Elevator Door Buttons

Here are some thoughts on elevator door buttons and design inspirations I got from the observation.

Common issues:

  1. Language – there’re thousands of words in different languages to communicate the “open” and “close” functions. English is [open/close], Chinese is [開/關] or [开/关] (simplified Chinese), Japanese is [開/閉],…etc.
  2. Icon – to solve the language problems stated above, it’d be better to use icons that is universally understandable regardless of the language barrier.
  3. Button location – Some elevators has the open/close buttons located at the top of the button panel. While one person is pressing the [open] button to keep the door open, other people sometimes has to squeeze under his/her armpit to press the floor buttons. That’s quite inconvenient and could be embarrassing.
  4. Mutual exclusive states – “open” and “close” are two mutually exclusive states of one object: the door. Logically, you only need one control to operate the door. Think about a light switch: one switch is connected to one lightbulb to turn it ON or OFF. However, perhaps when the engineer first designed the elevator, the two functions was identified as two separate tasks where each has to be implemented and engineered separately. Thus, the two buttons are mapped to control the two functions.
  5. Accessibility – what if the user is colour blind or unable to see? What if the light goes out and you can only rely on touch?

A good solution

  1. Language independence.
  2. Every control should have at least two or more ways to communicate its function.
    • Colour (green is open / black is close)
    • Icon (outside pointing arrows is open / inside pointing arrows is close)
    • Physical dimension (wider button is open / narrower button is close)

Real world example

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Panasonic Lumix GF3 Touchscreen Interface – Interactive Demo

Here is an interactive demo of the Lumix GF3 touchscreen provided by Panasonic Japan. You can select 3 controls that are available in iA Plus creative mode: White Balance, Exposure Compensation, and Soft Defocus. I have put some English descriptions in the screenshot above for those who cannot read Japanese. Please try it and experience the touchscreen user interface of these controls.

Link: Panasonic Japan GF3 Interactive Demo

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Panasonic Lumix GF3 Touchscreen Interface, Simple Yet Delightful

Panasonic recently released it’s new iteration of the compact SLR-equivalent camera, which targets the average consumers rather than professional SLR photographers. The compactness of this camera is archived by eliminating the mirror box, hotshoe socket and optical viewfinder unit, while keeping most of the SLR goodness in a convenient and small housing. But most importantly, the camera comes with a 3-inch big touchscreen LCD and a secondary dial control, eliminating the need of many feature-specific buttons that are commonly seen in professional SLR cameras. In spite of the revolutionary mirrorless SLR technology, what interests me most is its touchscreen user interface.

The first time I learned about this camera and it’s touchscreen control was from it’s TV ad in Japan. In this ad series, the photographer is trying to capture the cute moments of a cat, which highlights its high-speed auto focus, touch-controlled focal point and shutter, and easiness to take pictures with blurry background (shallow depth of field).

http://www.youtube.com/watch?v=uZi-l_QYzf4

Touchscreen as a camera interface

Touchscreen is one of the main selling point of this camera. At a first glance, it feels like a gimmick that rides on the popularity of multi-touch powered smartphones. After reading its product catalog, however, it seems that the designer did carefully design the UI to take advantage of the touch hardware. Moreover, in the manual creative mode called iA Plus, there are three controls that user can easily adjust: defocus (depth of field), brightness (exposure compensation), and colour control (colour temperature).

I think the selection of these three specific controls is a careful observation of users and their most desired results that were only archivable with traditional SLR camera and some training. Take defocus for example: many people really like the effect of sharp main object with blurry background; but in order to archive such effect of shallow depth of view, one must know how to deal with shutter speed + aperture + sensor ISO. However, the GF3 camera does all the hard work for you, leaving you only one control of the background blurriness.

In terms of user experience design, by simplifying the traditional SLR controls into one defocus control, user can still feel in control to the creative process while greatly reducing the learning time and difficulty to operate the camera. Novice and post-novice users can enjoy the result of a reasonably professional looking picture. That will satisfy their emotional goal:

“Enjoy professional-looking photography casually without the headache of learning about F-stop and stuff” and ”play a role in the creative process and get a sense of achievement”

A similar experience design that result in “getting a sense of achievement” can be observed from Betty Crocker’s famous “Just add an egg” cake mix tale.

You can learn more about the touchscreen interface from this product detail page:
http://panasonic.net/avc/lumix/systemcamera/gms/gf3/ia.html#leadtitle

Pictures from official site: main UI

Soft focus creative mode

Ad poster in JR train

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Simon Sinek: How great leaders inspire action

This talk from Simon Sinek is about inspirational leadership. He explains the difference between a typical leadership and a truly inspiring leadership, with three concentric circles labelled “What”, “How” and “Why” from the outside to the inside. Those are the three qualities of a leadership:

  1. Almost all individuals and organizes know what they are doing. All companies know what they’re making and selling for profit, be it a computer manufacturer, software development company or a furniture store.
  2. Some of them know how to to it well.
  3. Only a few among all know why they do it. What’s your purpose, your cause, your believe. Why do we exist. Profit is not the reason, it’s just the end result of the process.

Simon gave an example of a marketing message that’s from the outside in (what > how > why):

Apple makes great computers > they’re beautifully design, simple to use, and user-friendly > Wanna buy one?

But this is what Apple communicates it’s value from the inside out (why > how > what):

Everything we do we believe in challenging the conventions, we believe in thinking differently > the way to archive that is to make our products beautifully designed, simple to use, and user-friendly > which we happen to make great computers. Wanna buy one?

“People don’t why what you do, they buy why you do it.” That’s the main point of being inspirational. Believe in purpose, believe in meaning.

TED Link: http://www.ted.com/talks/simon_sinek_how_great_leaders_inspire_action.html

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Designing Speech User Interfaces – James Lewis

I stumbled on UXPod Episode 61 by Gerry Gaffney — Speech user interfaces: an interview with James Lewis. Although the topic is talking entirely about interactive voice response systems, I found a few pretty good arguments about human cognition, memory span and menu design, which I think are applicable to web and mobile app design as well.

Designing an auditory menu is, by nature, very different from designing a visual one. It is difficult for a user to listen through a long list of menu, memorize the choices, and pick the most appropriate one. Using auditory menu is more mentally taxing than s visual one.

One intriguing part in this interview is that when James mentioned the work of Patrick Commarford, who conducted [an experiment to see if a broad menu with many options but very little depth would work better, worse or equal to an auditory menu structure that had fewer options per level but more levels. And the thing that he did that turned out to be especially valuable was he measured the memory span of all his participants.]

I’m wondering, then, if the conditions of using the IVR systems are similar to mobile computing. For instance, user is usually in a very distracting and dynamic environment while using a mobile device, sometimes with very little time to spare. Under such condition, will the user become less capable of memorizing the menu structure/application flow, just like dealing with voice menu? And if that’s the case, will it be better to design a mobile app with broad-and-shallow menu, versus a narrow-and-deep one?

There’s a conventional wisdom of 7+/-2, the number of items an average human being can keep track of in the working memory, based on a very old research by George Miller in 1958. That’s more than 50 years ago. Things had changed a lot, including economy, technology and tool (the Internet, computer), education, living condition, how our mind works, etc.

Can we memorize more items now? Can our memory benefit from the rich visual effects in the smart phone platform? I don’t know the answer, but it’d be interesting to ask other mobile app experts for their opinions on that.

James Lewis is an experienced human factors engineer with IBM for thirty years. This episode of the podcast is a follow-up on James book: Practical Speech User Interface Design. Link to the podcast episode with transcript is: http://www.infodesign.com.au/uxpod/speechui

Patrick Commarford‘s publication about wide-and-deep menus:
http://www.vuidesign.net/usability-on-wide-and-deep-menus.htm
http://www.vocalabs.com/newsletter/how-design-phone-menu

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About Calvin

Hello there, I’m Calvin Chun-yu Chan. Grew up in Hong Kong, studied and worked in Canada as web engineer+designer, now designing mobile apps in Tokyo. On my blog I would like to share my opinions on design, usability, culture and creativity.

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