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How the iPad has changed us
  Giles Colborne cxpartners




Image: Mike Licht, NotionsCapital.com   1
Let’s begin by
going back about
130 years:

What on earth is
this?




                   Photo © Martin Howard, by kind permission. www.antiquetypewriters.com   2
if you said
‘it’s a typewriter’
then well done!




                      Photo © Martin Howard, by kind permission. www.antiquetypewriters.com   3
Another early
                 typewriter. There’s no
                 keyboard. You select
                 letters with a stylus.




Photo © Martin Howard, by kind permission. www.antiquetypewriters.com   4
You could ‘type’ by
pressing some
buttons. why not
arrange the buttons in
a circle?




                         Photo © Martin Howard, by kind permission. www.antiquetypewriters.com   5
At last! a recognisable
                   typewriter. the keys
                   are arranged in a
                   convenient grid, the
                   paper feeds through a
                   roll.

                  We’re still using this
                  format.

                  optimal designs aren’t
                  always obvious.




Photo © Martin Howard, by kind permission. www.antiquetypewriters.com   6
This is the xerox Alto -
the first computer
with windows, a
keyboard and a mouse.

this design is about
40 years old But
it remains the
template for
computers today.




                           That doesn’t mean it’s
                           the ‘best’ design.

                           as you saw with the
                           typewriters, there’s
                           no reason a computer
                           has to look like
                           what’s gone before.

                           This interface may not
                           even be particularly
                           easy to use.

                                                    7
Cameron Moll’s video of his 4 year
old son using an XO laptop
(designed for children!) is painful.

his son struggles to coordinate
between trackpad and screen, to
figure out what’s happening, or to
know which button to press.

After a minute’s use (guided
frequently by cameron) he’s still
not able to start the drawing
software let alone draw a picture.

keyboard+trackpad+Windows is
not intuitive. (though it’s better
than prior alternatives.)




                                       8
when you watch small children with
ipads, you’re struck by how quickly
they take to using them.

The abstract layer of the mouse
(or trackpad) and keyboard has
gone. Now you interact directly
with the images you see on the
screen.

This makes a huge difference. as
soon as you touch the screen, it’s
clear whether something is
‘clickable’ and what it does.




                                      9
#1
  It’s changing how we
interact with computers
                ...and that change is
                opening up computing
                to new audiences.


                                        10
by taking design cues
from the real world,
you can give users
strong clues about
what they should do.
what’s hidden in that
stack of photos? maybe
if i touch it...

When i watch
mainstream users
using touchscreen
tablets for the first
time i’m struck by how
willing they are to
experiment, compared
to their awkward,
anxious prods at mouse
or keyboard.




                         11
a new interface like this is
exciting for designers who want
to experiment.

But a word of warning. when we
watch mainstream users trying
to use outlandish ‘minority
report’ interfaces, they don’t
rate them.

They like the eye-candy. But they
prefer to use interfaces that
have simple interactions - like
these photo stacks.
                               12
weird interfaces ≠ value add
              experiments belong in the lab.
              aficionados praise novel approaches,
              but be cautious about introducing
              new ideas to mainstream users.

              they are most comfortable with
              minimalist interfaces (Like a stack of
              photos to shuffle) or familiar
              interfaces (like a piano keyboard to
              play).

              to reach the mainstream: keep it
              simple or familiar.
                                                       13
design purists hate ‘crass’
interfaces like the yellow lined
notepad. But mainstream users
smile when they see this because
they know what to do next.

A strong cue that speaks
clearly to users is a valuable
ally (so long as your cue or
metaphor doesn’t get in the way
of the user’s task).




                                   14
Tablets are also
changing when we
choose to interact
with computers.

these graphs are from
readitlaterlist.com -
software that lets
you save web pages to
look at later.

This graph shows when
people are saving...




                        15
This one shows when
they are looking at
saved pages on their
computers...




                       16
and when they are
reading on their
iPhones...




                    17
...and on their ipADs.

Two Big spikes during
breakfast and late
evening ‘me’ time.
almost the opposite of
the computer.




                         18
#2
 It’s changing where we
interact with computers
                in other words: people
                use them on the sofa, in
                bed, and places where
                they wouldn’t normally
                use computers. You need
                to design for new
                contexts.
                                           19
the best way to
understand context is
to take your designs
into the real world.

 Omni designed
 omnigraffle (a
 drawing app) for ipad
 before the device was
available. so they built
some iPads - from
                           they learned that
wood and paper - and
                           advanced editing on the
carried them around
                           move was a chore. So they
the office to see how
                           cut those features.
it felt to use them.
                           And they found that in
                           meetings people wanted
                           to share quick sketches.
                           So they added new
                           sketching features.

                           all this from carrying
                           blocks of wood.

                           Context can tell you a lot



                                                      20
task context       deborah hinman points
                   out that context has

social context     several components.

                   For instance, ipads


spatial context    have different social
                   rules to PCs - they get
                   handed around easily.


temporal context   it’s hard to design for
                   all these contexts at
                   once.

                   instead, try to find
                   the one that
                   dominates, and design
                   for that first.


                                             21
a confession: i’m not
an ipad user.

i mean, i own one. but i
know it’s not for me.

it isn’t meant to be.




                           22
#3
It’s changing who uses
       computers
                it’s for mainstreamers -
                people who aren’t
                interested in computers.


                                       23
you’re probably an
expert...



  Experts              Mainstreamers
  precise control      easy control
  perfect results      reliable results
  principles           examples
  dismantle it         avoid breaking it
  defer gratification   instant gratification
                            but mainstreamers have a
                            different set of goals,
                            attitudes and behaviours.
                            never design by saying
                            ‘well, i would use it to...’
                                                           24
so, when you design for
tablets like iPad:




    What you should do...
    Simplify, simplify, simplify
    Provide familiar, strong cues
    Design for interruption
    Prototype in the real world
    Build for the mainstream
                                    25
Thanks!


          Giles Colborne
          giles.colborne@cxpartners.co.uk
          @gilescolborne



More tips on keeping it simple
(available at Amazon, B&N, etc.)



                                            26

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How the i pad has changed us

  • 1. How the iPad has changed us Giles Colborne cxpartners Image: Mike Licht, NotionsCapital.com 1
  • 2. Let’s begin by going back about 130 years: What on earth is this? Photo © Martin Howard, by kind permission. www.antiquetypewriters.com 2
  • 3. if you said ‘it’s a typewriter’ then well done! Photo © Martin Howard, by kind permission. www.antiquetypewriters.com 3
  • 4. Another early typewriter. There’s no keyboard. You select letters with a stylus. Photo © Martin Howard, by kind permission. www.antiquetypewriters.com 4
  • 5. You could ‘type’ by pressing some buttons. why not arrange the buttons in a circle? Photo © Martin Howard, by kind permission. www.antiquetypewriters.com 5
  • 6. At last! a recognisable typewriter. the keys are arranged in a convenient grid, the paper feeds through a roll. We’re still using this format. optimal designs aren’t always obvious. Photo © Martin Howard, by kind permission. www.antiquetypewriters.com 6
  • 7. This is the xerox Alto - the first computer with windows, a keyboard and a mouse. this design is about 40 years old But it remains the template for computers today. That doesn’t mean it’s the ‘best’ design. as you saw with the typewriters, there’s no reason a computer has to look like what’s gone before. This interface may not even be particularly easy to use. 7
  • 8. Cameron Moll’s video of his 4 year old son using an XO laptop (designed for children!) is painful. his son struggles to coordinate between trackpad and screen, to figure out what’s happening, or to know which button to press. After a minute’s use (guided frequently by cameron) he’s still not able to start the drawing software let alone draw a picture. keyboard+trackpad+Windows is not intuitive. (though it’s better than prior alternatives.) 8
  • 9. when you watch small children with ipads, you’re struck by how quickly they take to using them. The abstract layer of the mouse (or trackpad) and keyboard has gone. Now you interact directly with the images you see on the screen. This makes a huge difference. as soon as you touch the screen, it’s clear whether something is ‘clickable’ and what it does. 9
  • 10. #1 It’s changing how we interact with computers ...and that change is opening up computing to new audiences. 10
  • 11. by taking design cues from the real world, you can give users strong clues about what they should do. what’s hidden in that stack of photos? maybe if i touch it... When i watch mainstream users using touchscreen tablets for the first time i’m struck by how willing they are to experiment, compared to their awkward, anxious prods at mouse or keyboard. 11
  • 12. a new interface like this is exciting for designers who want to experiment. But a word of warning. when we watch mainstream users trying to use outlandish ‘minority report’ interfaces, they don’t rate them. They like the eye-candy. But they prefer to use interfaces that have simple interactions - like these photo stacks. 12
  • 13. weird interfaces ≠ value add experiments belong in the lab. aficionados praise novel approaches, but be cautious about introducing new ideas to mainstream users. they are most comfortable with minimalist interfaces (Like a stack of photos to shuffle) or familiar interfaces (like a piano keyboard to play). to reach the mainstream: keep it simple or familiar. 13
  • 14. design purists hate ‘crass’ interfaces like the yellow lined notepad. But mainstream users smile when they see this because they know what to do next. A strong cue that speaks clearly to users is a valuable ally (so long as your cue or metaphor doesn’t get in the way of the user’s task). 14
  • 15. Tablets are also changing when we choose to interact with computers. these graphs are from readitlaterlist.com - software that lets you save web pages to look at later. This graph shows when people are saving... 15
  • 16. This one shows when they are looking at saved pages on their computers... 16
  • 17. and when they are reading on their iPhones... 17
  • 18. ...and on their ipADs. Two Big spikes during breakfast and late evening ‘me’ time. almost the opposite of the computer. 18
  • 19. #2 It’s changing where we interact with computers in other words: people use them on the sofa, in bed, and places where they wouldn’t normally use computers. You need to design for new contexts. 19
  • 20. the best way to understand context is to take your designs into the real world. Omni designed omnigraffle (a drawing app) for ipad before the device was available. so they built some iPads - from they learned that wood and paper - and advanced editing on the carried them around move was a chore. So they the office to see how cut those features. it felt to use them. And they found that in meetings people wanted to share quick sketches. So they added new sketching features. all this from carrying blocks of wood. Context can tell you a lot 20
  • 21. task context deborah hinman points out that context has social context several components. For instance, ipads spatial context have different social rules to PCs - they get handed around easily. temporal context it’s hard to design for all these contexts at once. instead, try to find the one that dominates, and design for that first. 21
  • 22. a confession: i’m not an ipad user. i mean, i own one. but i know it’s not for me. it isn’t meant to be. 22
  • 23. #3 It’s changing who uses computers it’s for mainstreamers - people who aren’t interested in computers. 23
  • 24. you’re probably an expert... Experts Mainstreamers precise control easy control perfect results reliable results principles examples dismantle it avoid breaking it defer gratification instant gratification but mainstreamers have a different set of goals, attitudes and behaviours. never design by saying ‘well, i would use it to...’ 24
  • 25. so, when you design for tablets like iPad: What you should do... Simplify, simplify, simplify Provide familiar, strong cues Design for interruption Prototype in the real world Build for the mainstream 25
  • 26. Thanks! Giles Colborne giles.colborne@cxpartners.co.uk @gilescolborne More tips on keeping it simple (available at Amazon, B&N, etc.) 26