergent technologies to successfully integrate
in to our daily lives they will need users to feel familiar with their
completely innovative methods of user input.
What could be more natural
than speaking? Is that not the most instinctive form of transmitting
information, and could this be the future of New Media technologies with the
likes of Apple’s Siri and Google’s Project Glass?
Bibliography
Ballmer,
S. (2010). Natural User Interfaces Are
Not Natural. Retrieved from JND:
http://www.jnd.org/dn.mss/natural_user_interfa.html
Csikszentmihalyi, M. (1991). Flow : The Phychology of Optimal Experience. Harper Perennial.
Edney, A. (2012, July). Windows
8 : Designing the Touch Keyboard. Retrieved from Connected Digital World:
http://connecteddigitalworld.com/2012/07/17/microsoft-talks-about-designing-the-windows-8-touch-keyboard/
Ergonomics Today. (2001). What is Cognitive Ergonomics? Retrieved 2012, from Ergoweb:
http://www.ergoweb.com/news/detail.cfm?id=352
Google. (2012). Project
Glass. Retrieved from Project Glass:
https://plus.google.com/+projectglass
Intel. (2005). Moore's
Law in Perspective. Information Sheet, Intel.
MacKenzie, Z. &. (1999). The design and evaluation of a high- performance soft keyboard. .
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Three. (2012, March). The
Evolution Of The Touchscreen. Retrieved from Three:
http://blog.three.co.uk/2012/03/30/the-evolution-of-the-touchscreen/
Xiaojun, B. (2010). Multilingual Touchscreen Keyboard
Design and Optimization. Shumin Zhai
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