Pretty cool and intense paper prototyping. This is the most realistic one as yet.
Watch Video Here
This blog is about what interests me about my work that i would like to promote, share and discuss with everyone. So read and definitely comment.
Showing posts with label innovation. Show all posts
Showing posts with label innovation. Show all posts
Thursday, June 26, 2008
Monday, June 23, 2008
Story telling and UI Design

What is the Similarity?
A story is a narrative of a sequence of events in a group of character's life. The story is the glue that binds the sequences together. Similarly the UI is what binds all the features together.
A story is a particular set of events that happen to a set of specific characters. The UI is a particular context of use for a specific set of target audiences.
A story flows from one set of events to another in a seamless and logical manner. Similarly in an intuitive UI the user moves from one screen to another in a seamless and logical manner.
In a story there are plots where all characters may be present and many plots where just two or three are present. In a UI there may be screens used by all in the audience and some screens used by a few of them.
The sequence of events are believable when they are likely to occur to the characters in the story. In UI the context of use is great when it actually matches the needs of its users.
The way a story is narrated brings a lot of interest and active participation in the audience. The way the UI is presented brings interest in its users.
A story is great when the people want to hear it again and again. Many other stories are based on the same plot. Popular UIs designs have always been copied and replicated to be used by all.
What are the dissimilarities?
The goal of a story is to entertain. The goal of a UI is to perform a task.
A story is linear, UI is non-linear. However UI does have a logical sequence of events.
How can we use Story for creating UI?
You can use aspects of story-telling to improve the UI. What story gives us is logical sequence of events, context of use, presentation and innovation.
When you create the personas for the UI detail out the personas using a story. Interaction of the persona and feature should be detailed out as a story that actually describes its context of use.
Saturday, June 21, 2008
Andriod- The Google Phone

A brilliant example of gesture and touch based input is the unlocking system of the Android. It detects the pattern created by the user's finger on the phone and if the pattern matches then it unlocks the phone. It actually uses the idea of sequencing with dots. So simple that an illiterate could use it!
Take a look this android like system
Thursday, June 19, 2008
Redesigning an ATM Interface
Introduction
In order to evaluate the usability of a system always judge how it performs for a typical usage. A few months back I presented in an HCI workshop for the benefit of engineering college faculties of Hyderabad. Usability is now being introduced at the graduation level and this presentation was an introduction to usability for these teachers. In the presentation I evaluated many systems for them, including an ATM Machine.
The pattern of evaluation was like this-
1. Identify the Usage Pattern of the Device or System
2. Evaluate whether the system facilitates the Usage Pattern
3. If not, then suggest improvements in design
Applying this to the ATM Interface
1. Identify the Usage Pattern of the Device or System
2. Evaluate whether the system facilitates the Usage Pattern
3. Improvements in Design
So here it is. There are many more things you can do once you sit and start thinking. These are only a few of them.
Actual Implementation
Wells Fargo has recently changed the design of their 7000 or so ATMs to make it more user friendly.
Read Wells Fargo ATM Redesign
In order to evaluate the usability of a system always judge how it performs for a typical usage. A few months back I presented in an HCI workshop for the benefit of engineering college faculties of Hyderabad. Usability is now being introduced at the graduation level and this presentation was an introduction to usability for these teachers. In the presentation I evaluated many systems for them, including an ATM Machine.
The pattern of evaluation was like this-
1. Identify the Usage Pattern of the Device or System
2. Evaluate whether the system facilitates the Usage Pattern
3. If not, then suggest improvements in design
Applying this to the ATM Interface
1. Identify the Usage Pattern of the Device or System
- Instant Cash Anywhere Anytime
- Quick and Easy cash
- For anyone literate or illiterate
- Most of the time amount withdrawn is the same
- Language chosen is same everytime
- Account time for a card is the same.
2. Evaluate whether the system facilitates the Usage Pattern
- ATM does not identify the account - Once the user enters the pass-code the system asks the user to select an account. But to my knowledge a card can be linked to only one account.
- It does not remember things - The user specifies the same language everytime. Why does not the ATM get it once and for all.
- Does not consider the typical usage - The user is got the habit of withdrawing the same amount over 90% of the time, so it should allow for dispensing that amount(checking from transaction history) at the click of a single button rather than having the user to enter the amount again (3 or more keystrokes).
- No prior notice of money finishing - There is always a queue that shifts from one ATM to another when the money gets over. Instead if a prior warning is given then users can find alternate means to take out money instead of wasting time in the queue.
- Does not simplify things - I have seen in many ATMs that in order to withdraw money, the ATM asks you to enter the amount to 2 decimal points, like 500.00. Will the ATM take out 50 paise if I do fill it?
3. Improvements in Design
- Adapt to the common scenario - The longer the process the harder it is for the user. So ask only what you wouldn't know at that point.
- Ask one time preferences only once -Language is one such thing.
- Simplify the Process - Identify the usage pattern and keep it as the default settings
So here it is. There are many more things you can do once you sit and start thinking. These are only a few of them.
Actual Implementation
Wells Fargo has recently changed the design of their 7000 or so ATMs to make it more user friendly.
Read Wells Fargo ATM Redesign
Labels:
analysis,
ATM,
design,
innovation,
interaction,
UI
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