Archive for category training
Neuroscientists (and friends of mine) make Engadget
Posted by jasonwong in neuroscience, training on January 21st, 2010
Taken fully from Engadget:
Study shows that better gamers have bigger brains, are better learners
While we can’t say for sure that videogames, as your grandmother insists, do indeed rot your brain, thanks to research conducted at a variety of Universities around the States we know that better gamers tend to have more gray matter than others — at least in certain areas. Kirk Erickson, Ann Graybiel, Arthur Kramer, and Walter Boot worked together to form a study in which 39 participants’ brains were scanned before those subjects were asked to play a game called Space Fortress (which looks a little like an Atari-era Geometry Wars). Players with larger nucleus accumbens did better learning the game early on, while those with larger caudate nucleus and putamen did better at playing with distractions. There was no sign that playing games actually increased the size of those areas of the brains, meaning some people are just born with a Power Glove on — and that it’s only a matter of time before MRIs replace aptitude tests.
Congrats to Kirk, Ann, Art, and Wally! You’ve hit the big time.
HFES 2009 Trip Report
Posted by jasonwong in good design, thoughts, training on October 26th, 2009
I have just returned from the 2009 Human Factors and Ergonomics Conference in San Antonio, TX. The entire conference was fantastic, with some great talks and discussion panels. I met a lot of new people and reconnected with friends, and I even have a couple of new research ideas.
The hotel we stayed at was fantastic – a four-diamond hotel at the government rate, and it was right on the Riverwalk.
Speaking of the Riverwalk, this was a large walking area right on the river filled with shops, restaurants, and a big mall. It was a really convenient way to get around.
The conference was good, but we were overshadowed by a bigger, apparently more important conference called GeoInt. How could I tell we were less important? Well, look at the welcome that GeoInt received versus the welcome given to HFES.
As mentioned before, I met lots of new people, specifically at the Navy, but I also reconnected with friends. There was a big George Mason University alumni dinner on Wednesday night, featuring at least 30 people. I was one of the first ones there!
San Antonio itself is beautiful, with real Texas landscaping and a wonderful cave only 30 minutes away that was fun to explore.
And, of course, you could not go to San Antonio without seeing the Alamo.
Alas, the conference came to an end, and I flew back to Rhode Island. The Providence airport has little booths for advertisements from local businesses, and NUWC had something up! A little reminder of work.
All in all, it was a fantastic conference, and I hope to go again next year.
Inconsistencies in Deleting Objects on the iPhone/iPod Touch
Posted by jasonwong in bad design, training, user testing on June 29th, 2008
Transfer of training is the concept that if you learn how to perform a function in one context, learning is much faster to perform the same function in a different context if the actions are the same. For example, copying and pasting is the same between Microsoft Word, Notepad, Adobe Photoshop, and others – Control-C and Control-V. These conventions are created through traditions and user interface guidelines, such as Apple’s Human Interface Guidelines for OS X and the iPhone. Consistency is good: users learn an action once, and it can be applied everywhere. Transfer of training.
However, the iPhone/iPod Touch interface has several glaring inconsistencies. One is how to delete objects. What’s been touted in Steve Jobs’ presentations has been swiping your finger across an object to delete it. For example, in Mail, the user swipes their finger across a message, and they get:
Then, they press delete, and it’s done. Simple enough, once users learn the finger swipe action.
This is almost the same with deleting a video. The finger swipes across a video and the red Delete button appears, but there’s a second confirmation:
This is not too drastic of a change, and adding a confirmation is not necessarily a bad idea, especially when it’s so obvious as to which buttons do what.
However, trying to delete a bookmark in Safari requires not only confirmation, but trying to guess at the meaning of buttons. The user brings up the bookmarks list, and a finger swipe does nothing. Instead, there is a button on the lower left labeled “Edit,” which does not evoke the “Delete” action at all. Once the user finally presses “Edit”, they are presented with little red circles to the left of the bookmark. It is important to note that this iconography is not used anywhere else in the interface. Finally, once the user clicks on the red circle next to the bookmark, they see the familiar red “Delete” button. Whew, that was different.
Moving on to the Notes application, however, shows a major breakdown. This, in my opinion, is the worst offender of implementing the delete feature. Deleting a note does not involve a finger swipe or an “Edit” button. Instead, to delete each individual note, they must be opened one-by-one. Of course, there is no indication of this. Once the note is opened, the user is presented with:
Suddenly, there is a Trash Can that is assigned the Delete command. More iconography that is never used in the iPod Touch interface, despite its familiarity to the user.
Yes, the iPod Touch interface is very new, but Apple is known for its consistent and intuitive user interface. This is an example of a total disregard for consistency in Apple’s shiniest new product, and it detracts greatly from the usability of the iPod Touch. Every computer user knows how to Copy and Paste, because the keystrokes are the same across applications. But when something as simple as a Delete command takes on four different implementation in four applications on a system, there is a problem. Apple desperately needs to standardize their interface to make transfer of training much easier from one iPod Touch application to the next.
iPod Touch User Interface: Touch controls
Posted by jasonwong in good design, training, user testing on June 15th, 2008
I know I’m extremely late to the party, but I just got myself an iPod Touch. It is quite impressive, and one of the major aspects of the user interface that I love so much is how intuitive the touch-based action gestures are. Being intuitive is hard to define, but I like to think that if something is intuitive it appeals to common sense.
The touch controls are something that have been highly touted and are well-known at this point. In order to zoom in on a location in Maps, a photo, or a web page in Safari, you put two fingers around the location you want to zoom in on, then you bring them closer together. This is known as the “Pinch.” Conversely, to zoom out, you spread your fingers apart (the “Anti-Pinch”?). Finally, to move around the map, you simply press your finger against the screen and move it in the direction you want the map to go.
This is an example from the Mobile Safari web browsing application:
These actions seem so intuitive that they elicit a reaction of “Well, obviously!” from many people. However, this is not one of those times when common sense would seem to point to these gestures. This seems to be more a function of hindsight bias (hindsight is 20/20) than anything else.
For example, the simple “pulling” action to scroll around in the Maps application is the most intuitive, gestures. This is so intuitive, in fact, that I find myself trying that with other map programs. Google implemented this first with their web-based Map application (so this was not an Apple invention). However, other companies have simply not caught on – MapQuest, for example, does not implement this feature. My GPS (a TomTom Go 720) has not, either. When I want to make sure the route it is giving me is correct, I want to be able to grab the map and scroll to get a better sense of where the route is taking me. Instead, the GPS thinks I tapped the screen, which brings up a different part of the interface. I am left unsatisfied.
The zoom controls are another aspect of the interface that are intuitive. I don’t find myself trying to pinch and anti-pinch on other interfaces. Instead, I am satisfied with a zoom bar (pictured below) or using a scroll wheel to zoom in and out.
The biggest reason for this is that zooming on the iPhone/iPod Touch requires two fingers, and there is no way to emulate that using the input devices available to modern computers. However, the iPod Touch pulls it off quite nicely, and it is continually impressive to show off. The master, Steve Jobs, certainly impressed the crowd when he introduced the iPhone:
What this all boils down to is ease of use, which can be split into two parts. One is ease of learning, which is what intuitiveness is all about. A shallow learning curve for these gestures means they are grasped easily. This then improves information retention, the second part of ease of use. Users remember what action to perform to reach a desired state, and they perform the action admirably.
Compare this with a new computer user learning Copy and Paste. Click + Drag over text, choose one of 50 different commands that let you copy (right-click, the Copy button in the toolbar, the Edit menu, a keyboard shortcut…) and then repeat for paste. The learning curve is somewhat steep, and the retention of information is not all that great.
The iPhone/iPod Touch, however, gets it right.















