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Category — User Interface Designing

Corporeal Reality: Microsoft’s Kinect Gaming System

The Microsoft Kinect Gaming System is set to revolutionize the world of video games as we know it and concurrently change the way people interact with their entertainment choices. Kinect, a controller free console for Microsoft’s Xbox 360 gaming console, is a novel type of user interface that corporeally integrates the user with the program—the actions on the user’s screen are controlled completely by the user’s physical movements.

The Kinect system currently really still is one of a kind in the video game world because unlike the Nintendo Wii, there is no control to hold or buttons to push, but it is likely that others will soon follow the path. The Kinect user interface is operated by three camera sensors and voice recognition technology from the four microphones within the console.  The combination of the cameras and the microphones allows the console to read the user’s full range of movements and then transfers them to the avatar on the screen.  Therefore, AI plays a significant role in the operations of Kinect, as it really is a gaming system that understands the user just as much as the user understands it.  While some may find the idea of AI disturbing (probably those who have read too many disastrous dystopian novels) for the most part, players have raved about the Kinect user interface and are eager to own one of their own.  It is safe to say that Kinect will likely be a smashing success—what will they come up with next?!

February 11, 2011   No Comments

Outsourcing – The smart way of saving money

For many years now, outsourcing has resounded through the land. But still it is linked in our heads with big companies which give some work away because they either do not have the capacity to carry out the work themselves, or want to save money by using this strategy. However, nowadays it is not only big companies anymore who try to gain from this process, but more and more small businesses and private people.

The advantages of outsourcing

But what are the advantages of outsourcing and how can these be generated? The system is easy. If you as a company – (whether a small or big one) – would like to give previously performed in-house tasks to an external provider, you can simply give the contract to a third-party who you will pay to carry out the task on your behalf. The main advantages include cost savings, being able to focus on your core business, overall being able to improve the quality while increasing flexibility at the same time. Collaborating with external experts allows customers to calculate their business costs more precisely because the costs only occur for a certain period of time.
But how can you find such an external provider, and how do you know if the price you are paying is not too high and if the proposal is really the best you could get? One possibility is: Using global internet platforms which arrange services for you in order to meet your individual needs. One of the biggest in Germany is twago.

Team Work Across Global Offices – twago

twago is a Berlin based company which focuses on outsourcing and offshoring of online services. The overall goal is to achieve the best performance for the best price for the customer. The more precisely you know what specific task you would like to have done, e.g. programming, web design, user interface design, etc., the better it is. You simply post your project with a detailed description on the platform and receive proposals from all over the world from up to 20,000 providers. These service providers can be companies or freelancers. You can find a service provider who best fits to the individual project. Whether you are looking for a service provider from around the corner to meet up face to face or you prefer a freelancer from a specific country, twago offers the possibility to find the right service provider with suitable skills. You choose the one that best fits your needs and preferences. And the best of all: Using twago is easy. You just have to register, post your project and award it to your provider of choice. Should you need any help or special service the kind twago employees are ready to support you. You can try it out at: http://www.twago.com.

January 20, 2011   No Comments

Xbox Live application on the Windows 7 Phone: Familiarity is the key

Brian Barrett of gizmodo.com recently reviewed the new Xbox Live app user interface design for the Windows 7 phone for the US news site msnbc.com.  Microsoft’s new smartphone is set to be released to the public in October 2010. The buzz surrounding the phone shows that expectations are high, and we will see if the UI design merits this euphoria.

User interface design review

According to Barrett, the Xbox application user interface design will be “familiar” in terms of what users are used to seeing on their regular Xbox consoles. This is a smart move by Microsoft in terms of usability as users like applications that are familiar and thus easier to employ with fluency.  By tapping on the Xbox tile users will be met with their avatar and their last game achievement (the game achievement can be updated from both the phone and the Xbox console).  Users will also be able to view invites from friends and previously downloaded games.

There are some new features that have been added especially for the Xbox Live app but Barrett maintains that these “are some clever ways Microsoft has optimized the experience for mobile” (msnbc.com).  For example, the user’s 3D avatar will “get dizzy” and fall down when the phone shakes and any unlocked avatar item can be accessed from the phone no matter the source of the action. These new features are slight and help to facilitate the relationship between the Xbox console and the Xbox Windows 7 app, thus reinforcing the concept of user familiarity.
If Barrett’s report is accurate, then users can look forward to an Xbox application that is familiar and intelligent without too many frills and nonsense.  Micrsoft didn’t try to get too creative on this one, just smart enough to be subtle and for their sake successful.

October 22, 2010   No Comments

Samsung and LG enlist the services of UI design experts

Samsung and LG have apparently recognized that if they want to compete with the iPhone and its popular smartphone brethren, they are going to have to put a lot more focus on vamping up their mobile user interface designs. So after a somewhat desultory start in the smartphone game, the two Korean companies are taking a scholarly approach to breathing new life into their mobile UI designs by enlisting the services of two university professors.  Jung Ji-Hong, a former professor at Visual Communication Design at Kookmin University, will join Samsung as Vice President of their Mobile Design Group.  At LG, Lee Kun-pyo will head up the Design Management Center as Executive Vice President.  Kun-pyo is the former dean of the Department of Industrial Design at Korea Institute of Advanced Technology and comes to LG with an expertise in user interface and human centered design.

Although Samsung and LG are the second and third largest handset manufacturers in the world behind Nokia (Tech Crunchies), both companies have struggled to find success (or maybe a better way to put it is their place) in the smartphone market.  The Samsung Galaxy S has been relatively fruitful but in comparison to the iPhone and Blackberry consumer feeding frenzy, both companies haven’t exactly been able to bait the waters with their products.   The hiring of UI/UX design experts shows that Samsung and LG not only acknowledge their smartphone weakness, but also concede that user interface design strategies need to be the crux of mobile product marketing and sales.  The fact that the UX/UI experts come from universities indicates that both companies want to be at the cutting edge of new developments in the UI/UX design worlds.   LG already plans to release a line of Optimus smartphones and both companies plan to have Android tablets by the end of 2010.  Time will tell if the UID academic infusion translates to smartphone success.

October 21, 2010   No Comments

What would Orwell think? Facebook’s new Places feature – Part 2

The Places feature’s default loophole is a risky move for Facebook considering the Privacy Settings firestorm they have been weathering this past year.  It seems as though they have not learned an important usability lesson: Comfortability. Features that have the potential to impact a user’s privacy should not be default settings; users should have to activate them.  If a user freely chooses to have an operational Places feature then they are responsible for the accompanying risks but they should not be punished by the default settings trap.   If Facebook and all of your friends can know your location or even make up your location then is there really any space left for privacy at all? How comfortable can a user be with a user interface that is deceptive?

When George Orwell predicted that future technology would one day police all of our activities, he wasn’t too far off from the truth.  Needless to say that many services like Facebook offer significant benefits to user, and although many users around the world happily and voluntarily join such services, people today would be hard pressed to escape technological monitoring from passport control to personal banking.  Although it is a far stretch to compare Facebook to Big Brother, it is worth pondering what Orwell himself would think about the social networking site’s ability to pervade nearly every aspect of our lives.  He might actually be quite impressed.

October 5, 2010   No Comments

Usability Poetry – Part 2

Instant Interface Design Sorrow

My mother groaned, my father wept:

Into their shopping cart unwanted things leapt,

Helpless, overcharged but arrestingly proud,

Feeling like a fiend was hid in ‘the cloud’.

Who to blame when the mouse was in my father’s hands,

Well poor usability & interface design will hurt a brand,

Placing the ‘Cancel’ button a nanometer from ‘Buy’ is not best,

Especially with a return policy worse than the rest.

The first poem is based on The Garden of Love by William Blake; the second was inspired by Infant Sorrow by William Blake. The idea behind this series of blog posts is to look at famous poems and use them to shed light on issues that affect usability, wireframes and interface design. If any of you have some suggestions of poems that you would like for us to interpolate please feel free to do so by leaving a comment with your request.

September 29, 2010   No Comments

User Interface Design Tems explained: Memorability – Part 1

This is part one of my blog on the memorability of an interface design, its importance and factors to consider when working to improve memorability.

What is memorability?

Memorability, in the context of user interface design and usability, refers to the degree of an interface design’s ability to be re-used by users without them having to re-learn the system all over again. The learnability of an interface design refers to the ease of use of learning to use a system for the very first time. But will users remember how to complete tasks after a gap of days, weeks or even months? The time it takes to re-learn a system or correct mistakes from incorrect use directly diminishes productivity, not to speak of the user’s motivation. This is where an interface design has to be maximized for memorability to ensure that it is easy for users to get back into the swing of things as quickly as possible.

Why is memorability important in the context of user interface design?

As neuroscience does indeed improve, it is now known that not using certain brain functions can lead to parts of the brain that handle those functions atrophying. In other words if we don’t use the cells often enough we can loose them. So it is with the navigation of interface designs. Each interface design takes some time to get used to and operate productively. Every time a user has forgotten how to use an interface, time is wasted and/or errors occur. If your interface design has poor memorability then users may even stop using it once they return to it and find that they can’t use it expediently anymore.

What to consider when designing for memorability of an interface design

There could be an inordinate number of reasons why a user could use an interface design wrongly. The key here is that learning and memory function best when the basics of the system are intuitive. Users learn and remember an interface design based on intuition of how to use the tools given to them. Yet, intuitive interface designs can be challenging to create because, after all, people are different. What can be intuitive for one group of people may not be for another group! One has to consider the target user of an interface design to make proper decisions. Is it an interface design for a tool aimed at computer scientists who have high technical proficiency? Is it aimed at consumers without intricate IT know-how? Is it aimed at young teenagers? This is where industry conventions are your best friend. If every word processing tool uses copy paste by clicking on Ctrl + C then that should be a standard you stick with when creating an interface design for such a tool. Another crucial thing to ensure is that users of different proficiency levels can use an interface design. Systems need to be designed to keep the basics intuitive with room for more complex operations to be performed as users become more experienced.

September 20, 2010   No Comments