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UX of Touch

UX Of Touch - creating physical information architecture and user experience

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Presentation on the design and manufacture issues of creating tactile maps and diagrams. The information architecture of physical information and the user experience (in physiological and cognitive terms) of exploring it Some design issues like reach and friction may have relevance to designers in other areas. Also the creation of personas defined by needs not impairments. This is an edited slidedeck from presentation to SWUX in Bristol on November 4th 2014. Some project work and discussion points have been removed.

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Page 1: UX Of Touch - creating physical information architecture and user experience

UX of Touch

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Thanks to

@sw_ux

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Alastair

Somerville

@acuity_design

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2 parts

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Science

Future

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Science

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Physical

Cognitive

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Physical

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How good is

touch?

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Physiology

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Japan

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Slow &

generally serial

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Bandwidth

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3mm Rule

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Texture Meaning

< 3mm > 3mm

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Friction

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Materials

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Swell

Paper

Embossed

Paper

UV Print

Paper

Thermoform

Metal

Casting

Friction

Lifespan

£

£-££

££

£££

£-££

Longer lifespan

M

o

r

e

f

r

i

c

t

i

o

n

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Cognition

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Reach

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Reach is both

physical &

cognitive

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Define space

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Perceivable

space

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Map

Menu

Syllabus

Contents list

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Physical reach

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Cognitive reach

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Doing too much

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Relative

position

Spatial

maps

Order

Relative

scale

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Lines without

meaning

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The symbols

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The key

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Time

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Read everything

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Negative

information

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Users

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Impairments are

not needs

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Braille reader

Non-Braille reader

Visually impaired from birth

Visually impaired in school years

Visually impaired during working life

Visually impaired in later life

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Personas of need

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Define needs?

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User journey

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Sense mapping

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Maximise

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Meeting need

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Minimise

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Cognitive weight

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Temporal wait

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Simplicity

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Accessible

information is an

additive process

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Future

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Haptics

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Wearables

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Adding

Complexity

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Multimodal

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Neuroplasticity

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Sensory UX

workshops

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Alastair

Somerville

@acuity_design