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Tag: IxD

Voice Interaction

As phones have transitioned to smart phones, our personal technology has graduated from conduits between people to a more sophisticated breed that allows for – even invites – direct control. In tandem, people are getting rid of voicemail, making fewer phone calls, and texting more. In one vein, this seems like a more truncated, efficient behavior, but it also implies greater intimacy with the device.

We’re also growing to expect the similar level of control we have over our phones to expand to the devices of our environment. The “smart home” and “connected” objects are commanded with our phones for the time being. Contrary to the shift in phone use, control of these devices that is buried in a growing library of apps is not efficient.

The technological response to surfacing quick control over these smart objects is the use of voice interfaces. The Xbox’s Kinect allows for voice control of your Xbox apps and access to media. The Xfinity remote control makes “change the channel to HBO” possible. Apple’s Siri, Microsoft’s Cortana, Amazon’s Alexa, and the Google Now services are all serious attempts at broadening voice control to access many services.

While speech-to-text recognition has largely improved, the voice controlled services themselves still lack in the sophistication that people presume exists when communicating through a nuanced medium as speech. Even if this level of sophistication is attained, and the services understand and respond exactly as we expect them to, the challenge of intimacy remains.

When common interaction with phones shifted from calls to text as the interfaces allowed more direct (read: intimate) control, we’ve created this controversial-yet-accepted balance of interacting with people directly and multitasking with our pocket computers. Voice interaction necessitates a more public display of that human computer interaction. One that is so uncomfortable, directly inhibits its use. Think of the times you have used your voice input on a phone: public settings, private settings with people around, or solitary settings?

Although we may not be able to out-design social mores, we can take the first challenge—that of accuracy, intuitive use, and predictable outcome—to the whiteboard and to the APIs.


Design Team:

Kristen Kersh • Niamh Parsely • Rob Brogan

Design Considerations for Virtual Reality

Preamble:
Yes, much hype. Much much hype.
Yes, I’m always skeptical, and I’m assuming that VR headsets (e.g. Oculus) will take a few iterations, and price points to catch on. Now even a few years into it, wearables are still getting mediocre traction. At best, Apple has people wearing them for social status or fashion. Nevertheless, new technology is deserving of design consideration even more than existing, common devices. They need to be nurtured, and “done right” in order to have a longer life ahead.

What follows are a few things I would keep in mind if I found myself in a position to design for Virtual Reality. Perhaps with more exposure to VR, I can add to this list in the future.


Sharing the room
Others that are not wearing the headset have no insight to the VR experience; unlike a TV, which can be a shared experience. Devices will either have to become more affordable so that everyone can wear them at the same time, or the solitary device should provide some external feedback to others in the room; such as an outward-facing display that mirrors a 2D version of the virtual experience, distinct audio signals (for the room, not the wearer), or as some currently offer: an optional feed that displays on a TV/monitor.

Accessories to support and enhance
Accessories can enhance the experience, further immersing you into the virtual reality by giving you a great approximation of bodily control. These can range from the more necessary, to nice additions.

The ability to turn in place with ease (and not falling into real world objects) is probably the most important and can be solved with a basic swivel chair or the more expensive 360° treadmills.

Oculus accessories

In concert with existing wrist wearables, or custom-made wristbands, the VR headset would no longer need to be the main point of interaction (click, tap, or toggle). Using accelerometers and Bluetooth that are already included in any fitness wearable, one could wave an arm in front of them and have the action mimicked in VR. Or similarly, a shake or a tap on the wrist could replace the need to tap a button on the headset for making selections.

Keep things out of frame (move the eye)
The same principle that applies to photography, painting, or any kind of visual medium: you want the eye to move across the canvas. In this case, you want heads to turn. Succeeding at this influence are short films that have a rich and beautiful environment, but also play between primary and secondary subjects. At times, both are not within the same gaze and you must turn to see either subject.

This should be used in moderation however, as you can easily tire a VR participant with too many subjects in different directions, and also risk a poor experience that leaves observers feeling they might have missed out on parts of the story because they were forced to follow one subject while another of equal importance remains out of view.

Sound quality is as important as image quality
A truly immersive experience relies on tricking your senses. A well-crafted story also relies on directed attention. Audio quality aides both of these by bringing the observer into the virtual world with realistic ambient sound, and the ability to subtly distinguish voice will help people grasp if there’s a character standing next to them that they need to turn and face, or if the speech is coming from an omnipresent narrator.

Prompt to enable Do Not Disturb when starting the VR
This is a short one, but nothing ruins a virtual experience like a pesky notification pushing its way into view. Before starting a VR experience, there should be some reminder or prompt to enable Do Not Disturb mode for the phone. More aggressively, VR software could just disable notifications, but I prefer to let users make the choice.

Subtitles should remain fixed, detached from video movement
Another specific point is that layered content, like subtitles, should be fixed to an easily legible portion of the screen. In one demo, they were out of view, below the general plane of vision. Although moving around and exploring the setting is a hallmark of VR, some visual elements should be fixed or represented “out” of the virtual space – another plane, or layer, if you will.

Most interesting (recent) read

I haven’t posted here much, and that’s basically because I’m lazy. I’m still here, though!

Quickly now, I’d like to share an article that – in my opinion – has a lot of meat, and all of it is interesting, if you’re a designer.

Chinese Mobile App UI Trends

By Dan Grover

Some highlights include:
Chinese culture doesn’t make a big deal of meeting strangers nearby through social apps.
CAPTCHA utilized on login screens (not just signup flows).
People really do use QR codes!
Moments – Just scroll to this part. I really dig the philosophy.