Video mapping

Video mapping is a projection technology used to turn irregularly shaped objects into a display surface for projection. Using specialized software, a two or three dimensional object is spatially mapped out in a virtual environment. Using this information, the software can interact with a projector to fit any desired image onto the surface of that object. Using this technique, artists can add extra dimensions, optical illusions, and notions of movement onto previously static objects. The video is commonly combined with, or triggered by, audio to create an audio-visual narrative.

Technique: After the object is chosen or created, a virtual replica of the entire physical set up needs to be created. A virtual model of the projection surface is created, and placed within a virtual environment. Coordinates need to be defined for where the object is placed in relation to the projector. Finally, the xyz orientation, position and lens specification of the projector are adding to the virtual scene. Adjustments are commonly needed by manually tweaking either the physical or virtual scene for best results.

Usability

Usability is defined by 5 quality components :

  • Learnability : How easy is it for users to accomplish basic tasks the first time they encounter the design?
  • Efficiency : Once users have learned the design, how quickly can they perform tasks?
  • Memorability : When users return to the design after a period of not using it, how easily can they reestablish proficiency?
  • Errors : How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
  • Satisfaction : How pleasant is it to use the design?

The best interface is no interface

A few example of what this means can be found here:

http://www.cooper.com/journal/2012/08/the-best-interface-is-no-interface.html

As Donald Norman said in 1990, “The real problem with the interface is that it is an interface. Interfaces get in the way. I don’t want to focus my energies on an interface. I want to focus on the job…I don’t want to think of myself as using a computer, I want to think of myself as doing my job.”

ATM consumer behaviour

The RBA carried out research on atms and found that prompting at point-of-sale (‘would you like to continue with your transaction?’ aka ‘would you like fries with that?’) can influence a customer’s behaviour.

The findings show that prompting at point of sale can not only encourage us to buy more stuff, it can also encourage us to avoid spending. There are two things at work here: the prompt itself ‘do you really want to continue with the transaction and pay the $2?’, and what behavioural economists call the ‘pain of paying’.

The research paper can be found here

http://www.rba.gov.au/publications/rdp/2012/pdf/rdp2012-03.pdf

ISO Standards and user centered design

All these approaches follow the ISO standard Human-centred design for interactive systems (ISO 9241-210, 2010).

The ISO standard describes 6 key principles that will ensure a design is user centred:

  1. The design is based upon an explicit understanding of users, tasks and environments.
  2. Users are involved throughout design and development.
  3. The design is driven and refined by user-centred evaluation.
  4. The process is iterative.
  5. The design addresses the whole user experience.
  6. The design team includes multidisciplinary skills and perspectives.