and a large touch screen would
afford us the desired perception
of simplicity that was so critical
to product adoption. The single
button would be used to start
and stop collecting data in the
field; this button, then, needed
to be usable by either hand. The
large screen implied that the
device would become sizable
enough that two hands could be
used to hold it.
By deciding to restrict ourselves to only one button, we
certainly faced challenging
interaction design moments
later in the process. Since every
touchable element needed to
be approximately a centimeter
square, we had to scale back
functionality in order to fit necessary controls onto the screen.
Yet our single-button decision
also helped us to manage feature
creep, as it’s difficult to add features arbitrarily when there is
no physical room to afford this
feature growth.
so we quickly moved into explorations about how the visual
design could support a message
of simplicity and power.
These explorations were done
before the user interface had
been fully designed to help us
understand how color and scale
affected the overall product.
These exercises gave us a sense
of how many touchable targets
could really be supported, and
to provide a sense of how dense
information could get.
September + October 2008
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is a lot like designing on-screen
interactions, but it involves
working with a different cast of
team members who have different skills; additionally, this
team frequently has a very different orientation to the design
problem. To be effective, a convergent designer can focus their
role in the process by helping to:
• Build interdisciplinary communication—balance the desires
and motivations of industrial
designers, mechanical and electrical engineers, software developers, and interaction designers.
• Be a facilitator and bridge
builder—remind the team of
user needs, market forces, competitive landscape, and technical
constraints.
• Work smarter, not harder—
avoid the “try everything”
approach. Guide the team to a
shortlist of plausible and compelling alternatives that can be
meaningfully explored.
• Be realistic—don’t ignore
real constraints like size or
cost, but don’t let them make a
decision for you. Help the team
manage the implications of the
choice on the design.
ABOUT THE AUTHOR
Gretchen Anderson is the
director of interaction
design at LUNAR in San
Francisco. She has worked
for firms that do both
industrial and interaction design on a wide
variety of products— from medical prod-
ucts and consumer electronics, to enter-
prise software applications and consumer
websites. Gretchen was educated at
Harvard and has worked in the design
industry for more than a decade with clients
that include Starbucks, Virgin Records, HP,
Microsoft, Intel, and Johnson & Johnson.
interactions
Exploring the “Facial Features”
In many ways, physical controls on a product are like the
facial features on a person. Just
as it is important to consider
the functional demands on the
product, the industrial design
team should look at the impact
that different controls and layouts have on the overall product
expression.
The handle features on the
Spark turned out to be an important signifier of “durability and
ruggedness” for the product.
They also helped to distinguish
the product from competitors
and from more generic ultra-mobile PC products.
A large screen also meant that
the on-screen UI would be a big
part of the overall expression,
Matching Form and Function
Even more than on-screen
affordances, physical controls
provide clues to the user about
what they are supposed to do in
a given situation. It can be especially tempting for product managers to try to leverage recognizable controls, yet following existing paradigms without rhyme or
reason can lead to problems.
The Sansa C100 MP3 player
featured a circular “wheel” that
strongly emulated the iPod, but
the actual component doesn’t
turn or spin. Instead, it functions as a typical four-way
navigation pad. When LUNAR
worked on the C200, we advocated for a square component that
both distinguished the product
and more closely followed how
the UI worked.
This might seem obvious to
interaction designers who are
conditioned to think about how
form and function match, but
these kinds of decisions can get
lost in the larger design shuffle
if interaction designers aren’t
working closely with the development team to review assumptions about controls.
Putting Your Skills to Work
Working on physical products