USER EXPERIENCE FAIL: Chronicles part V
9 04 2011Comments : Leave a Comment »
Categories : User Experience FAIL
USER EXPERIENCE FAIL: Chronicles part IV
9 04 2011Ambiguous Doors; Handle Confusion and Affordances
The second scenario: Misuse of handles. In this case, the door has a handle that indicates the opposite of what it does. For example, imagine the above scenario, wherein I am leaving a building, only the door now has a large gold outward-facing handle on it. Confident, now, you grab the handle and pull. The door doesn’t budge, because – you guessed it, the damn thing is a push and opens out. HANDLE MEANS PULL!
The third scenario: Identical Handles. Last, imagine the scenario 2 above, only this time you’re going to think about entering and exiting the building. You enter, pulling the handle toward you (because, as Norman explains, a handle “affords” pulling) as the door swings out. Hours later, after an exhausting job interview, you leave, exiting with a crowd of business people at lunch time. You go for the handle, but it is the exact same as the one on the other side. In the milliseconds allotted to you before you are forced to decide, you relentlessly try to remember how you used the handle before. Was it push or pull? It’s the same on both sides, so is it the reverse? Maybe the doors open both ways? But it’s too late! You’re there, and instincts take over. It’s a handle. It must open toward you. You pull, the door doesn’t budge. The dude behind you totally gives you a flat tire (juvenile term for when the person behind you steps on the back of your shoe, usually due to an unexpected change in pace/distance between the involved parties), and then let’s out a classic New Yorker “ugh, come the fuck on, idiot” sigh (they all sound like that. There are variations, perhaps to be discussed later. All include some expression of annoyance, being in a rush, hating one’s life, and wanting to berate the subject). Embarrassed, you do the unthinkable, you push the damn handle on the door and it opens outward, allowing the steady flow of business drones on their way to Chipotle to continue unobstructed by your idiocy.
The rules are simple. The thing should do what it looks like it does. If it looks like it does nothing, it shouldn’t be there. A push door should not have a handle. A pull door should have a noticeable handle and should not swing both ways (insert pun?). Isn’t it more expensive to pay for a door to have two handles than it is to have one, anyway?? I wonder how, why, and who was responsible for such doorway atrocities every time I encounter the inevitable ambiguous door situation. To add insult to injury, my building’s lobby doors each open in a different direction and both have handles. One’s a push and the other’s a pull. I can never remember which is which, especially when intoxicated or exhausted (roughly 80% of the time). My boyfriend sometimes purposefully walks on the left side of me because he knows I always try to push the right door, which pulls out. He happens to be one of the many humans who accepts the responsibility of learning and remembering this “quirk”, rather than the egregious design flaw that it is. He is certainly not alone.
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Categories : User Experience FAIL
User Experience Fail: The Chronicles III
9 04 2011The Infamous F#cking Mac Dongle
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Categories : User Experience FAIL
USER EXPERIENCE FAIL: The Chronicles Part I
9 04 2011I’m currently in the process of writing the first installment of my memoirs, and I find that the majority of what I write about has to do with my frustrations with various user experiences. As a public way of chronicling this hatred for the poorly designed, visually assulting, and logically backward, I have decided to post some of my favorite segments here. Given my career and area of expertise (the web), I have decided to focus instead on experiences I have had in physical space, with objects, devices, services, etc. Below – behold my first rant:
I. Deliberately Disorienting Shoppers Through Manipulation of Physical Space in the Interest of Profit / the WHOLE FOODS / DIESEL Effect
Diesel
On Union Square West, coincidentally located just kitty corner from the previous offender, the Diesel store stands out as a trendy, edgy clothing store that exemplifies the brand’s core aesthetic values and themes. (Also commented on by Norman:) When one enters the Diesel store, loud house music infiltrates the ears. The floor is open, free of visible sales associates at seemingly any hour of the day. As one wanders in, unsure of where to go, what to look at, or where to find it, no help is offered up by the staff, who continues to mill about in the background. As such, given no other choice, the shopper is forced to explore the space themselves until they find something that is of at least remote interest. At this point, the shopper feels a sense of achievement, having been able to navigate toward something desirable without any help. With some added confidence, the shopper continues on, picking up additional items, until eventually, a shopping assistant casually approaches and asks if the shopper would like a fitting room. But don’t be fooled – the staff is not just inattentive, incompetent lovers of German house music. Nay, the entire process is carefully calculated, and every sales associate is trained in the routine. Allow the new shopper to enter. Intimidated by the loud music and apparent lack of direction, the shopper feels vulnerable, open to navigating toward the first item of interest they can find. Once they’ve located an item(s) or interest, the sales associate swoops in “to the rescue”, to save the user and lead them to a safer place. Though Diesel’s not the only store that does it (arguably Uniqulo, H and M), it’s undoubetdly a sneaky sales tactic. And to me, a dishonest one. Not that I’d ever be caught dead in a pair of Diesel anythings. I’d rather have the lady in the Green line at Whole Foods spill a container of rice pilaf on my brand new white Vans. And that I’d rather look like a non-chalant hipster douche than a insecure fashion backward douche in a pair of $500 faded jeans – well, that’s saying a lot.
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Categories : User Experience FAIL
If my resume were an infographic. … aka I have serious things to consider.
6 04 2011Where have all the dark colors gone? …Coincidence that my graphic node display looks a heck of a lot like resistors on a circuit board? Probably not.
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Categories : Stuff I think is cool, User Experience FAIL
Just so that I can remember who I am
15 02 2011It seems like lightyears have passed since this carefree young one sat with her tab and 28v driver. Cheers to staying weird, everyone – here’s so saccharin and hardware!
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Categories : CEREBALlz: Thesis Documentation, Toy Design Workshop
more balls than you’d know what to do with
4 04 2010…. Went a little crazy moldmaking this weekend with Brian, trying to find the perfect configuration so that we wouldn’t have balls with weird air bubbles/birthmarks/weakspots. We devised a super crazy suspension scheme to do this, but after a few misfires, decided that the best method was to let the silicone sit in two halfs of the mothermold for a few minutes BEFORE submerging the mini-mold into one of the halves, then plopping the top part onto the bottom swiftly and holding that sucker in place until the silicone became too dry to shift (about 10 mins). It took a lot of attention and meticulous effort but this ball came out looking like none other (more pics later). For the meantime, though, check out this hilarious company of potential balls. I feel like Tyra Banks at a casting call…. nice.
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Categories : CEREBALlz: Thesis Documentation
Cball Lives
13 04 2010Here’s a brief video of me demoing the very first pseudo-presentable version of cball (the one that likes light and hates dark). The ball purrs and glows in the lightness and is cold and dark sans illumination. Simple, but good.
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Eball is born into the Cereball(Z) family. cigars and 9v batteries all around.
15 04 2010Here’s a short video of eball working in the lab. hilarious user testing videos to follow.
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Categories : CEREBALlz: Thesis Documentation, Stuff I think is cool, Toy Design Workshop
madeline pulls a twelver on the floor – cball gets a makover – user testing yields anticipated hilariousness
18 04 2010It was a doozie, but C and E ball are finally done. I decided to replace the photocell circuit in Cball with a cooler FSR sensor so that when you squeeze it it glows pretty and purrs. People seemed to like that better than the light/dark business.
I took a shitload of video so while I’m compiling that, here are a few photos to tide you all over:
and def - more to come….
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Categories : CEREBALlz: Thesis Documentation, Stuff I think is cool, Toy Design Workshop
yep, even more c-ball. man I looove that thang.
21 04 2010Spent another twelver in the lab today re-wiring boards and making everything as tiny and secure as possible. This included replacing c-ball’s FSR and vibrator motor. I’m not super happy with the vibration right now (not strong enough) but the FSR is working good and it really glows nice when you squeeze it… Unanimously voted “ball I’d most like to sleep with” by user testers on the floor this week.
Here’s some pics of me squeezing the crap out of the thing – I’d take a video if it wasn’t 2AM and my boyfriend wasn’t asleep three feet away. although the flashes from photobooth probably already woke him up. Whatevs. It’s beautiful.
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Categories : CEREBALlz: Thesis Documentation, Toy Design Workshop
Thesis is over…. you’ve GOT to be sh*tting me.
14 05 2010Well holy mother of mary, the damn thing is finally done. While it is true that I do not remember much of last week, what I said to the roomful of esteemed guests or to the thousands of live streaming viewers, it remains to be said that overall, both the project and the presentation were a success.
I have a lot to post here, but I will begin with a few photos of what the balls looked like in their final presented state, after I stayed up all night rebuilding them after the prior week’s kid-testing trauma.
COMING SOON: link to archived streaming thesis presentation, roughcut of adult user testing video, assorted stills.
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Categories : CEREBALlz: Thesis Documentation, Toy Design Workshop
USER EXPERIENCE FAIL: Chronicles Part IV
9 04 2011The Dreaded Self Checkout
Hence the initial widespread reluctance to use the automated checkout machines in grocery stores. Though now they have become slightly more familiar to the public, as an individual who has used many in my lifetime, the fact that they have become familiar to more people is surely more of a testament to human patience and willingness to learn than it is to the ease of use of the machine itself. For they are horribly, grossly, egregiously ill designed. They’re annoying to use. The machines, as mentioned, are constantly making noise. When the user makes an error or fails to make a selection properly, the machines repeat themselves endlessly and offer few, if any suggestions in order to solve common user mistakes. Physically, the machine’s I’ve encountered are ugly, spatially inconvenient, have poor responsiveness, and unsightly/confusing visual user interfaces. Let’s say I’m at home depot. I’m buying some electrical tape and a hand drill. I swipe the hand drill first, but it’s heavy, so I quickly put it in the bag adjacent to the bar code swiping surface. Quickly, I am alarmed when I am confronted with a repeated error message about removing items from the checkout area. I don’t know what this means – aren’t I checking out now? As it turns out, the area directly adjacent to the machine contains sensors to calibrate the merchandise, though no indication of any such function is offered. To continue with my checkout, I must move the hand drill even further aside, away from the machine completely, leaving it spatially open and vulnerable to potential sticky fingers. I hastily swipe my two rolls of electric tape, and wait for the system to calibrate. I opt to pay the sum in cash, which I must awkwardly dispense into a slot that is physically so dislocated from the Screen interface itself that it can take several moments to find. Meanwhile, the machine repeats to no end, “please insert cash. please insert cash. please insert cash….”. Becoming nervous, I frantically rummage through my wallet, feeding the machine bill by bill. Forgetting the exact total, I have to move back to the monitor to remind myself. Finally, when the experience is complete, I wait patiently for my receipt and quickly grab my belongings to exit.
I have just described a true experience that happened to me in 2009. But that is just one illustration of how the poor design of these kiosks makes purchasing difficult and cumbersome. Other examples include items that won’t scan, the potential for multiple scans on a single item, and the necessity for a clerk to be on hands at all times to ID anyone who purchases alcohol.
It’s not that I believe these machines are doomed, or do not posess the potential to be extremely useful, because they most certainly can. But in order to do so, they must be designed in such a way as to accommodate the following requirements:
1. Localize sound output strategically so as to only be heard by the shopper who is within a reasonable range of the station. Hearing multiple commands from every single kiosk within a 10 foot radius makes focusing impossible and is distracting.
2.make the dialogoue more pleasant. Avoid strictly imperative voice and increase the number of programmed phrases to help the user solve all possible common problems. Have the recording programmed to use friendly language, to say “please” and “thank you”. If there is an error, state it clearly and show a text translation, instead of repeating the error via voice command on an endless loop.
3. Rearrange the spatial configuration of the Graphical user interface (screen)unit and money input/ credit card unit so as to be located more closely to one another. The screen should be visible at all times and should offer text translations and instructions.
4. The “checkout area” should be labeled or amended such that it’s function is clear and the user does not feel inclined to place things there when they shouldn’t be.
5. Make the experience rewarding for the user. The machine should be responsive, quick, and adaptive, and should make the user feel comfortable. At the completion of purchase, the user should walk away feeling like they’ve successfully “cheated” the line, having made a successful purchase in very little time.
That being said, I’m guessing that we’re going to have to put of up with the squawking, awkwardly designed boxes currently in stores for the next few years before the potential monetary value of improving this experience for consumers is realized and a movement for technological change is put into place. It’s possible that as the rest of our devices follow in the footsteps of the criteria outlined above (becoming increasingly responsive, less awkward to handle, more pleasant to “communicate” with), that the infamous self checkout kiosk system will follow. One can only hope! Until then, I’m sticking with Fran – at least I can ask her about her day.
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Categories : User Experience FAIL
USER EXPERIENCE FAIL: The Chronicles II
9 04 2011IIa.Label the damn cars on the Metro North
Often, the train conductors announce that certain doors will only open at specific (less trafficked) stations if one is in the “first four front cars” of the train. But who on the train knows what is the front or the back? Surely the argument could be made that either is front or back. Why not label it? Or at least announce “the farthest car is considered the front”. When one is on a train, it is almost impossible to tell which “number” car one is in. Does the mini conductor’s car count? Just how many cars did we walk back before we found a seat? This problem can be solved by a ridiculously simple, unbelievably inexpensive fix: LABEL THE FUCKING CAR NUMBERS. Take a small piece of plexi glass or plastic material, maybe 4×4 inches. Put a number on it. Place that number in the respective car, centrally located, perhaps anchored to the ceiling, so as to be visible from all angles. Solved.
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Categories : User Experience FAIL
Microsoft Design Expo – “Goofy Tools for Serious Work” Design Competition … or “The dreams I dreamt for MR. M.”
10 03 2011New York University, 2010
“Goofy Tools for Serious Work” was an attempt to rethink the traditional tools and interfaces we have come to take for granted in the office place with the ultimate goal of making the workplace a more pleasant place to be. Our approach involved a “suite” of tools, which included the following, plus a few others never documented.
“Goaltend” and “Hot Potato” – Project Management
- Goaltend was an idea for a real-time visualization of team progress on a collective goal or office objective. We saw the idea as a possible projection that could be displayed in a lobby or other common area.
hot potato was a tactile tool that workers could pass to one another aimed at facilitating office communication.
Two early hot
potato prototypes shown in different “phases”:

“Excelerator”, “Knorb”, and “Workglove” – rethinking the mouse and screen-based navigation
Demo-ing the Work Glove in action with some final cut pro magic. Look ma, no mouse! And it looks super cool too! BONUS!
…And athough it is true, we did lose the competition by a landslide (We ended up losing to an iPhone app – seriously…) we knew who the real winners were. Plus, we got to spend half a year building awesome crap that lights up and makes fun sounds, so, mega-win.
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