This week, the lecture is about tangible interaction. Because touch is not equal to tangible, we should consider the look and feel of the product when we build it. A good tangible interaction design can allow users to manipulate directly. For example, it can raise the importance of perception, and it will allow users to view cursor on screen as extension of hand.
We know that Google is working on this aspect. It is designing a special pair of glasses which can replace the smart phones. And moreover, it will add human’s actions into account. If you want to know what’s the time at the moment, maybe you just say “tell me the time” , and then, a floating clock will come in front of you.
Remote Mouse is such an app which has the potential to be developed into tangible interaction product. Users can turn their iPhone or iPod touch into a wireless touchpad and keyboard when using this app then they can take control of their presentations from anywhere in the room. Also, why I like this app is: my computer is next to my bed and I use it as a remote to control it as I watch movies! Lazy mode engaged!
However, to make Remote Mouse to a real tangible design, we should add more elements in it. For example, we can use sound. I hope we can use our iPhone as a smart inter phone, and when way say “shut down my mac”, the computer will follow the rule and shut down itself. Also, we can use actions. When we swing the smart phones, some signals will be sent to the computers and the computers can do whatever we want automatically.
I don’t think this idea is far away from us. Who had thought that people could use portable telephones called smart mobile phones in 1970’s? The technologies nowadays are growing dramatically fast without our awareness . It is said that the Google Glass will be published in the beginning of 2013, therefore, I am sure the future is for the tangible interaction products.
This week, our topic is about ubiquitous computing. The concept of ubiquitous computing was proposed by Mark Weiser in the late 80s of the last century. Mark Weiser thought that future computers would gradually disappear from people’s lives, and they would be a part of the enviornment. He also defined three types of ubiquitous computing devices: Tab – centimeter-level device, which could be very convenient to carry and move, and had a network connection and positioning functions; Pad – decimeter-level device, the size of an A4 the paper quite, which could be moved, but did not facilitate the long-term carry; Board – meter-scale devices, were generally placed in a fixed position, which could support the use of shared.
Until today, 20 years later, if looking around, we can still find that the electronic equipments around us are classified as the three devices, which refers to mobile phones, tablets and computers.
GeoLife is a good example. This application connects users’ smart phones to Geolife tracking system, and get information about current locations of their phones. Here is a graph that shows how Geolife works.
By uploading your GPS data and associated multimedia content like photos to the website of GeoLife, you can interact with your trajectory like playing a video. First, you can enjoy and memorize your past experiences on a map. Second, you can share it with your friends. Thus, your friends can know where you have been, see what you saw and understand the whole journey within a few seconds. It is more intuitive and convenient than writing and reading a blog.
Mobile phone’s main usage is changing to taking photos , sending and receiving emails, browsing web, gaming and social networking from simple calling and sending messages. Its ability has been closed to a traditional computer. In the future, by the use of ubiquitous computing technology, mobile phones will be even more useful than the computers.
This week, the focus is emotional design that the aim is to make clients happy during the process. To be attractive, the app need to have three levels of processing: visceral, behavioural and reflective. From my personal experience, I believe Ozsale is such a mobile device.
Ozsale is an online shopping application which offers users big discounts on some goods. It will post several brands’ products every morning at 6:30am, and the prices are really attractive! I think it does good at the visceral design aspect because it is fun and simple. However, we need to decide quickly whether to buy or not, or everything will be gone because others will rush to buy it. So that’s why I have to get up early and open the Ozsale to do the panic buying everyday! Haha. Also, the app use bright colours in the cover picture to encourage users to click and have a look.
The behavioural design aspect of Ozsale performs well. It is usable and understandable. The looking, buying and checking out steps are easy and safe. It will take me no more than three minutes to finish the whole procedure. Then, my money is missing from my credit card.
This app also has reflective design elements. After checking out, I will get email confirmation and parcel ID which make me feel good and satisfied. And if there are some problems when sending my products, the company will contact me through telephone in time. Therefore, all the services make me to trust the app.
From my point of view, all the online shopping apps should put emotional design into the design pattern. Because only happy clients will buy more products and spend more money.