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Talk notes: How human abilities define digital experiences

Talk notes: How human abilities define digital experiences

06/01/20

In this talk, Claudio discusses how our human abilities, not technology, should define our digital experiences. He reveals how one should address the human-motor system, human vision, and cognitive abilities when designing those experiences.

Human-motor system

  • Neck flexion and neck extension: Head can move 30º backward and 45º forward comfortably. Similarly,

  • Wrist flexion and wrist extension: 51º upward and 46º downwards

  • Lateral backbend: 21º sideway

  • Lateral neck bend: can move head sideway by 25º 

  • Ulnar and radial deviation: can move your palm sideways by 15º towards your thumb and 25º on the other side

  • Shoulder abduction is 25º towards your body and 60º away from the body

  • The above shows that no matter how fascinating the sci-fi movies showcase the futuristic User Interfaces, it's outside the human comfort zone to control everything with full and dramatic gestures

  • Focus on increasing efficiency and accuracy of what we can do within a comfortable range

  • Designers should not become personal trainers and train their customers

  • For instance, Instagram only adheres to human-computer interaction guidelines for a minimum tappable area in navigation but not in inline comments, etc.

  • How we can use this info at work

  • Consider the direction and ranges that are more comfortable for repeated motion.

  • Design for inaccuracy - make the system forgiving since humans will make mistakes.

  • Use all information available to identify intent. Mix signals received and craft experiences accordingly.

Human vision-related abilities

  • Humans recognize images in 1/200th of a second

  • We have 120º binocular vision

  • We have central vision 2º which is where we see things most clearly

  • 900º angular speed which is responsible for content-aware fill

  • Stereoscopic vision 120º: good at recognizing patterns

  • 30º to recognize icons/ symbols

  • Far peripheral vision - just survival skills/ motion identification, etc.

  • How to use it in real life

  • Know when to break the rules

  • Focus the attention on the content

  • Orchestrate your compositions, so the eyes know where to go using your central vision and peripheral skills to complement each other.

Human cognitive abilities:

  • About 8 seconds of transient attention

  • 20 seconds sustained attention

  • 10-15 seconds working memory

  • Humans can hold 5 - 9 discrete items at once

  • Cognitive load is the total amount of mental effort being used by our working memory as we complete tasks or learn new things.

  • Cognitive load is both an enhancing element of learning and an inhibitor for it.

  • Intrinsic: how difficult something is

  • Germane: the work put into creating a permanent store of knowledge

  • Extraneous - how it is presented

  • Leveraging relevant past knowledge stored in long-term memory facilitates our learning. For instance, a doctor who has performed the same operation hundreds of times can leverage to identify new insights.

  • There are no limits to our learning capacity, but there is a progression to it.

  • How to use this at work:

  • Leverage user's previous knowledge to minimize content overload and ambiguity.

  • Consider progressive disclosure and learning goals when using unique user interface paradigms.

Closing notes:

  • Nothing is impossible

  • Everything can be learned

  • Abilities change over time

© crafted with care & coffee. please don't copy.

© crafted with care & coffee. Please don't copy.