Friday, January 28, 2011
EPortfolio Chunk 3
Jakob Nielsen explains that "when something has two or more states, then changes between states will be much easier for users to understand if the transitions are animated instead of being instantaneous"(http://www.useit.com/alertbox/9512.html). I wish to explore this statement in the context of my classroom.
Recently we undertook an in-depth study of Japan in our grade 3 / 4 class, bringing in guest speakers, reviewing film, and studying various art forms. One of the projects we embraced was creating origami, inspired by the book "A Thousand Paper Cranes" by Eleanor Coerr. Fortunately resources were plentiful, ranging from origami books from our school library to web-based tutorials to experts. Personally, I find it extremely challenging to follow a step-by-step instructional manual. However, I came across a helpful website that not only provides still image steps, but animated ones as well. These creations involving two or more states seem much more accessible because of the animations provided.
http://en.origami-club.com/easy/index.html
Another example of the use of step-by-step instructions is found in the toy industry. As a child I struggled to follow Hasbro's Transformers instructions and ended up manipulating the toys until they morphed into something I thought resembled a robot. Hasbro has uploaded many of their instruction manuals on the web and I have included the link below. I have been unable to locate an animation-based tutorial to manipulate their toys.
http://www.unicron.com/tfitem/itemimage_db.php?mode=instructions&year=2007&lineName=Movie
While an animation proved difficult to obtain, I was able to find a video describing how to transform the toy, Bumblebee, and have posted this in the blog. Nielsen argues that "typically, web videos should be less than a minute long" (http://www.useit.com/alertbox/video.html). This particular user-created video is nearly five minutes in length. Could it have been condensed? Perhaps, but if I was trying to manipulate this toy I might be willing to invest the time to do so. I believe that if the user is motivated to gather the information, the tolerance for length could be higher. Nielsen also reminds us, "it's better to use video for things that move or otherwise work better on film than they would as a combination of photos and text." (http://www.useit.com/alertbox/video.html) For me, understanding how to manipulate Transformers toys is far easier to understand through this medium.
Recently we undertook an in-depth study of Japan in our grade 3 / 4 class, bringing in guest speakers, reviewing film, and studying various art forms. One of the projects we embraced was creating origami, inspired by the book "A Thousand Paper Cranes" by Eleanor Coerr. Fortunately resources were plentiful, ranging from origami books from our school library to web-based tutorials to experts. Personally, I find it extremely challenging to follow a step-by-step instructional manual. However, I came across a helpful website that not only provides still image steps, but animated ones as well. These creations involving two or more states seem much more accessible because of the animations provided.
http://en.origami-club.com/easy/index.html
Another example of the use of step-by-step instructions is found in the toy industry. As a child I struggled to follow Hasbro's Transformers instructions and ended up manipulating the toys until they morphed into something I thought resembled a robot. Hasbro has uploaded many of their instruction manuals on the web and I have included the link below. I have been unable to locate an animation-based tutorial to manipulate their toys.
http://www.unicron.com/tfitem/itemimage_db.php?mode=instructions&year=2007&lineName=Movie
While an animation proved difficult to obtain, I was able to find a video describing how to transform the toy, Bumblebee, and have posted this in the blog. Nielsen argues that "typically, web videos should be less than a minute long" (http://www.useit.com/alertbox/video.html). This particular user-created video is nearly five minutes in length. Could it have been condensed? Perhaps, but if I was trying to manipulate this toy I might be willing to invest the time to do so. I believe that if the user is motivated to gather the information, the tolerance for length could be higher. Nielsen also reminds us, "it's better to use video for things that move or otherwise work better on film than they would as a combination of photos and text." (http://www.useit.com/alertbox/video.html) For me, understanding how to manipulate Transformers toys is far easier to understand through this medium.
Saturday, January 22, 2011
ePortfolio Chunk 2
"Multimedia elements (such as video, animation, and audio) can easily capture the attention of users; therefore, it is important to have clear and useful reasons for using multimedia to avoid unnecessarily distracting users." (www.usability.gov)
The link below is from a portfolio of work created by the design company, A4Flash (http://www.a4flash.com/) It is intended to promote the company on the basis of their design expertise.
I find the amount of multimedia in this site to be highly distracting. In relation to the usability guidelines, one must question the reasons for the quantity media employed and how it affects the overall quality. A4Flash may have their own set of justifications for the breadth of multimedia used, however, this may not be enough to sway the target audience.
Sunday, January 16, 2011
ePortfolio Chunk 1
"We must design our technologies for the way people actually behave, not the way we would like them to behave." (Norman p. 12)
When I think of technological game changers and innovative companies such as Apple, I wonder whether they would agree with Norman in this regard. I am reminded of Apple's decision not to support Flash on its iphone and ipad devices. When I first got my iphone, I expected to be able to access all web content and was surprised to find this was not the case. In April 2010, Steve Jobs, CEO of Apple, posted the following statement outlining his rationale:
http://www.apple.com/hotnews/thoughts-on-flash/
My past web searching behaviour included accessing Flash websites. Apple wanted me to behave differently and I resisted and resented this idea. I understood Jobs' argument for open source products and forward thinking, but still wanted to access Flash content on my phone.
Apple subsequently relaxed their hardened stance against supporting Flash. A app called Skyfire was launched to address these concerns.
http://www.product-reviews.net/2010/09/09/apple-change-flash-support-still-no-flash-in-web/
http://itunes.apple.com/us/app/skyfire-web-browser/id384941497?mt=8
So how do companies innovate in light of Norman's statement? Apple would have liked for us to behave differently and reject Flash in favour of HTML5, however, the way we actually behave is using and supporting Flash. I cannot fully accept that innovation means to agree with Norman in this regard, however, in the case of Flash support and Apple, he seems to be right.
"We know two things about unexpected events: first, they always occur, and second, when they do occur, they are always unexpected." (Norman p. 13)
My van did not start this morning. This was not a terrible surprise, given the biting temperatures we've been experiencing in Calgary recently. However, it is unexpected considering the van's service history. The van has served me well for many years through harsh climates. I expected it to suffer through this cold snap as it has in past years. The van provided me with clear feedback, but at an inopportune time. Norman pushes us to consider technologies that will anticipate unexpected events. How could my van have better anticipated a service failure and communicated this to me? How might I have opened a dialogue with my van? As Norman reminds us, "Two monologues do not make a dialogue." (p. 4) Currently my van and I are communicating disharmoniously. Future technologies may open these lines of communication.
When I think of technological game changers and innovative companies such as Apple, I wonder whether they would agree with Norman in this regard. I am reminded of Apple's decision not to support Flash on its iphone and ipad devices. When I first got my iphone, I expected to be able to access all web content and was surprised to find this was not the case. In April 2010, Steve Jobs, CEO of Apple, posted the following statement outlining his rationale:
http://www.apple.com/hotnews/thoughts-on-flash/
My past web searching behaviour included accessing Flash websites. Apple wanted me to behave differently and I resisted and resented this idea. I understood Jobs' argument for open source products and forward thinking, but still wanted to access Flash content on my phone.
Apple subsequently relaxed their hardened stance against supporting Flash. A app called Skyfire was launched to address these concerns.
http://www.product-reviews.net/2010/09/09/apple-change-flash-support-still-no-flash-in-web/
http://itunes.apple.com/us/app/skyfire-web-browser/id384941497?mt=8
So how do companies innovate in light of Norman's statement? Apple would have liked for us to behave differently and reject Flash in favour of HTML5, however, the way we actually behave is using and supporting Flash. I cannot fully accept that innovation means to agree with Norman in this regard, however, in the case of Flash support and Apple, he seems to be right.
"We know two things about unexpected events: first, they always occur, and second, when they do occur, they are always unexpected." (Norman p. 13)
My van did not start this morning. This was not a terrible surprise, given the biting temperatures we've been experiencing in Calgary recently. However, it is unexpected considering the van's service history. The van has served me well for many years through harsh climates. I expected it to suffer through this cold snap as it has in past years. The van provided me with clear feedback, but at an inopportune time. Norman pushes us to consider technologies that will anticipate unexpected events. How could my van have better anticipated a service failure and communicated this to me? How might I have opened a dialogue with my van? As Norman reminds us, "Two monologues do not make a dialogue." (p. 4) Currently my van and I are communicating disharmoniously. Future technologies may open these lines of communication.
Sunday, November 28, 2010
Reader Response 9
In his final chapter of The Human Factor, Vicente (2003) asserts “we’ve had enough of the turbulent, frustrating effects inflicted by the traditional current of thought” (p. 285). He encourages consumers if they “want to live in a world that celebrates humanity and the human factor, then buy Human-tech products” (p. 291). I agree we should no longer accept products designed by and for Mechanists, however, can we “distinguish and recognize poorly designed products?” (p. 291). How do we build the critical skill set necessary to move beyond complacency in our products?
When the Nintendo DS was launched in 2004, I remember the incredible amount of hype that accompanied it. There was no doubt in my mind that I needed this extraordinary piece of gaming hardware. It promised wi-fi connectivity, an interactive touch screen interface with stylus, and dual screens. As I tore past the layers of cardboard and plastic wrapping and held the DS in my hands for the first time, my excitement was curtailed by the sheer bulkiness of the device. Yet the marketing machine of Nintendo had done such a great job of convincing me this was the future of handheld gaming, that somehow I was able to cast aside the clunky exterior in favour of innovative gameplay. Subsequent iterations of the DS offered slimmer versions with less cumbersome styluses, but I had already supported Nintendo’s first version and its inferior design.
Recently our school purchased a new photocopier. At a PD day last month, we signed up for a one-hour training session with a company technician to learn how to use the product. During this session, I recounted some of what I had learned about design in this course. Armed with this newfound knowledge, I was able to identify the many flaws inherent in the design. I felt very pleased with myself, yet discouraged at the same time. The purchase decision had already been made. We were stuck with this expensive, terrible monstrosity. Now what?
While I agree with Vicente wholeheartedly in supporting Human-Tech products, the reality is some of these products are either cleverly marketed and disguised as great products or imposed upon us. This does not mean that change is impossible; rather, change is incremental. As we become better educated to advocate for improvements in the design of our products, my the hope is this will accelerate the rate of change.
Saturday, November 20, 2010
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