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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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UX of Touch
Thanks to
@sw_ux
Alastair
Somerville
@acuity_design
2 parts
Science
Future
Science
Physical
Cognitive
Physical
How good is
touch?
Physiology
Japan
Slow &
generally serial
Bandwidth
3mm Rule
Texture Meaning
< 3mm > 3mm
Friction
Materials
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
Cognition
Reach
Reach is both
physical &
cognitive
Define space
Perceivable
space
Map
Menu
Syllabus
Contents list
Physical reach
Cognitive reach
Doing too much
Relative
position
Spatial
maps
Order
Relative
scale
Lines without
meaning
The symbols
The key
Time
Read everything
Negative
information
Users
Impairments are
not needs
Braille reader
Non-Braille reader
Visually impaired from birth
Visually impaired in school years
Visually impaired during working life
Visually impaired in later life
Personas of need
Define needs?
User journey
Sense mapping
Maximise
Meeting need
Minimise
Cognitive weight
Temporal wait
Simplicity
Accessible
information is an
additive process
Future
Haptics
Wearables
Adding
Complexity
Multimodal
Neuroplasticity
Sensory UX
workshops
Alastair
Somerville
@acuity_design