Corning’s Second Day of Glass

Nearly a year ago, Corning (maker of Gorilla Glass), released a video encapsulating it’s vision of the future. It’s since gotten 17 million views on YouTube, and started numerous discussions and responses.

In the video, Corning predicted large scale desktop touchscreen displays, bigger video screens, and dynamic billboards. And while much of the video is still in the future, the OLED TV’s shown by LG at this year’s CES do seem to bring the video to life.

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Are Your Users S.T.U.P.I.D?

How good design can make users effective

dunce-200It is an honest question: how smart are your users? The answer may surprise you: it doesn’t matter. They can be geniuses or morons, but if you don’t engage their intelligence, you can’t depend on their brain power.

Far more important than their IQ (which is a questionable measure in any case) is their Effective Intelligence: the fraction of their intelligence they can (or are motivated to) apply to a task.

Take, for example, a good driver. They are a worse driver when texting or when drunk. (We don’t want to think about the drunk driver who is texting.) An extreme example you say? Perhaps, but only by degree. A person who wins a game of Scrabble one evening may be late for work because they forgot to set their alarm clock. How could the same person make such a dumb mistake? Call it concentration, or focus, we use more of our brain when engaged and need support when we are distracted.

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Mobile UX Sharpens Usability Guidelines

Summary: Many guidelines are similar for mobile and desktop design, but their mobile interpretation is much more unforgiving.

My recent column Mobile Content: If in Doubt, Leave It Out advised site owners to eliminate secondary material when writing for mobile users. Many tweets, blog postings, and other comments on the article all expanded on this theme: Yes, do cut the fluff from mobile content, but also cut secondary content when writing for desktop websites.

In one way, I can only agree. Since 1997, conciseness has been a key guideline when writing for the web. People don’t read a lot on the web and leave in a few seconds if a site doesn’t communicate its value clearly. These findings lead to more detailed guidelines, such as emphasizing the first 2 words of nanocontent (e.g., headlines and search engine links).

So yes, cut the blah-blah from your desktop site.

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Next Generation Technology for Full Body Game Controllers

Patent approved for Motion Recognition Clothing(TM)

Medibotics’ U.S. patent 7,980,141 for Motion Recognition Clothing™ (MRC) has been approved. MRC is an innovative technology for translating body motion into computer-readable signals that could power the next generation of full-body game controllers. The market for translating body motion into computer-readable signals is already very large. For example, over 10 million units of an existing camera-based full-body game controller system have been sold. With further development, MRC could be used for a variety of applications including not only computer gaming, but also virtual reality in general, sports training, medical therapy, virtual exercise, weight management, and telerobotics.

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Sony Says Games Will Read Emotions in 10 Years

Sony is talking crazy, indicating that games may be able to tell if you’re lying or depressed just ten years down the road. We’ll stick with growing crops, thanks.

Seriously, when do games stop being games and cross over into virtual reality? This was the question I asked Nvidia months ago at ECGC 2011, and was told there will always be a market for the high-end PC gamer with the rig nearly the size of a bookcase. But putting visual realism aside, what will happen when games suddenly stop acting like games, and become more like a self-aware super AI that could possibly one day sing you happy birthday or annihilate the human race?

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The Advanced Visualisation and Interaction Environment (AVIE) and Children’s Developing Brains

Image: The interactive experience at UNSW’s iCinema Centre. Source: The Australian

Lost in cyberspace

You only have to be the parent of a child over the age of seven to know what I’m talking about: the vacant eyes so preoccupied by what’s on screen that they can’t focus on your face for more than a few seconds before being drawn back into the cyberworld.

As you talk, your little darling types or toggles. “Are you listening to me?” you ask, only to be told in a precocious tone: “Yeahhhh. I’m multitasking, Mum.”

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Utilize Available Screen Space

Summary: Websites and mobile apps both frequently cram options into too-small parts of the screen, making items harder to understand.

A computer screen’s precious pixels are the world’s most valuable real estate. Amazon’s Add to Cart button is 160×27 pixels, or 0.003 square feet (0.0003 m2) at a typical 100 dpi monitor resolution. You could crowd almost 800,000 Buy buttons onto the floor space of the average American home, which currently sells for $160,000. Even a single Buy button will often bring in more than that — let alone the revenue from 800,000 buttons.

Normally, when something is extremely valuable, you try to conserve it. But screen space shouldn’t be hoarded, it should be spent. I see too many designs that cram highly valuable content or action items into tiny spaces while wasting vast amounts of screen space.

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Kinect Gestural UI: First Impressions

Read the manual before using the interface. (Kinect Adventures)
(Yes, it’s a *cute* manual, but these are still instructions to memorize.)

Summary: Inconsistent gestures, invisible commands, overlooked warnings, awkward dialog confirmations. But fun to play.

Kinect is a new video game system that is fully controlled by bodily movements. It’s vaguely similar to the Wii, but doesn’t use a controller (and doesn’t have the associated risk of banging up your living room if you lose your grip on the Wii wand during an aggressive tennis swing).

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Why You Only Need to Test with 5 Users

Some people think that usability is very costly and complex and that user tests should be reserved for the rare web design project with a huge budget and a lavish time schedule. Not true. Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford.

In earlier research, Tom Landauer and I showed that the number of usability problems found in a usability test with n users is:

N(1-(1-L)n)

where N is the total number of usability problems in the design and L is the proportion of usability problems discovered while testing a single user. The typical value of L is 31%, averaged across a large number of projects we studied. Plotting the curve for L=31% gives the following result:

The most striking truth of the curve is that zero users give zero insights.

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