interaction design for operator control
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Interaction design for operator control IxD1 / Ngatye Brian Oko The - PowerPoint PPT Presentation

Interaction design for operator control IxD1 / Ngatye Brian Oko The factory The control room notes notes fi rst ideas user analysis who? - Both genders / Married or single - Age: 20-70 years - Education: Higher than high school /


  1. Interaction design for operator control IxD1 / Ngatye Brian Oko

  2. The factory

  3. The control room

  4. notes

  5. notes

  6. fi rst ideas

  7. user analysis

  8. who? - Both genders / Married or single - Age: 20-70 years - Education: Higher than high school / Certi fi cate in mechanical or technological studies - Gets special training - Different nationalities - Working in group / Sociable what? - Works 4 days a week - 12h working hours (90% in the control room 10% in the factory)

  9. how? Exchange Check

  10. how? Coffe break 6-9 h seated

  11. how? Activities during the shift

  12. design Brainstorming oportunities - Sharing information - Data history - Computer learns behaviour - Share screen - Guidance - Suggestions - Keep person engaged - Sequence recorder - Reward - Physical interaction - Non visual communication - Remote device - Remote controlling - Transferring info to the maintenance

  13. research - Cognitive load - Human factors - Data visualization - Other control rooms

  14. research fi ndings 2 Chris Bennett & Jody Ryall & Leo Spalteholz & Amy Gooch / Aesthetics of Graph Visualization - Cognitive load Perceived at a glance Information overview 5-9 elements max. Aesthetics matter Figure 1: Conceptual model of the factors involved in the interpretation of graph visualizations. 2. Perception & Cognition thorough treatment of Gestalt principles as they apply to graph drawing, assigning the principles to perceptual group- Node-link diagrams are simply a collection of points and ing and perceptual segregation categories. lines. Involuntary and voluntary processes drive the viewer’s ability to extract shapes and draw meaning from such dia- Perceptual grouping principles include: grams. Norman [Nor04] groups these processes into three • Good figure – refers to the simplicity and stability of a levels: visceral, behavioural, and reflective. The visceral figure [WS06]; level includes the basic perceptual tasks of distinguishing • Similarity – elements with common features, such as objects and forming our true first impressions. The be- colour or shape, appear to be grouped [WS06]; havioural level builds upon output from the perceptual level, • Continuation – colinear or near colinear elements tend to and focuses on issues such as readability and usability. The be grouped [DS06]; reflective level refers to the higher levels of emotion and cog- • Proximity – elements that are closer are more likely to be nition. Originally applied to the design of everyday things, grouped [DS06,WS06]; this model can help us to understand how we process and • Connectedness – physically connected elements are usu- evaluate graph visualizations. ally grouped [WS06]; and • Familiarity – elements that seem familiar or meaningful 2.1. Visceral Level are more likely to be grouped [WS06]

  15. research fi ndings - Human factors Prevention

  16. research fi ndings - Data visualization Concise Structure Versatility

  17. research fi ndings - Other control rooms Dark Too many buttons Alienated

  18. inspiration

  19. inspiration

  20. ideation concepts

  21. ideation concepts

  22. ideation concepts

  23. ideation concepts

  24. ideation concepts

  25. function analysis - Show 3-5 parameters - Allow change parameters - Enhance physical interaction - Show history - Show overall situation - Analyse trends - Communicate changes - Has information hierarchy - Show relevant analysis - Record data - Guide the operator / Learning - Show information regarding the exterior - Connect the operator with the environment - Include people with visual dif fi culties

  26. design goals - Enhance physical interaction (Natural) - Physical product related to the interface - Proposals about the environment - Use the interaction to decrease the stress

  27. concept direction

  28. concept direction

  29. concept direction

  30. On the range Out of range concept direction

  31. concept direction

  32. user tests

  33. user tests

  34. user tests

  35. user tests

  36. user tests

  37. user tests

  38. concept advantages - Visual change = prevention of sudden rush - Clock = Overall, history and the time now - History = preventing errors - Weather forecast = not isolated - Compare parameters = deeper understanding of the quality - Device = Communication, Engagement, get physical - Indicating = Locate the problem

  39. thank you

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