Computer games are designed to spread fun and entertainment and motivate players to play long term. So it makes sense to use these added values not only in the entertainment industry, but also in other areas, for example in therapy or rehabilitation (see our blog article Little big heroes – supporting children’s patients in therapy with virtual reality). Games have great motivational potential, which could be used particularly well there. But not all people with motor or cognitive impairments can participate in this experience if the so-called “Game Accessibility” is too low. Let me illustrate this with an example.
Thinking Out of the Box
Posts Tagged ‘Usability’
What everyday life teaches us about UX or: how I learned to see the (digital) world with different eyes
Do you remember the moment you first realized that there is something like user experience? Probably not. Only looking back I realized that I already suffered from bad product UX as a young kid. And I bet you did too. I remember big fights with my family members: before every household had an obligatory flat-rate, internet use had to be fought for way harder than today. As soon as I had landed ten minutes of precious surfing time, siblings shouted into the computer room that they had to make the most important phone call of their lives – now! Getting offline for a phone call – definitely very bad UX. I remember my deflation: how can be a cool new thing like the internet be so unfun at times?
In interface design, the term consistency is part of the professional jargon. It is used for everyday feedback and in long term concepts. It is also common ground with developers and clients. Consistency is an important evaluation criterium. Enough reasons to get a good handle on the term. read more…
This article is currently only available in German language.
What is aesthetics and how can we determine it? Can usability tests be performed remotely to save time and money? And what happens to a Facebook profile when its user dies? These and many more interesting topics about human-computer interaction, user experience and usability where subject of this year’s conference Mensch und Computer 2014 (Human and Computer 2014) which took place in the premises of the Ludwig-Maximilians-Universität Munich. read more…
Times have changed. Back in the time, during my school days, before smartphones flooded the market, I felt naked without my watch. This most important accessory was also some kind of status symbol and could never be missing. I looked at it probably a hundred times a day, consciously or unconsciously. Every morning when I left the house and had forget the watch at home for some reason, I walked around all day with the feeling, that something important is missing.
Several years later, I got my first smartphone. read more…
Some new e-mail clients have been introduced recently. Unibox, Airmail, Mail Pilot and others feature convincing visual design, increased joy of use and intriguing interaction concepts.
In my opinion, the person-centered approach of Unibox is very promising. Instead of being organized in a folder hierarchy, e-mails are sorted based on contacts (friends, colleagues, etc.), which results in speedier e-mail retrieval. In addition, one almost forgets that one is dealing with e-mails – it feels more like a conversation between two people. I wonder why nobody has thought of this approach earlier.
The redesigns have inspired me to have closer look at e-mail clients and propose some additional concepts.
This article is currently only available in German language
„Game-Based Learning“, „Serious Games“,„Games with a Purpose“ and „Gamification“– the list of concepts, which build upon the prospect of using the potential of games in other application areas is long. All concepts share the same idea of generating additional benefits beyond pure entertainment by using games, their technology or mechanisms. By no means, all of these expectations raised by the concepts are achieved. A lot of projects fail due to the incompatibility of games and serious applications and it often appears, that the effort for achieving compatibility is not commercially viable.
“Form Follows Function (FFF)” – You can think for hours about these three words and for their explanation quite some words are necessary, for it is a frequently misunderstood design principle. read more…
They are considered intuitive and their handling easy to learn – Touchscreens. To humans it feels far more natural to touch an object of interest with the finger on screen instead of using the mouse. Apart from the clearly easier hand-eye-coordination, touchscreens create an elegant and user friendly experience through merging input and output actions into one device.
But even despite of all these advantages, they can create a lot of frustration and anger, which probably every one of us has realized at some point. For example: If you accidently call someone although you only tried to scroll down the address list, if you have to type in a word five times, because you hit the wrong letter, or the alignment of “Ok” and “Cancel” is so narrow that you are afraid to click the wrong one. It would be too good to be true, if touchscreens did not raise new usability problems. Especially the usage of desktop operating systems like Windows 7 or OS X with touch devices creates a bunch of problems. read more…
In April I blogged about metro style pictograms being the new sliced bread in icon design. Remember? The article was, of course, highly interesting, incredibly important and not to mention terribly knowledgeable – and naturally it was in no respect longwinded. Well. Let’s just say it was rather formal and academic. Today, dear reader, I am going to be emotional. And pretty much so. Why? Because bad user interface design can drive you up the wall.