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Workshop
9 :
“Yeah, I hear you”: Why Aren’t There More Sounds
and Graphics in Our Interfaces? |
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Susan Fowler, FAST Consulting
Alice Preston, Telcordia
Technologies, Inc.
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Audience: |
Anyone |
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Curriculum: |
Outside
the Box |
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Tuesday,
8:30 5:30 |
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This one day workshop will collect
information on the use of graphics and sound in complex, data-intensive,
and mission-critical designs. The participants will share information
about the neuropsychology of visualization and auralization; when multiple
media are and are not useful; and the challenges of adding multimedia
to applications. The result will be guidelines, a resource list, and a
bibliography.
WORKSHOP DESCRIPTION
Some software interfaces cannot be designed using a general style guide.
For example, some systems combine data feeds of thousands of pieces of
information with manual input; in these situations, the standard screen-design
rules are too simplistic. Some systems are mission- or life-critical packages
in which the users face many hours of nothing, then an overwhelming amount
of activity. Most guidelines don’t address the intersection of boredom
and crisis. Some are highly technical analyses in which a misplaced plus
sign will send researchers down a million-dollar dead end. Most standards
don’t address checking for common sense as well as correctness.
Designers are sometimes able to crack these hard cases with visualizations
and auralizations and can use multiple media to solve certain simpler
problems.
However, the software tools for creating visualizations and auralizations
are not as well known or as well understood as those for creating buttons,
frames, calls to databases, and so on. For this reason, the goals of this
workshop are two-fold:
- To develop a set of guidelines that help practitioners choose the
appropriate type of visualization or sound for a particular type of
problem—for example, a diagram laid over a geographic map for
tracking congestion or an oral indication of success or failure in a
data synchronization process.
- To collect as much information as possible about public, open-source,
academic, and commercial software toolkits, applets, and servlets in
the area of visualization and sound.
This collection will act as a resource list for practitioners who want
to add visualizations and sounds to their software interfaces.
Background: Why Visualizations
and Sounds Are Useful
Multi-sensory tools are useful for these reasons:
- People remember and understand information better when it is in context,
and the richer the context, the easier it is to understand.
- People are especially capable when the new information can be organized
into, or recognized as part of, patterns and schemas.
- Multi-sensory systems support fast, accurate reflexive action when
needed.
- Systems that use multiple senses and modes help people take advantage
of their own native talents and intelligences.
To Understand Better
and More Quickly, Add More Context
People do not remember isolated
pieces of information very well. When information is divorced from context,
the often-cited “7 plus or minus 2” rule is probably valid.
In other words, if you ask people to repeat sets of unrelated digits or
words back to you, they can do so fairly well if there are no more than
five to nine digits or short words in the set. Beyond nine, accuracy falls
off quickly.
However, as the experimental psychologist George Miller says, “Everyday
experience teaches us that we can identify accurately any one of several
hundred faces, any one of several thousand words, any one of several thousand
objects, etc.” A possible explanation for our failure with more
than seven digits or words, he says, is that “[o]bjects, faces,
words, and the like differ from one another in many ways, whereas the
simple stimuli we have considered thus far differ from one another in
only one respect” [1].
By enriching the context, in other words, people can remember much more.
Visualizations and Music Encourage Pattern Recognition
Research psychologists as well
as trainers have shown that you can get around working memory’s
limitations if you use patterns, or in other words, show how new information
fits into an existing structure.
Experienced or expert users like visualizations because graphics often
show patterns more readily. For example, it is much easier to see an outlying
data point on a graph than it is on a table, or to understand the structure
of a molecule from a 3D picture than from a description. The problem is
turning novices into experts, which occurs only with experience, performance-support
training, and/or simulations.
Sounds used in an organized way (as music and as auralizations) can help
people recognize and isolate errors and mismatches immediately. In many
cases, rhythm may be even a stronger cue than melody—try humming
tunelessly to the rhythm of “Three Blind Mice” (or “Silent
Night”) vs. humming the correct tune but with a different rhythm.
Your audience will instantly recognize a pattern through multitudes of
“bad” notes, but rarely through an altered rhythm. Similarly
to visualizations, with sounds there will be a great difference between
novices who can interpret information from “standard” rhythms/musical
patterns and those to whom intricate rhythms and multiphonics are the
norm.
Multi-sensory Tools Speed up Decisions
Visual or multi-sensory tools
are useful in another way as well. They bypass the conscious mind and
allow people to react instantaneously when necessary and to solve “insight
problems”—tasks that are perceptual, complex, and nonverbal.
Companies in high-risk businesses—for example, warplane designers
and nuclear power plant construction firms—create simulators for
training the people who will be using the actual machinery. These simulators
are probably not just training users kinesthetically—in other words,
giving them body memory—but are also training the users’ minds
to make intelligent, intuitive, and pre-conscious decisions faster than
their conscious selves could if they had to think about it.
In short, visualizations, simulations, and other multi-sensory programs
should not be seen as frivolous, marketer-driven add-ons to the “more
serious” text-based software analysis tools. Rather, they tap into
some very basic and important types of awareness and intelligence, and
if well designed, can support decision-making at a profound level.
Multiple Modes Take Advantage of Multiple Intelligences
In 1983, Harvard University
professor of education Howard Gardner codified what used to be called
“talents” into seven intelligences: Linguistic, musical, logical-mathematical,
spatial, bodily-kinesthetic, inter-personal, and intra-personal. (He later
added naturalist and spiritual.) We each have some of these, he said,
to greater or lesser degrees, and we will learn better if our teachers
address each of these intelligences in turn, rather than restricting themselves
to the linguistic or logical-mathematical.
As professionals with many degrees under our belts, we are comfortable
with linguistic and logical-mathematical modes.
However, we are not our users
in this situation either. In unscientific experiments with college students
and usability engineers, we have found that they (and we) have multiple
intelligences in many areas, especially musical. We have also found that
the strengths of the test subjects’ significant others were rarely
linguistic or logical-mathematical. Yet applications and even web sites
are very dependent on reading, writing, and making logical inferences
based only on textual material.
In other words, we suspect a real mismatch between user abilities and
preferences and what we provide in our applications and training systems.
In mission-critical situations or when difficult analyses are called for,
we need to take advantage of every sense and every intelligence possible,
not just the ones with which we are most familiar.
References
Miller, George. “The magical number seven, plus or minus two: Some
limits on our capacity for processing information.” Psychological
Review, vol. 63 (1956), 81-97. Also available at http://www.well.com/user/smalin/miller.html
(accessed 14 November 2002).
Background Reading
Bertin,Jacques. 1983. Semiology of graphics. Madison, WI: University of
Wisconsin Press.
Gardner, Howard. 1983. Frames of mind: The theory of multiple intelligences.
New York: Basic Books.
Harris, Robert L. 1999. Information graphics: A comprehensive illustrated
reference. New York: Oxford University Press.
Jourdain, Robert. 1997. Music, the brain, and ecstasy, How music captures
our imagination. New York: William Morrow & Company.
Klein, Gary. 1999. Sources of power: How people make decisions. Cambridge,
MA: MIT Press.
Myers, David G. 2002. Intuition: Its powers and perils. New Haven, CT:
Yale University Press.
Tobin, Jacqueline L., Raymond G. Dobard. 1999. Hidden in plain view: A
secret story of quilts and the Underground Railroad. New York: Anchor
Books.
Vickers, Paul: CAITLIN: Auditory external representations of programs.”
http://computing.unn.ac.uk/staff/cgpv1/caitlin/ (accessed 6 November 2003).
PARTICIPANT SELECTION CRITERIA
We would like participants to have an interest or background in any of
these areas: The use of sound (not just in software) to provide information;
the use of visualizations to provide information; the use of sound or
graphics to manipulate or analyze information; music, drawing, or painting;
the design of complex systems used for decision-making or analysis; the
design of large, complex systems in general; the psychology of visuals
and music; cultural and internationalization issues.
Click
here for a sample position paper
Applying to Participate in This Workshop
A workshop is a closed session. Admission to a workshop requires an approved
position paper from you addressing the issues suggested by the coordinator(s).
Please send your position paper (which should be roughly 1 to 3 pages)
to Susan Fowler, susan@fast-consulting.com. Position papers received by
March 24 will be accepted or rejected by March 31, in time for you to
register before the early registration deadline on April 2. Position papers
received by May 5 will be accepted or rejected by May 12, in time for
the May 14 registration discount. Papers received after May 12 will be
evaluated at the facilitator's discretion. If you want to register early
for UPA and have not completed your position paper by these deadlines,
you may register for the rest of the conference and add the workshop fee
later.
The content of the paper should
be:
- Why the participant is interested in the workshop.
- The participant’s background in music, visualization, cognitive
psychology, or another area that we should consider during the workshop.
- If possible, information about any systems they’ve helped design.
- A list of books, articles, websites, and software programs that the
participant has found useful in this area
POST-CONFERENCE DISSEMINATION OF RESULTS
We will publish preliminary results on the FAST Consulting website immediately
and develop a final version as an article for UPA Voice. We might also
set up a web log (blog) as a way to continually collect and disseminate
information.
ADDITIONAL CONFERENCE ACTIVITIES
The workshop will be followed with an Advanced Topic Seminar on Thursday
at 1:30. All workshop participants are invited to describe their findings
to the audience of the seminar.
POST-CONFERENCE ACTIVITIES
If the web log idea is of interest to participants, we will continue to
collect and disseminate information after the conference.
FACILITATORS
Alice Preston
Senior Usability Engineer
Telcordia Technologies, Inc.
Alice Preston is a Senior Usability Engineer at Telcordia Technologies,
Inc. In that capacity, she has conducted participatory design sessions
and usability tests, worked with cross-discipline and cross-cultural teams,
and has designed applications on several platforms, including Web applications.
Prior to working in Usability, she had a long career in Technical Communications
and Marketing Communications, working for a number of companies in the
software and turnkey systems areas, writing and editing various kinds
of documentation, including help systems. Alice has served as team lead
and manager for groups from 3 to 10 people, but most enjoys working directly
with customers and colleagues to prevent or detect and solve usability
problems.
Alice has long served as an assistant editor and copyeditor for "Usability
Interface," the newsletter of the STC Usability SIG. She holds a
BS from William Jewell College in Liberty MO, with majors in math and
music.
Susan Fowler
Consultant
FAST Consulting
Susan Fowler is a principal of FAST Consulting and co-author, with Victor
Stanwick, of three software design books, The GUI Style Guide, the GUI
Design Handbook, and the Web Application Design Handbook (Morgan Kaufmann
Publishing, 2004).
During the 18 years of FAST Consulting's existence, Susan has done technical
writing, training, and application design for major Wall Street, pharmaceutical,
reinsurance, and telecommunications firms. Recently, she led a multicultural
team designing diagram and geographic mapping software for the telecommunications
software firm Telcordia Technologies in Piscataway, NJ.
She currently teaches technical communication to engineering students
at Fairleigh Dickinson University in Teaneck, NJ, and runs training seminars
on software interface design.
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