The Role of PhysicaliTy in The Design PRocess
Transcription
The Role of PhysicaliTy in The Design PRocess
The Role of Physicality in the Design Process Steve Gill and Alan Dix What's more to pressing a physical switch to turn on the light than we're consciously aware of? Is modern interface-technology in cars really designed for improving the safety of driving or does it rather distract the driver? Why does food taste differently depending on the ambient light? Interacting with physical objects is in many ways much richer than digital interfaces such as touchscreens. Humanity has grown up interacting with the physical world and we bring this experience with us when interacting with the modern world and its artifacts. We're often not conscious of these differences and, hence, software engineers tend to oversee them and fail to make use of the advantages of the physical.Steve Gill and Alan Dix look into how human behavior is influenced by the physical world and point out how design could be improved if designers would take physicality's importance more seriously. Steve Steve Gill is a product designer with 18 years experience in industry and academia. He is Professor of Interactive Product Design, Director of Research of the Cardiff School of Art & Design and Director of the Programme for Advanced Interactive Prototype Research (PAIPR). Gill has a range of research interests related to product design including the role of physicality, rapid design of information appliances and the implications for product design of testing early prototypes within their context of use. Alan Dix is a Professor in the School of Computer Science, The University of Birmingham in the UK and researcher at Talis. He was a mathematician by training, and mathematics is still his first love, but he has worked in HumanComputer Interaction since 1984, and is author of a key textbook in the area. He has worked in several universities, agricultural engineering research, local government and hi-tech start-ups. His interests are eclectic: formalisation and design, physicality and digitality, the economics of information, structure and creativity and the modelling of dreams. inhalt: 1. Interacting in the Physical World | 2. Case Study – Physicality in the Saab 9-3 | 3. Designing for Physicality | 4. Physicality in Design th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss In this chapter we discuss physicality’s influence in design, an influence that permeates the process at many levels. Before embarking on that however it might be sensible to define physicality. In other writings we have employed a broad definition that encompasses all non-visual senses. However in this context and for the sake of clarity and focus, we define physicality as the mechanical forces at work in designed artefacts in the physical world, be they through our own physical interactions or through natural forces such as gravity. Evolutionarily speaking we are still stone-age humans, physically and mentally evolved to live in a physical world of animals, plants, water, air and earth. We bring the social and cognitive baggage of that history with us when we interact with the modern world and the artificial artefacts within it, some of which appear to break the rules of the physical worldunderstood by our stone aged psyche. 1. Interacting in the Physical World Taste testing booths in UWIC’s Food Industry Centre 1.1 How we experience the world It was once thought that we experienced the world by assembling, at the last stage, data coming into our heads from our various senses through separate channels connected to ›sensors‹ (e.g. eyes and ears). It was thought that the eyes gathered light projected onto the back of the retina like a movie camera projecting onto film and that these pictures were sent to the brain which saw them, more or less, like a projected moving image. Meanwhile, it was thought, our eardrums were vibrated by sound waves and the resulting patterns were processed as sounds that were then added to the moving pictures in an independent stream. While there are elements of truth to this (our eyes really do gather light on the retina, our ear drums really do gather sound when they are vibrated) it has long been proven that what then happens with the information is much more complex. We simply don’t have the processing power to make sense of the amount of information bombarding us. Instead, we understand the world by taking information and processing it very efficiently to produce a compressed, but information rich picture built from the stream of inter related information sets coming in and which we experience as a whole. Evidence for this mixed information model lies in a number of scientific studies such as those carried out by McGurk and MacDonald (McGurk 58 and MacDonald 1976) which proved that in certain instances we are unable to tell the difference between what we see and what we hear. The so-called McGurk Effect was found when participants were shown two film clips of a woman talking to camera. In one clip she mouthed the sound ›ga‹ over which the sound ›ba‹ had been dubbed. In the other she mouthed the sound ›ba‹ but the sound›ga‹ was dubbed. Most participants reported hearing the sound being mouthed rather than the sound being played. Without visual input participants were able to correctly identify the sound. But it’s not only sound and sight that we mix. Researchers in the food industry use coloured lights in order to filter the results of taste-based food trials because of the known effect of colour on taste. Meanwhile Norman has demonstrated that if we find the products we interact with more beautiful, if we ›love‹ them, then we also think them easier to use, even if, objectively speaking, they aren’t (Norman 2005). We don’t necessarily have to look to science however. We know from our own experience that our senses are influenced in all kinds of ways; triggered by social pressures, past experience and deep animal instinct. We know for example that the more a wine costs the better we think it tastes, the more a product weighs the higher the perceived quality and a bag by Gucci would look better than the same bag designed by an unknown 59 th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss Figure 2: Equinox prototypes (from left to right): low fidelity (Sketch), high fidelity (IE Unit) real product (Equinox) and touchscreen (Software) designer. It doesn’t therefore take a big imaginative leap to believe that physicality deeply affects our interactions with the world, and as we will see, this is indeed the case. In 2008 and 2009 we published the findings of some research on physicality’s effects on interactions with hand held objects (Gill et al. 2008; Hare et al. 2009). We set out to discover: 1. whether a tangible prototype, even one with limitations, (e.g. a discrete screen displayed on a PC monitor) was more similar to a final product than the monitor based Flash prototypes often used in industry, 2. the level of fidelity required to obtain an acceptable degree of tangible accuracy. A real phone was ›reverse engineered‹ to mimic a high fidelity tangible prototype. A keyboard chip embedded in the prototype translated button presses into ASCII code, triggering a Flash file mock-up of the phone’s interface on a P.C. monitor. The same Flash interface was used as the basis of a full on-screen prototype which was interacted with via a touchscreen. We compared the performance of the real phone with the high fidelity keyboard chip equipped prototype and the Software prototype -> Figure 2. Tasks included common functions (ranging from simple to complex), unusual functions (such as the Equinox’s SMS button), and functions that involved more than straight forward transitions between the product’s states. We found that the physical prototype performed in a more similar fashion to the real phone than the software alone (for good and for bad) de60 spite the fact that both prototypes drove the same Flash interface. This was especially visible in the time taken to complete each task but at no point did the software outperform the tangible prototype (and it was sometimes much poorer). In Norman’s theorizing (Norman 1988), the system image created by the physical prototype was a better fit of the user’s mental model of a phone device than a purely software simulation. This result is all the more significant because this phone had an all push button interface mounted on the top surface. This allowed the software prototype to compete on favourable terms since the picture on the touchscreen showed all the controls on the same face as the display making it ideal for a screenbased prototype. Having got so far we wanted to know how much of a role fidelity played. Specifically we asked: Could a very low fidelity physical prototype and interface give useful results in the same or less time than an entirely screen-based prototype? We constructed an ultra-low fidelity physical prototype married to a low fidelity GUI (see left hand prototype in Figure 2). The low fidelity GUI was created using sketch work produced in Flash via the mouse. The new prototype used the same keyboard chip method as before. Further tests were carried out in line with the first set but with fewer conditions. We found that the low fidelity prototype performed similarly to the real phone, thus demonstrating the importance of the tangible prototype. More accurate results were produced from a quicker, ›dirtier‹ tangible prototype produced in 80% less time than the high fidelity touch screen prototype. 61 th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss DEVICE a) physical manipulation (tum knob, press button) b) perceive state physical aspects A c) close feedback (resistance, sounds) (knobs, dials, buttons, location, orientation) virtual aspects d) electronic feedback (see massage on screen) PHYSICAL-LOGICAL MAPPINGS LO G I C A L SYS T E M I) sensed inputs II) physical effects (motors, effectors) B III) virtuell effects (show message, turn light on) C (screens, lights, buzzers, effects on logical objects e) physical feedback (notice light on, kettle boils) physical IV) physical effects (controlling external things) D Figure 3: Physical Feedback Loops We tried to lower the fidelity of the prototype further, reducing the physical prototype to an oblong block the size and rough shape of the phone with a picture of the phone printed on paper on the top surface through which the physical buttons could still be activated. The effectiveness reduced significantly. We concluded that the prototype was increasing the error rate in two major ways. In the context of this chapter the most important was that the user could no longer easily feel the buttons’ edges. Feedback is a critical aspect of interaction, both with digital entities and with the physical world, and plays a major role in the theory and practice of usability: effective feedback was one of Shneiderman’s principles of direct manipulation (Shneiderman 1983) and one of Nielsen’s heuristics (Nielsen and Mack 1994) . What precisely is happening during this feedback process though? In 2009 we looked at this matter in some detail (Dix et al. 2009): Once we think of the physical device and the digital effects separately, we can look at different ways in which users get feedback from their actions. Consider a mouse button: you feel the button go down, but also see an icon highlight on screen. Figure 3 shows some of these feedback loops. Unless the user is implanted with a brain-reading device, all interactions with the machine start with some physical action (a). This could include making sounds, but here we will focus on bodily actions such as turning a knob, pressing a button, dragging a mouse. In many cases this physical action 62 will have an effect on the device: the mouse button goes down, or the knob rotates and this gives rise to the most direct physical feedback loop (A) where you feel the movement (c) or see the effect on the physical device (b). In order for there to be any digital effect on the underlying logical system the changes effected on the device through the user’s physical actions must be sensed (i). For example, a key press causes an electrical connection detected by the keyboard controller. This may give rise to a very immediate feedback associated with the device; for example, a simulated key click or an indicator light on an on/off switch (ii). In some cases this immediate loop (B) may be indistinguishable from actual physical feedback from the device (e.g. force feedback as in the BMW iDrive); in other cases, such as the on/off indicator light, it is clearly not a physical effect, but still proximity in space and immediacy of effect may make it feel like part of the device. Where the user is not aware of the difference between the feedback intrinsic to the physical device and simulated feedback, we may regard this aspect of loop (B) as part of ›the device‹ and indistinguishable from (A). However, one has to be careful that this really is both instantaneous and reliable. For example, one of the authors often mistypes on his multi-tap mobile phone hitting four instead of three taps for letters such as ›c‹ or ›i‹. After some experimentation it became obvious this was because there was a short delay (a fraction of a second) between pressing a key and the simulated key click. Rather like the visual/aural interference in the McGurk Effect, the delayed aural feedback was clearly more salient than the felt physical feedback and so interfered with the typing; effectively counting clicks rather than presses. Switching the phone to silent significantly reduced typing errors! The sensed input (i) will also cause internal effects on the logical system, changing internal state of logical objects; for a GUI interface this may be changed text, for an MP3 player a new track or increased volume. This change to the logical state then often causes a virtual effect on a visual or audible display; for example an LCD showing the track number (iii). When the user perceives these changes (d) we get a semantic feedback loop (C). In direct manipulation systems the aim is to make this loop so rapid that it feels just like a physical action on the virtual objects. Note that the Equinox experiments described earlier showed that it is not sufficient to simply emulate loop (C) during early product testing, adding loop (A) through the physical hand-held device significantly increased the fidelity of the user testing. 63 th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss up off down on user pushes switch up and down up, kettle when first turned on) or it may be hidden (e.g. external security lighting); in these cases the feedback inherent in the device is not just very obvious, but may be the only immediate feedback. 1.2 Information in the world user press a key Figure 4: Physical Feedback Loops Finally, some systems affect the physical environment in more radical ways than changing screen content. For example, a washing machine starts to fill with water, or a light goes on. In addition there may be unintended physical feedback, for example, a disk starting up. These physical effects (iv) may then be perceived by the user (e) giving additional semantic feedback and so setting up a fourth feedback loop (D). The physical effects themselves often carry more information than a casual consideration will reveal: One of the simplest examples of a physical device is a simple on/off light switch. In this case the switch has exactly two states (up and down) and pressing the switch changes the state. Actually even this is not that simple, as the kind of press you give the switch depends on whether it is up and you want to press it down or down and you want to press it up. For most switches you will not even be aware of this difference because it is obvious which way to press the switch. It is obvious because the current state of the switch is immediately visible. The logical system being controlled by the device also has states and Figure 4 shows these in the case of the light bulb: simply on or off. Of course in the case of a simple light switch, the states of the physical device are in a one-to-one mapping with those of the logical system being controlled. In previous work we have used the term exposed state (Ghazali and Dix 2003; Ghazali and Dix 2005) to refer to the way that the perceivable state of the device becomes a surrogate for the logical state and makes it also immediately perceivable. In the case of turning on an incandescent light bulb in the same room as the light switch, this is a moot point as the semantic feedback itself is immediate and direct. However, in some cases there may be a delay in the semantic response (e.g. neon lights starting 64 That the physical world is a rich carrier of information can be seen in everyday activities. The following case study was observed in a busy coffee bar: Two staff work together to serve coffee. One takes the order and the money; the other makes and serves the coffee. There are a number of coffee-based variables: The size of the coffee (there are 4 possible sizes); 4 basic types of coffee order (espresso – latte); 1 or 2 coffee shots; no milk or one of 3 types of milk and 12 types of optional flavoured syrups. Then there is the sequence in which the order is to be fulfilled: Orders are taken quicker than coffee can be made and so there is a backlog. The staff devised the following solution: The person taking the order selects the appropriate cup (large, medium, small or espresso). They turn it upside down and write the order on the base. This creates a physical association between the cup and the order that simultaneously takes care of the size of the coffee and the exact type of coffee to go in it. This leaves the order in which each coffee is to be made. This is dealt with by queuing the cups in the same sequence as the orders are to be fulfilled with the most immediate order being closer to the staff member making the coffee. The end result is that a great deal of information is efficiently dealt with through physical associations and interactions. Coffee orders are one thing, but how can designers actually exploit this type of information in the world? The Room Wizard by Steelcase exploits both the digital and the physical. Rooms can be booked online from a user’s desktop computer. Each room has its own, networked Room Wizard which communicates with the room booking system. Each has a light to show whether it is booked so that users can see from a distance whether a room is available. If a series of rooms are located next to each other it becomes easy to see if one is unoccupied. People can then book an un-booked room by using the appliance physically located in the room. Disputes over who has a room booked are also easier to resolve because the appliance is located on the spot of the dispute. The Hermes office door screens (Cheverst et al. 2007) were inspired partly 65 th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss Figure 5: Steelcase Roombooker (left) Early Hermes prototype (right) by early versions of room displays such as the Room Wizard. However, instead of just having displays outside a few public rooms, Hermes was designed to see what would happen if large numbers of individual personal offices had their own displays. The early Hermes units were simply PDAs modified to fit on walls, and the software was based on the paper PositIt notes often left by the office owners when they left (e.g. »be back in 5 mins«) or those visiting the office when the owner was out. Crucially here the existing physical system was used to drive the development, but also the physical prototype system was not regarded as the final solution, but as a form of ›technology probe‹ (Hutchinson et al. 2003). That is the physical prototype served as part of the design process to help users make sense of new technology and to elicit understudying and requirements for further iterations of the design. The potential for physicality could probably be exploited for more serious applications, for example in reducing the error rate in life critical applications where the various control inputs into a product directly relate to one another and to the output. User error with these types of machines can mean serious injury and even death. In 2008 Thimbleby (Thimbleby 2008) noted that the annual death toll from medical errors was roughly similar to the combined annual toll of car accidents, breast cancer and AIDS combined. He went on to describe a case study of an infusion pump that had caused at least one patient death. Thimbleby concentrates mostly on programming factors, but we would argue (and indeed Thimbleby suggests) that the pump’s physical design is 66 an equally important factor. The accident in question involved a chemotherapy drug: diluted fluorouracil. The bag’s label described the contents, the size of the dose and so on. In this case the 5,250 mg of fluorouracil was to be diluted to 45.57 mg per mL and delivered over a four day period. It was delivered 24 times too fast and the patient died. A catalogue of issues leading to the patient death were exposed, from the failure to employ guidelines on how quantities should be notated to the problems with employing calculators to work out dosages. One should also bear in mind that the context here is a hospital ward where the nurse may well be interrupted and where there may also be a lot of background activity. Several issues were also identified with the design of the pump itself (which will have had to pass a series of very strict ‘due diligence exercises to be allowed into production), amongst them the ease with which a button that changed doses by single units could be confused with one that changed the dose by tens of units. Thimbleby also notes that computer based medical devices such as this infusion pump are frequently rebooted when problems arise, at which point they lose previously stored data (another source of potential error). Following his analysis of the errors in the case Thimbleby designed an iPhone app that might avoid them in the future. There is no reason however why the device itself couldn’t be designed to reduce the potential for error. Could storing information via a device’s physicality offer potential design solutions in cases such as this? Consider the following: If dials and sliders had been used instead of buttons then the GUI could have been removed altogether. Printed graphics could have been used rather than an LCD panel. Since they have a higher resolution than all but the most expensive screens this would mean that the numbers, symbols and quantities would be more clearly displayed which might have reduced confusion. The controls could be placed in the order that the nurse would need to input them (e.g. from left to right or from top to bottom) because there would be only one control device per task (slider, dial, switch etc.). A slider that gave an approximate size of the patient (high to low) would allow the machine to warn the operator of gross dosage errors (such as those that occur when a mistake is made over the position of a decimal point) and the size or location of the controls could denote their relative importance. A door that covered all the physical controls but allowed the nurse to see the dosage being administered could double as the power switch, simplifying the display and preventing accidental changes while the machine was in use. The position of dials (high to low) would give a simple vi67 th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss sical extension of ourselves. Car designers have understood this for decades. The basic car controls are standardised (e.g. clutch on the left, brake in the middle, accelerator on the right) and we use them without looking at them. Later additions such as indicator controls were eventually designed to be primarily experienced through physicality. They are mounted concentrically with the steering wheel so that we can locate them by moving our fingers into position using the physical reference of the wheel as a guide. Steadily however, cars have ›evolved‹ to have more and more controls and not all of these are well designed to be operated by the driver’s while their eyes are focused on the road. The table below is an analysis of the controls in a 2006 Saab 9-3 (which happens to be the car driven by one of he authors). Saab 9-3 driver operated car controls Figure 6: Saab 9-3 controls sual indication whether a high dose was being inputted without the nurse needing to think about the numbers and their relationship to one another. Lastly a machine designed in this way would calculate the dosage, removing a risk, and the fact that its controls were physical would mean that it would have the information to re-programme itself to its last setting in the event of a power cut or a reboot. Unfortunately we see a lot of design in the world today that doesn’t make good use of physicality, even when it would seem the most obviously approach. Mostly or exclusively physicality oriented Mostly or exclusively visually oriented Steering wheel Wing mirror adjustments (6) Horn Door lock (3) Foot pedals (3) Light controls (7) Gear stick (8) Hazard lights Handbrake Ventilation controls (6) Steering wheel-mounted phone and stereo controls (8) Computer and miscellaneous buttons (9) Window controls (5) Computer controls via 3 dials (36) Boot catch Dashboard mounted Stereo controls (23) Door Catch 2 Case Study – Physicality in the Saab 9-3 Car driving is in many ways a physical activity. Although we respond to what we see on the other side of the windscreen, the actual driving controls themselves are actually experienced through touch (because our visual senses should be concentrated on what is on the other side of the windscreen!). In fact driving is sometimes described as a cyborg activity (Dix 2002) because to a surprising extent we treat the car as a literal phy68 Air vent direction and opening (6) Indicators and wipers (11) TOTAL: 46 (43 operated while driving) TOTAL: 91 Grand total of controls available to the driver while driving: 134 Percentage that can be operated without (much) visual input: 32% 69 th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss There is a distinct pattern visible in the controls that fail to exploit physicality as a primary interaction method. Firstly, around 75% of them are mediated by computer and secondly, they are relatively recent arrivals on the dashboard. Of the remainder, door locks, hazard lights and wing mirror adjustments would not generally be used while driving. This makes the computer-mediated controls even more conspicuous for their lack of physicality bias. However there are other car controls found in many vehicles but not developed by the designers of the car. The table below includes two of the more common peripherals: a Griffin iTrip that allows the user to listen to music from their iPod or iPhone through the car radio and a TomTom satellite navigation device. Both devices are specifically designed for in-car use. 3 Designing for Physicality Sometimes designers with a good grasp of force, structure and materials go to some lengths to create designs that appear to defy physicality. The Bauhaus designer Ludwig Mies van der Rohe is a good example of this. His 1927 chair, the MR10, uses the strength of steel to create a cantilevered structure that employs a minimum of material and creates an impression of a ›floating‹ structure. Saab 9-3 driver operated car controls continued. (Expanded list including some common computer peripherals) Mostly or exclusively physicality Mostly or exclusively visually oriented oriented TomTom: Touchscreen control options (≈ 200), physical controls (1) iTrip (6) TOTAL: 0 TOTAL ≈ 207 Approximate grand total of controls available to the driver while driving ≈ 341 Percentage that can be operated without (much) visual input ≈ 14% Figure 7: Bauhaus designs appeared to defy physicality (MR10 (left) and Barcelona Pavilion (right) Figure 8: The Millennium Bridge, York (left) ignores physicality while The Millennium bridge, Gateshead embodies the confluence of aesthetics and physicality) The addition of these extra computer enabled devices accentuates the issue significantly and it is difficult to miss the fact that the previously well-understood lessons on the importance of physicality as an interaction method for car controls have been forgotten. This happens with a lot of products, particularly products with computers in them. However computer embedded products are not the only designs that have a misleading or confusing relationship with physicality. 70 He used a similar trick in his architecture where the apparent physical structure presented to the viewer (in this case a heavy concrete roof that almost appears to float) is deliberately misleading. A comparison between two recent bridge designs allows us to compare two contrasting approaches to the issues surrounding physicality in design. The Millennium Bridge, York offers an apparent physical, aesthetic and structural confluence while actually separating structure from the other two. The bridge is actually held up by its curvature and the large 71 th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss Figure 9: Successive generations of iPod Shuffles, clockwise from top right; with buttons, without, with girders that make up its main span. The arch which first appears to be a part of the structure not only contributes little to the strength, it actually places a twisting moment on the rest of the structure! The Millennium Bridge, Gateshead, on the other hand, offers a true confluence between the three elements. Here the physicality and aesthetics of the structure are neatly combined and the balance of forces are as they are presented and this arguably makes it a more elegant solution. Another example physicality’s relative importance not being appreciated can be seen at an altogether different scale: Figure 9 shows three successive generations of iPod Shuffles. At some stage Apple designed a button-less Shuffle in keeping with the brand’s clean and minimal aesthetic. We have been unable to uncover any information as to why they revised their approach (Apple’s design processes being a very well kept secret) but a little consideration regarding the Shuffle’s strengths gives a guide to some possible reasons: The Shuffle is small enough to be kept in the pocket or clipped to clothing. It has no screen and so there’s no need to see it to operate it (e.g. when it is stored in a pocket) - as long as it has buttons. It can also be operated through clothing (e.g. if it were being used below waterproofs while walking or cycling on a rainy day) – as long as it has buttons. In other words the Shuffle’s physicality may well have been critical to 72 its previous success. The switch back to physical controls certainly suggests this is so. This brings us back to the problems with physicality and computers. There are reasons that products with computers in them are particularly poorly designed from a physicality perspective. Complexity is certainly one of these because it typically takes a lot of people from a number of disciplines to design a computer embedded product. Another major factor is the fact that computers appear to break many of the laws of the natural (physical) world where many of our gut level understandings and ›instincts‹ are rooted. Below are some rules of thumb that generally apply to physical objects in the natural world: Directness of effort – Small effort produces small effects, large effort produces large effects. If you push a pebble a little, it moves a little; if you push it a lot, it moves a lot – simple Newtonian dynamics. Locality of effect – The effects of actions occur where and when you physically initiate the action. If you push something and then it moves later you are surprised and only a magician would try to move something without touching it. Visibility of state – Physical objects have complex shape and texture, but this is largely static. The dynamic aspects of state are very simple: location, orientation, velocity and rate of angular rotation. All of these rules are systematically broken by human technology, and in particular digital technology. Consider a mobile phone: No directness of effort – Dial one digit wrong and you may ring someone in a different country, not just next door. No locality of effect – The whole purpose of a phone is to ring people up – spatial nonlocality; the alarm you set at night and then rings in the morning – temporal nonlocality; and text messages break both spatial and temporal locality! No visibility of state – The phone is full of hidden state, from the address book in the phone itself to the whole internet (which not ›in‹ the phone, but can appear on the screen and therefore appears to be part of it). As noted above, it is not just computer embedded products that break these rules, the power of even the most basic technology is often in the way that it gives us supernatural power. For example, a simple saw means that a small amount of effort allows one to cut through a large piece of wood that would be impossible to break by hand (breaking directness of effort), and a bow and arrow allows action at a distance. However the very lack of visibility in electronic interactions tends to accentuate the break with our natural, physicality based senses. 73 th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss Figure 10: The Nokia kinetic device concept With careful thought and understanding some of the missing physical connectedness can be designed into computer embedded products. Designers started to explore how this might be achieved some time ago. Durrell Bishop’s Marble Answering Machine concept (as described by Quintanilha (Quintailha 2007)) is a brilliant example of a way that the physical and digital can interact. The machine contains marbles that it releases to represent messages. Users know how many messages await them by looking at the retrieving tray and counting the marbles. Messages can be played back in any order and each marble is also digitally tied to the message it represents: By placing a marble in an indentation on the machine the machine is triggered to play back a specific message, and to return a call the user drops the marble into another indentation. Undeleted messages can be kept outside the machine in a separate receptacle. In another example Kyffin and Feijs (Kyffin and Feijs 2003) describe a physicality-based digital camera concept by Joep Frens where »all interactions are natura«. To copy a picture to the memory card for example the user physically moves the display of the picture towards the physical memory card. To zoom, they physically move the lens backwards and forwards. A more recent example is the Nokia kinetic device concept (CNET 2011) which has a flexible OLED display. The user can interact with the digital content by bending, bowing and twisting the device to browse, zoom or scroll. An example of physicality-digital interaction that has actually made it to 74 market is the Nintendo Wii: When the Wii was launched in 2006 it brought with it a new interaction paradigm. Like the iPhone, it allowed us to bring learned gestures and associations from our day to day physical world into our physical-digital interactions (see below). In doing so it opened up new digital gaming interaction possibilities by removing the barriers between the physical controls and their digital responses. The Wii brings with it a lot of interesting case material on how we perceive physical space. For example two players stand side by side playing Wii Sports Tennis. One »serves« to the other »diagonally« across the court. If we assume that the player »receiving« is on right handed and on the left hand side of the court (from their perspective), they will be forced to receive the ball »backhanded«. No physical movement has taken place but the digital world has forced a perceptual changed that has required a physical response. An equally revolutionary and highly successful product is the Apple iPhone which has a conflicted relationship in that it both hides and emulates physicality. Almost all interactions with the iPhone occur through its multi touch screen which has almost no physical feedback at all. On the other hand it makes it possible to input using physical gestures that map well onto our natural sense of how the physical world works. Thus we are able to zoom in on a picture by placing our thumb and forefinger on the screen and expanding the space between them in a signal we might physically use in say a game of Charades to indicate expansion (in the Charades case of a word). The iPhone’s ability to accept the inputs of more than one touch at a time and to understand the physical movement between touches into meaningful digital inputs transforms our ability to interact with the product in a physical sense, despite the lack of many of the tactile qualities we would usually associate with a satisfactory physical interaction with an artificial device. In the games world the Kinect is perhaps doing something similar, in this case being highly physical in terms of body movement, but, like the iPhone, with no tactile feedback. 4 Physicality in Design So much for physicality in designed artifacts and their effects on the user, but does physicality have an influence during the process itself ? Naturally. The importance of physicality based design methods for physicality-based solutions is nicely illustrated by an exercise called The Marshmallow Challenge. 75 pr o t o t y p e ! Figure 11 left: Tivo Remote Controller Figure 12 right: Waterfall (1961) by Escher In 2010 Tom Wujec analysed the performance of teams completing The Marshmallow Challenge (Wujec 2010). The rules allow teams of four eighteen minutes to build the tallest freestanding structure they can from 20 sticks of spaghetti, 1 yard of tape and 1 yard of string. The structure must support a marshmallow at its top. He found that recent graduates of business school were amongst the worst performers and that ›recent graduates of kindergarten‹ were among the best performers. Why? The business school graduates spent too much time competing, discussing and arriving at a consensus, only trying their ideas right at the end and only having time for a single iteration. On average, they managed a spaghetti tower height of 10”. The kindergarten ›graduates‹ went straight to work developing a prototype, trying out several iterations before arriving at a well-tried solution. Their average tower height was around 25”. The best performing group (architects and engineers) used the same method. The physical world is more complex than we can generally effectively simulate in our heads and so the iterative approach is often the most practical solution, even for apparently simple problems such as The Marshmallow Challenge. An actual design case study example of physicality’s employment can be found in the design of the Tivo remote controller. The controller was designed in 14 weeks by employing an iterative, prototype led methodology that involved potential consumers early on in every decision from »the feel of the device in the hand to the best place for the batteries«. According to Paul Newby, TiVo’s director of consumer design, producing physical proto- types »early, ugly and often« was the key to the process. »Three-dimensional models were carved from rigid foam in the shape of spoons, slabs and paddles«. The eventual shape resembles an elongated peanut. »The shape is comfortable in your hand, it’s friendly and disarming. It’s designed for simplicity, and it stands apart from the crowd of remotes on the coffee table.« The rubber buttons were chosen for the tactile quality of both their physical feel and the »slight snap« as the control is activated. As Newby says, »These are the devilish details that often get overlooked«. There are a number of ways we can regard the way physicality based externalisations (Dix and Gongora 2011) are used in the design process: 1. As Product Designers have a number of ways to approach the process. All have some elements of physicality about them but perhaps the most ubiquitous is also the least physical: the sketch. The reason for its ubiquity is its flexibility. Virtually anything can be drawn and herein lies the strength of the sketch. It is quick, cheap, flexible and usable for the design of any product however complex. Unfortunately, its greatest strength can also be a crucial fault if inappropriately used: Sketches can allow designers to mislead themselves and others. It is surprisingly easy for even experienced designers to sketch convincing solutions that are literally physically impossible (think of Escher’s drawings of impossible structures, Figure 12). Models and prototypes on the other hand exist in the real world and so carry information that is much more difficult to fake, intentionally or unintentionally. 76 77 th e r o l e o f ph y sica l it y i n th e d e sig n pr o c e ss 2. As Representations The functions of these prototypes are multifarious, including communicating to clients, and, critically, the trialling of ideas in practice. Some external artefacts are physical and in some sense isomorphic with at least aspects of the things being designed. Thus the blue foam ›soft‹ model represents the form of a design but little else of its physical nature. In a different modality the hummed notes of the composer fulfil much the same function. Some are more schematic or representative items such as rigs which might only explore given elements of a final design and which may look entirely different, be at a different scale or be in some other way distanced from it. In the case of communicating to others, the design may be close to final form. However, a key role of the prototype is experimental. Designers actually use the physicality of the making process to develop understanding of the problems they are dealing with in order to impose an elegant solution. Both Schön (1984) and Alexander (1964) use scientific language when talking of this: the concrete design as an ›experiment‹ or ›hypothesis‹. Certain limitations are only realised when an exact scale (or real size) model is acted out in a real scenario. For example one of the authors once had a discussion based around the concept of an internet-enabled Swiss army knife. The idea was that useful tips could be shared via a web site and step-by-step instructions for using different blades would be displayed on a small screen on the side of the knife, using the toothpick as a stylus. Verbally this sounded fine (as it most probably would if sketched) but when acted out with a scale model it quickly became apparent that at a critical moment the fingers holding the knife would obscure the display. In this sense physicality is formational. – Most writers have noticed the common yet strange phenomenon that they know more after they have written than they did before. This is only strange if one regards externalisation solely as an act of communication. The act of writing demands a particular word, the need to sketch demands that the location of a door is specified, the act of prototyping requires the components’ interactions to be closely understood; what had been vague or fuzzy thoughts becomes specific and concrete; the very process of elaboration of thoughts changes the thoughts. Rather then pre-existing ideas being re-presented in an external form, the idea is itself formed in the process of presentation. The nature of the materials and tools the designer uses at this point of concept formation through externalisation can have a profound impact on the kinds of designs produced. In studies we conducted of group design using different materials, it was noticeable that those with plasticine or 78 Figure 13: Internet-enabled Swiss army knife – oops thumb on the display cardboard and glue, tended to explore the design space by way of example, whereas those with paper and pencil tended to create more abstract lists of properties. In a third example, those with card tended to create designs around flat or cylindrical (rolled) shapes (Ramduny-Ellis et al. 2010; RamdunyEllis et al. 2008). Physicality can also be transformational (Dix and Gongora 2011). – The external representation has properties that can be used to help in understanding or planning the eventual outcome. We may sit on the rig of a seat and find that an element sticks uncomfortably in our back, we may find that a particular material does not have the right degree of ‘give’ or softness, or simply run our hands over the planned shape of the wing of a car. Sennett (2008) talks about the relationship between craftsman and material as a form of conversation and Schön (1984) refers to the "back talk" of the situation, part of knowing in action. In problem solving research it is well known that changes of representation can offer obvious solutions to what appeared to be intractable problems, and perhaps this move from internal to external is the most radical transformation of all. It is this function of externalisation as an augmentation of cognitive activity that is critical in distributed cognition accounts and in those studying embodiment and by extension physicality. Formational (left) – vague ideas becoming clearer by the process of externalisation and Transformational (right) – thinking using materials 79 pr o t o t y p e ! Conclusions Physicality affects our daily life because it is a big part of what makes us human. It integrates with our other senses to give us a whole experience of our world. Physicality is crucial in the design of products themselves, influencing use patterns and potentially improving usability, aesthetics and safety. However, as the Equinox and Hermes examples demonstrate, physicality is also crucial in the process of design, allowing designers to better conceive their product ideas and allowing clients and test users to better experience and conceptualise future products. In some senses designers have long acknowledged this, but our relationship with physicality is still not well understood, either by designers or users. A better understanding and more consistent application of physicality as a design tool and an interaction mode will give us a richer, more satisfying and potentially safer user experience. Proc. of 1st UK-UbiNet Workshop, Imperial College London. http://www.hcibook.com/alan/papers/ubinet-2003/ Norman, D. (2005) Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books Ghazali, M. and A. Dix (2005) Visceral interaction. In: Proc. of the 10th British HCI Conf., vol 2, pp 68–72. http:// www.hcibook.com/alan/papers/visceral-2005/ Quintanilha, M. (2007) http://interactionthesis.wordpress.com/2007/02/01/ marble-answering-machine/ Accessed 28th November, 2011 Gill, S., D. Walker, G. Loudon, A. Dix, A. Woolley, D. Ramduny-Ellis and J. Hare (2008) Rapid Development of Tangible Interactive Appliances: Achieving the Fidelity/Time Balance. In: Hornecker, E.; A. Schmidt B. and Ullmer (eds) Special Issue on Tangible and Embedded Interaction, International Journal of Arts and Technology, Volume 1, No 3/4 pp 309-331. Hare, J., S. Gill, G. Loudon, D. Ramduny-Ellis and A. Dix (2009) Physical Fidelity: Exploring the Importance of Physicality on Physical-Digital Conceptual Prototyping. In Proceedings of INTERACT 2009. References Alexander, C. Notes On The Synthesis of Form. Cambridge, Mass.: Harvard University Press, 1964 Cheverst, K., A. Dix, C. Graham, D. Fitton and M. 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