Home
AMX MXT-2001-PAN
Contents
1. E 18 20 20 21 Ce E 22 General Interaction 24 E E EE 24 enge AAE 25 Puno CAI thE E E A A EE 26 Checklist for a Good 27 Final e a E E EE E E E EA E E E E E 27 28 28 Recommended 28 Software and Tools SUGGESSTIONS 0resecnraracnrrnnnsssetnnaeideannlestsadtitnncnssnideavuctdarsvewseanssnctshavednesisiatseesedunrnlautisentdnsuranedeaveneacennveneasesiachansenenisi 29 3 USER INTERFACE Overview AMX touch panels bridge a relationship between humans and technology one that unfolds intuitively through the natural input of touch This relationship 1 given space and form through the attention to design Usability of an interface design 1 essential to the success of your touch panels Investment in the design of your interfaces directly affects your customer s ability to understand and use the touch panels The wide use of features such as icons gestural touch and nested navigation calls fo
2. Design Guide USER INTERFACE FEBRUARY 2012 Table of Contents I The Importance of a Well Designed 4 XS 4 5 5 6 6 E EENE 6 AE A E a T 7 SS sa OTS 8 gt E O on ee eye ee 8 8 E EA NE IE NE EA AT AEA A A A 9 E T E A A E E E oe N E 9 eee 9 gt E NEEN A T T E E A 10 Usability Assessment the Design 5 11 2 11 PO 11 12 gt E E EA A A AEA A AE EE 12 a 12 2 USER INTERFACE nT e A EEEE EE E AA AEE ET N I EET EE 13 Do E EE 13 teston testes tEn EES EESE ESEESEES aod ENSEN ESES PESEE SEESE 13 16 17
3. ACM Press 2000 23 Csikszentmihalyi Mihaly Flow The Psychology of Optimal Experience New York Harper amp Row 1990 Software and Tools Suggestions Wireframes Microsoft Visio Design Adobe Photoshop Design Adobe Illustrator htto www fivesecondtest com http www nickfinck com blog entry visio_stencils for information _architects 29 USER INTERFACE
4. Experiences Narrow the number of choices to the minimum essentials and focus on making the choices the most valuable tasks available in the interface Reducing the number of features in your interface allows for the user to easily access needed tasks and information rather than being lost in puddle of unnecessary functions additional features add complexity Instead provide a premium experience in the primary tasks that the interface offers Make sure that the set of features offered is focused to the particular task Many interfaces provide lots of functionality that enable many separate tasks Make sure that your interface s task is clear and that its features focus on performing that task well Reduce the number of available paths and choices so that the next step and available options are always available to users The balance is often apparent by conducting user testing with someone other than the designer walking through each task that the interface offers Directness Design your interface so that users can directly manipulate buttons and representations of task information Whether they are selecting an object to activate it or navigating to a location users should see how their actions affect the objects on the panel Visible information and choices also reduce the user s mental workload Users can recognize a command more easily than they can recall its syntax Familiar metaphors provide a direct and intuitive interface for user task
5. Press wait move stop and release Figure 9 24 USER INTERFACE Motion Design Motion design defines how things move on screen and is a critical part of an interactive experience Motion design should never be gratuitous animations always support the content and the experience as a whole Transitions are used to provide critical clues and to make sense of application states They also allow the user to understand where tools have gone when they are in a hidden state Fig 9 AMX touch panels support the following motions None Appear Slide from left Fig 10 Slide from right Slide from top e Slide from bottom Example showing page Slide from left Slide from left fade Slide from right fade e Slide from top fade e Slide bottom fade Annotation Figure 10 25 USER INTERFACE J EA DESIGN GUIDE Putting It All Together Creating a good user interface is a compilation of all the principles described thus far The following scenario describes an activity flow demonstrating use of color navigation motion and status in the appropriate template areas The following steps in Fig 11 illustrate a typical sequence of events using a Blue ray player device as an example 1 User selects activity source Blue ray in the Task Bar a Icon highlights 2 Device Controls and Secondary Device Controls slides in from the righ a Appropriate cont
6. association of current functions being shown in the Activity Area and what is highlighted on the Task Bar Fig 2 Active tasks are shown as highlighted where all other available tasks are shown without highlight in the background Figure 2 The Room and Device Control areas also include secondary windows for additional functionality to be displayed Fig 3 The secondary window for Room Control contains environmental functions such as controls for lights temperature shades projector and screen The secondary window for Device Control contains functions related to activities or the source device This space displays items such as Contacts and the Audio Video Conference dialing pad or transport controls for the DVD player Secondary Room Controls Secondary Device Controls ABC Company BA Meeting Room OB 59 LIGHTS CALLERS Angela Cooper CLIMATE t FAVORITES Dallas Headquarters RECENT East Coast Office CONTACTS Sally Hudson KEYPAD m VIDEO CONFERENCE 29 04 Send to Send to Send to Left Center Right Cindy Loughlin Figure 3 Designing in the Template Modero X Series Panoramic Touch Panel displays come in two sizes and two orientations per size 20 3 Landscape 18 7 x 7 8 475mm x 198mm 1920x800 pixels 203 Portrait 7 8 x 18 7 198mm x 475mm 800x1920 pixels 194 Landscape 18 7 x 5 9 475mm x 151mm 1920x
7. in an interface The set of controls that help users orient themselves and anticipate what will happen when they touch something should be clear and the same throughout the interface Naming Conventions When users encounter files buttons or tools they didn t create that have meaningless or indecipherable names they have no way of knowing which application they belong to or what their function is You can improve this situation in a number of ways Avoid cryptic names especially those that include obscure abbreviations Similarly use appropriate capitalization in names for a consistent recognizable appearance Whenever possible use common task labels When you create a new task or folder type the user should be able to identify the type with little thought Finally password protecting tasks that the user should not need to edit better ensures that settings which affect the global function of the interface will not be changed Folders should not be hidden however because users may need to access this folder for support reasons at some point in the future Visual Design Principles and Methodologies While interaction design establishes defining behaviors gestures and responses it is visual design that brings those elements to life The key to successful visual design for touch panels is a design that subconsciously teaches the user The user can visually see where to touch or slide without explicit instruction This is challenging because
8. individual and sub families of graphics require differentiation Color choices can either bring unity or cause distraction Special color considerations must be taken into account Certain colors have specific meanings in the real world and those meanings must be adhered to Note the following Green is used to indicate that something is being initiated is active and as common accent color Fig 7 demonstrates green to begin a conference call e Red is used to indicate a stop an error or to signal an alert ABC Company BA Meeting Room CALLERS FAVORITES PROJECTOR SCREEN VIDEO CONFERENCE 29 04 SETTINGS Send to Send Send to Left Center Right Figure Although the human eye can distinguish millions of different colors the use of too many colors results in visual clutter and makes it difficult for the user to discern the purpose of the color information The colors you use should fit their purpose Muted subtle complementary colors are often better than bright highly saturated ones One color affects another Adjacent or background colors affect the perceived brightness or shade of a particular color A neutral color for example light gray is often the best background color Opposite colors such as red and green can make it difficult for the eye to focus Dark colors tend to recede in the visual space whereas light colo
9. that leaves users feeling overwhelmed Even the best interface can suffer and be underused if the visual presentation does not communicate it well It is important to understand how we function in the real world and interpret it correctly for touch panel interfaces For example we read a screen in the same way we read other forms of information left to right and top to bottom The eye is always attracted to colored elements before black and white elements to isolated elements before elements in a group and to graphics before text We even read text by scanning the shapes of groups of letters Consider the following principles when you design the organization and composition of visual elements Hierarchy of Information The principle of hierarchy of information addresses the placement of information based on its relative importance to 12 USER INTERFACE other visual elements The outcome of this ordering affects all of the other composition and organization principles It also determines which information a user sees first and what a user is encouraged to do first To further consider this principle answer these questions regarding your application e Which information is most important to the user What are the user s priorities when the touch panel is started e What does the user want or need to do first second third and so on e Will the order of information support or hamper the user s progression through the i
10. while visual design should add beauty and branding to the experience it should never distract from the content Designing for touch panels means creating an extensible design vocabulary with specific attributes a language of shapes forms colors and controls that help visually guide users through tasks to meet their goals A well designed user interface is built on principles and a development process that center on users and their tasks The following guidelines provide practical ways to embody the visual design principles 8 USER INTERFACE Design Methodology Effective interface design is more than just following a set of rules It requires a user centered attitude and design methodology It also requires early planning of the interface and continued work throughout the development process Aesthetics Visual design is an important part of an interface Visual attributes provide valuable impressions and communicate important cues to the interactive behavior of particular objects At the same time it is important to remember that every visual element that appears on the screen potentially competes for the user s attention Provide a coherent interface that clearly contributes to the user s understanding of the tasks and information presented Understanding the End User The design and usability techniques described in the previous sections are a standard for good interaction and interface design It is also important to
11. 530 pixels 194 Portrait 5 9 x 18 7 151mm x 475mm 530x1920 pixels The Touch Panels can be placed horizontally or vertically which will require alterations in the template to accommodate each scenario of use The 20 3 and 19 4 panel size descriptions refer to the viewable area as measured diagonally which is a traditional way of describing the viewable area of a touch panel or monitor Figure 4 demonstrates sizing specifications which should be followed accurately to maximize the provided space and provide the best user experience when designing in the template Following are additional recommendations Leave 10 pixel border between the edge of the window and the Menu title Leave a 20 pixel border between the edge of the window and the nearest controls Leave a 20 pixel spacing between each control e Make buttons and control sizes proportional to each other for example a 60x60 square button and 120x60 rectangular buttons Designs should be centered around fundamental pixel increments For example use multiples of 10 A multiple of 10 is recommended because the TPD layout tools allow elements to be easily positioned in increments of 10 Button labels must be concise and make sense when taken out of context Otherwise users relying on screen readers or similar assistive technologies will not always be able to immediately understand the relationship between a control and those surrounding it e Assign ac
12. 6 14 point Headline font 42 point Keypad font ABC Company BA Meeting Room CALLERS HELP VIDEO CONFERENCE 29 04 8 point Icon font 10 point Button font 10 point font 21 USER INTERFACE The wording you use your interface is a primary form of communication with the user Keep text in the user interface as brief as possible usability studies indicate that users are more likely to read short blocks of text than long ones Review your work to eliminate wordiness and keep user interface text short without sacrificing clarity Position the text so that any relationship with a particular control is clear Use sentence style capitalization and ending punctuation Avoid using abbreviations unless the abbreviated form is as familiar to users as the full word or phrase You can use an acronym for a term that is not trademarked or for a well known industry standard Instructional text helps reduce or eliminate confusion use introductory text in dialog boxes to provide additional information Providing clear direction in error messages is extremely important When creating error messages for the interface ensure that the message clearly communicates the next step a user should take Also if a message opens in a pop up be sure to allow adequate time for the user to read and understand the message Color Color is very important in the visual interface You can use it to identify elements in the interface to which you want to d
13. and warns users about potential situations where they could damage the system or make global changes to the system Even in the best designed interface users can make mistakes These mistakes can be both physical accidentally pointing to the wrong command or data and mental making a wrong decision about which command or data to select An effective interface avoids situations that are likely to result in errors It also accommodates potential user errors and makes it easy for the user to recover Feedback Always provide feedback for a user s actions Good feedback helps confirm that the interface is responding to input and communicates details that distinguish the nature of the action Effective feedback is timely and is presented as close to the point of the user s interaction as possible Even when the interface is processing a particular task provide the user with A EFA 6 USER INTERFACE information about the state of the process and how to cancel the process if that is an option Nothing is more disconcerting to users than a dead screen that is unresponsive to input A typical user will tolerate only a few seconds of an unresponsive interface It is equally important that the type of feedback you use be appropriate to the task You can communicate simple information through button changes or a status bar message for more complex feedback you may need to display a progress control or message box Focused
14. cess keys to all editable controls Ensure that using the access key focuses its associated control 16 USER INTERFACE 4 EA Left aligned lables and components 20 pixels 20 pixels 10 pixels Annotation Advanced 120x60 Outside icon edges 60x60 Inside icon edges 50x50 20 pixels 400x650 Figure 4 Icons are pictorial representations of objects The template includes a standard icon set that should be repurposed for iterations of your interfaces Icon states are the result of an action taken Once an action is taken on an icon the icon reflects that action by showing its state An enabled icon state is consistently the same color and style throughout the interface This state indicates that a command is active and available for use A disabled icon state is a dimmed version of the enabled This state indicates that a command is inactive and not available for use User recognition and recollection are two important factors to consider in icon design Recognition means that the user can identify the icon and easily associate it with a particular object User recognition is supported by using effective metaphors using real 17 USER INTERFACE GUIDE world objects to represent abstract ideas allows the user to draw from previous learning and experiences Recollection is created by designing icons to be simple and distinct and by using them consistently to build recognition Icons are primaril
15. ching interface errors early in the design process Usability Assessment in the Design Process As described previously usability testing is a key part of the design process Usability assessment should begin early in the development when you still have the opportunity to make changes You then incorporate your findings into the design process As the design progresses usability assessment continues to provide valuable input for analyzing initial design concepts and in the later stages of interface design can be used to test specific tasks Make sure you allocate adequate time in your schedule to address the issues that may arise from usability review Don t assume that the results will always confirm your design How you respond to what assessment reveals determines its value When you are working through details of individual features don t neglect to evaluate how these integrate into the design The usability assessment should include all of the interface s components Consider the user s entire experience as part of the usability assessment To help ensure overall usability define a list of the top twenty most important and frequent tasks users should be able to do then test all of these tasks regularly Navigation Visual design serves a purpose greater than decoration it is an important tool for effective communication The organization of information on the screen can make the difference between a message users understand and one
16. consider the location and goals of end users as well as the location and position of the actual touch panel Vertical wall mounted panels will function differently than horizontal panels and tabletop or handheld panels will have different needs all together The initial work on a design can be the most critical During this phase you decide the general shape of your interface If the foundation work is flawed it is difficult to correct later This part of the process involves not only defining your interface s objectives and features but understanding who your users are and their tasks intentions and goals For example a residential touch panel will have very different users and requirements than an auditorium or conference room Designing for your users involves understanding the following factors Background age gender expertise experience level physical limitations and special needs Work environment equipment social and cultural influences and physical surroundings Current task organization steps required dependencies redundant activities and output objective Begin defining the conceptual framework to represent your interface with the knowledge and experience of your target audience Consider the basic organization and different types of metaphors that can be used Observing users at their current tasks can provide ideas about effective metaphors To develop for the widest audience design for the most commo
17. een wide While permitting easy scanning and organization this forces the entire interface to be oriented towards the bottom of the screen If you are laying out elements differently or without a grid give careful consideration to content and control orientation Users find an application easier to use when its interface is visually unified and presents a consistent and predictable work environment The following sections will describe each portion of the global grid as well as assets and functions utilized within the design The template example demonstrates 20 Touch Panel The template is composed of five key functional areas Main Touch Panel Control Bar Room Controls Activity Area Device Controls Task Bar Room Controls Main Touch Panel Control Bar Device Controls ABC Company BA Meeting Room Angela Cooper Dallas Headquarters East Coast Office Sally Hudson VIDEO CONFERENCE 29 04 London Send to Send to Send to x Left Center Right Cindy Loughlin Figure 1 Activity Area Task Bar These areas should be used consistently for the labeled functions to allow for ease of learning the interface by end users The Main Touch Panel Control Bar functions as a persistent location for tools such as Room Power Volume and Mute It is the first location a user will look to for these frequently used functions and is always located at the top of the screen Keeping Volume tools at the
18. elp tools You can help users be productive by promoting your interface s key features and functions at the highest level of navigation on the initial start up page At the same time avoid overwhelming users with all the features in your interface Instead consider exposing features gradually through layered navigation and contextual tips Remember that your users initial experience is not limited to the first five minutes with your interface Your users will have an initial exoerience every time they use a new feature so consider the first use of each aspect of your design Welcoming Approachable discoverable forgiving and exploratory these are all attributes of good interface experiences that can be heavily influenced by visual design Colors and forms should be warm and welcoming and erroneous or mistaken touches should never be met with jarring results or the perception of failure There should be no fear or exclusivity in an experience but instead provide an environment that is welcoming inclusive and rewarding Simplicity It is important to keep visual elements to a minimum An interface should be simple not simplistic easy to learn and easy to use A less is more design goes a long way towards this goal Background design elements and shadowing details should only support the discovery of on screen controls and functions and some clue as to their function Eliminating all unnecessary ornamentation excessive detailin
19. f a button affects the content of a list there should be 13 USER INTERFACE spatial relationship between the button and the list This helps the user make the connection clearly and quickly just by looking at the placement Readability and Flow This principle calls for ideas to be communicated directly and simply with minimal visual interference Readability and flow can determine the usability of a dialog box or other interface component When you design the layout of a window consider the following questions Could the idea or concept be presented more simply Can the user easily step through the interface Do all the elements have a reason for being there Dimensionality Many elements in the interface template use perspective highlighting and shading to provide a three dimensional appearance This emphasizes function and provides real world feedback to the user s actions Be careful not to overdo the use of dimensionality when designing your own visual elements Avoid unnecessary nesting of visual elements and the use of three dimensional effects for an element that is not interactive Introduce only enough detail to provide useful visual cues and use designs that blend well with the interface Areas of the Modero X Panoramic Interface Template The current Modero X Panoramic template Fig 1 was designed using a gridded layout A global grid determines the arrangement of content and controls scr
20. g and needless controls will let the content take center stage The interface must also provide access to all functionality of an application Maximizing functionality and maintaining simplicity work against each other in the interface An effective design balances these objectives One way to support simplicity is to reduce the presentation of information to the minimum required to communicate adequately avoiding wordy descriptions for command names or messages Irrelevant or verbose phrases clutter your design making it difficult for users to extract essential information easily Another way to design a simple but useful interface is to use natural mappings and semantics The arrangement and presentation of elements affects their meaning and association Simplicity also correlates with familiarity things that are familiar seem simpler Try to build connections that draw on your users existing knowledge and experiences You can also help users manage complexity by using progressive disclosure Progressive disclosure involves careful organization of information so that it is shown only at the appropriate time By hiding information presented to the user you reduce the amount of information the user must process For example you can use menus to display lists of actions or choices and you can use dialog boxes to display sets of options Progressive disclosure does not imply using unconventional techniques for revealing information such as forcing the
21. henk Susan Neuro Web Design California New Riders 2009 Roden Ted Building the Realtime User Experience California O Reilly Media 2010 Cooper Alan About Face 3 Indiana Wiley Publishing Inc 2007 Lipton Ronnie The Practical Guide to Information Design New Jersey John Wiley amp Sons Inc 2007 McKim Robert H Thinking Visually California Wadsworth Inc 1980 Baer Kim Information Design Workbook Massachusetts Rockport Publishers 2008 Li Charlene Groundswell winning world transformed by social technologies Apple Inc Apple Human Interface Guidelines User Experience California Apple Inc 2009 Vredenburg Karel Scott Isensee and Carol Righi User Centered Design New Jersey Prentice Hall PTR 2002 Butow Eric User Interface Design for Mere Mortals New Jersey Pearson Education Inc 2007 Tidwell Jenifer Designing Interfaces California O Reilly Media 2006 Snyder Carolyn Paper Prototyping California Morgan Kaufmann 2003 18 Cato John User Centered Web Design Great Britain Pearson Education Limited 2001 19 Stone Debbie Caroline Jarrett Mark Woodroffe Shailey Minocha User Interface Design and Evaluation California Morgan Kaufmann 2005 20 Porter Joshua Designing for the Social Web California New Riders 2008 21 Garrett Jesse James The Elements of User Experience Indiana New Riders 2003 22 Raskin Jeff The Humane Interface Massachusetts
22. ing the user experience by facilitating the ease with which they can learn become immersed in and enjoy the software experience While closely aligned with purely visual graphic design audio design and textual design interaction design provides an overall enveloping focus on how well and naturally users interact with technology A user interface should smoothly take users from their first touch to full engagement with tasks If help and instructions are included integrate them with the natural flow of use and do not steer attention away from content If you are trying to reveal the existence of functions make those functions apparent at the right moment when they have an effect Following are a list of user centered design principles to consider which will assist you in creating a successful UI The First Experience Users overall success with an application can be influenced heavily by their initial experience The first impression is a critical moment in which to gain a user s trust and confidence After an interface is started the user should be able to use it productively within the first five minutes Keep in mind that users will need to use your interface immediately to complete a 4 EA 4 USER INTERFACE task As part of your design it is recommended to consider adding help tools that describe tasks in further detail however the primary system tasks should be clear and understandable without prior review of any h
23. n user Consider the following examples EFA 9 USER INTERFACE e Beginning users often have difficulty using touch screen For example multi touch gestures are skills that may take time for new users to remember e Navigation on a touch panel can be difficult because it requires remembering the hierarchy and path they have traveled which differs from a website with a crumb trail Sliding a finger is different from a tap selection so many beginning users have difficulty distinguishing these two actions or they overdo it Beginning users often have difficulty with window management They do not always realize that overlapping windows represent a three dimensional space As a result when a window hides another a user may assume it no longer exists e Advanced users want efficiency The challenge in designing for advanced users is providing efficiency without introducing complexity for less experienced users In addition advanced users may be dependent upon particular interfaces making it difficult for them to adapt to significant rearrangement of or changes in an interface Document your design Writing down your design plan not only provides a valuable reference and form of communication but often helps make the design more concrete and reveals issues and gaps If you are in doubt about the appropriate look and feel for a function or tool look to the template as a reference for conventions Mapping Y
24. nger movement is recognized when contact is made with the screen and the interface responds with the appropriate action Multi touch navigation requires a minimum of 1cm 28 pixels between any two fingers for the gesture to be recognized as two independent finger actions Special consideration should be taken when designing using two finger swipe to ensure the interface accommodates enough space for the user to touch with both fingers and complete the gesture while still allowing for the minimum spacing requirement AMX touch panels support the following manipulation gestures Ul Element Action Make a fast vertical or horizontal movement on the screen A swipe is like a fast drag but the Swipe 4 finger lifts at the end of the motion Make the swipe gesture to scroll with momentum scrolling continues even after the finger is lifted A minimum of two fingers touching the screen and making a twisting motion clockwise or otate counter clockwise Tap Touch and quickly release use to select or activate something Double Tap Two taps in quick succession Make a fast vertical or horizontal movement on the screen using two fingers A two finger swipe Two finger Swipe is like a fast drag but the fingers lift at the end of the motion This gesture could be used to scroll with momentum scrolling continues even after the finger is lifted Moving a finger in contact with the screen to move a card or other object Hold amp Drag
25. nterface What should the user see on the screen first second third and so on Whenever possible the visual display should match the user s priorities but it can also be shaped by other elements want to emphasize Focus and Emphasis The related principles of focus and emphasis guide you in the placement of priority items Once you identify the central idea you can determine the focus or focal point for activity You determine the emphasis by choosing the prominent element and isolating it from others or by making it stand out in other ways Culture and interface design decisions largely determine where the user looks first for information People in western cultures for example look at the upper left corner of the screen or window for the most important information It makes sense to put a top priority item there giving it emphasis Structure and Balance Structure and balance are two of the most important visual design principles Without an underlying structure and a balance of visual elements there is a lack of order and meaning that encompasses all other parts of the visual design More importantly a lack of structure and balance makes it more difficult for the user to clearly understand the interface Relationship of Elements The relationship of elements is important in reinforcing the previous principles The placement of a visual element can communicate a specific relationship to other elements For example i
26. or Help Room 19010 Mute Audio Mute Video Shades Information Calendar Service 7 CC Double CC Left CC Right Current Call Recent Calls Contacts Keypad Settings DVR Favorites Click Click Click Add Caller Add Favorite Back Next Edit Drapes Drapesy Relay Stop Shades Close Shades Open Figure 5a Simple Icon Set 18 USER INTERFACE J EA 3 DVD VCR DSS SATELLITE MP3 AUX J VCR lt DOCUMENT SECURITY PLASMA PROJECTOR ASPECT LIGHTS SECURITY CLIMATE SHADES CAMERA CAMERA MONITOR RATIO BLINDS Alay lt AUDIO MIXER SIGNAL BATTERY VOLUME PHONE SETUP MICROPHONE PLAY MUSIC TV WATCH STRENGTH LEVEL LEVEL MOVIE AMBIANCE GENERIC GAME MUSIC DIAL HANG UP FLASH HOOK FAVORITES ADD CALL PRESET OFF HOOK 1 SELECT UNLOCK LOCK HEAT COOL HELP EXIT INFO DIRECTIONAL VIDEO AUDIO SETTINGS GUIDE RYBG DOTS RED DOT YELLOW DOT BLUE DOT GREEN DOT PAD SETTINGS SETTINGS CABLE LAPTOP CONFERENCE AUDIO VIDEO WEBINAR CONFERENCE CONFERENCE ar OU D A V KEYPAD MASTER AMX PDU FORWARD MERGE CALL SWAP CALL CONTACTS MUTE SWITCHER CONTROLLER CALL 1 ey MEETING BALLROOM AUDITORIUM CLASSROOM HOTEL ROOM AUDIO ADD CALLER PREVIOUS Figure ob Fully Rendered Icon Set 19 USER INTERFACE J EA 20 USER INTERFACE Animation Animation can illustrate the opera
27. our Design The sample Modero X Panoramic template provided by AMX demonstrates core visual concepts to maintain consistent representation and meaning across the interface Re use of existing graphics from the template is encouraged and meets the current standards and user expectations for icons and metaphors in relation to the general public s knowledge of touch interfaces and computing platforms For projects in which you are altering the template wireframes and interaction diagrams are useful tools for pre planning Wireframes are a visual guide that represents the skeletal framework of each screen for the touch panel interface They depict page layout and arrangement of the interface content Wireframes can be as simple as sketches or created using a digital tool such as Microsoft Visio The focus of wireframes can include Information to be displayed on each page e Range of functions available Properties of the information and functions e Rules for displaying information e Effects of different scenarios on the interface EAA 10 USER INTERFACE 11 USER INTERFACE Interaction diagrams visualize the sequence of activities within an interface The flow of actions needed to perform specific tasks is documented to ensure all needed functions are made available within the interface Interaction diagrams are specifically helpful for complex tasks which require multiple actions to complete Creating them is a key to cat
28. r an increased consistency between computers mobile phones kiosks and other platforms This means it 1 vital to consider what types of computer technology your customers use on an everyday basis and incorporate current standards into your interfaces To design compelling touch panel experiences you must think differently about the user interface UI than you do when creating traditional graphical user interface GUI products or Web experiences The goal of this document 1 to help the developer and designer create interfaces and user experiences that best utilize touch screen interaction principles through quality touch oriented design The core principles for optimal user interaction paradigms in multi touch applications are also discussed Subsequent chapters provide the principles for visual and textual design along with practical guidelines for implementing them The design guidelines presented here are not exact specifications for specific AMX touch panels Instead the guidelines include approaches to design great experiences so you can create user interfaces that provide the most natural user experience The Importance of a Well Designed Interface A good touch panel interface offers a fun engaging and visceral experience without any chance of intimidation Interaction design defines the interplay of the software experience with users behaviors responses and gestures In other words interaction design principles are geared toward maximiz
29. raw the user s attention for example the current selection Color also has an associative quality we often assume there is relationship between items of the same color Color also carries with it emotional or psychological qualities for example a color can be categorized as cool or warm However when color is used indiscriminately it can have a negative or distracting effect Misuse of color can cause an unfavorable user reaction and can hinder productivity by making it difficult for users to focus on a task Here are a few more things to consider about using color in your interface e You can use color to reinforce relatedness or grouping it is not always obvious to the user to associate a color with a particular meaning e Color appeal is subjective what is pleasing to you may be unusable to someone else e Interpretation of color can vary by culture Even within a single culture individual associations with color can differ Some percentage of the population may have color identification problems This can affect the accessibility of your software to the widest possible audience For example about 9 percent of the adult male population has some form of color confusion To achieve a consistent appearance in graphics across the interface use a common color palette as the basis for creating your graphical elements An entire set of graphical elements requires a consistent family like appearance across the interface contrarily
30. rols highlight 3 Blue ray source is shown in the Activity Area a description of the source is shown in the lower left corner of the preview window b A close button is included in the lower right corner of the preview window Sequence 3 Sequence 2 ABC Company BA Meeting Room InfoComm 2010 SOURCE 2 SOURCE 5 BLU RAY Zoom Send to Send to Send to Left Center Right Figure 11 Sequence 1 Secondary navigation is dependent upon the device control selected The device can be deactivated by x on preview window or by tapping the device control a second time 26 USER INTERFACE Checklist for a Good Interface The following checklist summarizes the information described previously Use it to help you confirm that your interface is designed to provide the best user experience e Tasks are easily accessed and started in a minimum number of steps e Users do not have to read instructions before using your interface Interface does not use jargon in its user interface task and folder text e Use industry specific or technical terms only if they are clearly understood by the user Color is used sparingly to enhance the experience Shape and layout provide guidance and direction to guide the user s tasks Final Thoughts For nearly thirty years it has been mission to simplify the implementation maintenance and use of technology to create effective envi
31. ronments that facilitate productivity and collaboration The development of the Modero X Panoramic Series touch panels and the Panoramic User Experience exemplify our continued commitment to this mission through the creation of a truly simplified user experience in conference rooms and classrooms around the world It is our hope that the Modero X Panoramic touch panel templates and this User Interface Design Guide document streamline the implementation of a simplified user experience and promote simplicity in human interface design 27 USER INTERFACE Appendix Website resources ae eS http www boxesandarrows com http adaptivepath com ideas blog http www thinkingandmaking com http www uie com brainsparks http bokardo com http tindability org http uxmag com http usabilitygeek com ofticial usability web site quidelines of governments from around the world http www usability gov Recommended reading SS eS a8 j oe ce SN ODO O BP N gt O 28 USER INTERFACE A Norman Donald A The Design of Everyday Things New York Basic Books 1988 Krug Steve Rocket Surgery Made Easy California New Riders 2010 Krug Steve Don t Make Me Think California New Riders 2006 Cooper Alan The Inmates are Running the Asylum Indiana SAMS 1999 Ware Colin Visual Thinking for Design London Morgan Kaufmann 2008 Weinsc
32. rs come forward Fig 8 is an example a typical color palette and is the color palette used in the AMX Modero X Panoramic template EAA 22 USER INTERFACE Task and Utility Bars RGB 24 24 24 Hex 181818FF Horizontal Accent Bars RGB 43 43 43 Hex 2B2B2BFF Vertical Accent Bars Tabs RGB 45 45 45 Hex 2D2D2DFF Sub nav Background RGB 45 45 45 2D2D2DFF Pane Background RGB 72 72 72 484848FF Button Feedback Off RGB 29 29 29 Hex 1D1D1DFF Button Feedback On RGB 31 171 219 Hex 21 ABDBFF Button Fill RGB 78 78 78 Hex 4E4E4EFF Icon Main Nav RGB 165 165 165 Hex A4A5A5FF Icon Nav Room On RGB 0 122 246 Hex O007AF6FF Icon Nav Source RGB 184 216 0 Hex B8D800FF Text Main Nav RGB 217 217 217 Hex 0909 9 Opacity 220 WHITE Calendar Timeline Odd Off RGB 0 0 0 Hex FFFFFFFF Calendar Timeline Even Off RGB 242 242 242 Hex F2F2F2FF Calendar Timeline On RGB 33 171 219 Hex 21ABDBFF Calendar Timeline Labels RGB 199 199 199 Hex C7C7C7FF Figure 8 Panoramic Template Color Palette gt 23 USER INTERFACE General Interaction Techniques Gestures and Movement Gestural navigation is an ever increasing method utilized across technology platforms today This form of navigation differs from traditional touch navigation in that fi
33. s By allowing users to transfer their knowledge and experience metaphors make it easier to predict and learn the behaviors of interface based representations When using metaphors you need not limit a computer based implementation to its real world counterpart For example unlike its paper based counterpart a folder can be used to organize a variety of objects such as hardware task functions and other folders The purpose of using metaphor in the interface is to provide a cognitive bridge the metaphor is not an end in itself Metaphors support user recognition rather than recollection Users remember a meaning associated with a familiar object more easily than they remember the name of a particular command 7 USER INTERFACE Consistency Visuals must be consistent to help the users find their way through an interface Consistency allows users to transfer existing knowledge to new tasks learn new things more quickly and focus more attention on tasks This is because they do not have to spend time trying to remember the differences in interaction By providing a sense of stability consistency makes the interface familiar and predictable Consistency is important through all aspects of the interface including names of tasks visual presentation of information operational behavior and placement of elements on the screen and within windows There should be a standard set of forms colors shapes textures and other design elements
34. tion of a particular tool or reflect a particular state It can also be used to include element of fun in your interface You can use animation effects for objects within a window and interface elements such as icons and buttons Avoid gratuitous use of animation When animation is used only for a decorative effect it can distract or annoy the user Typography Limit the number of fonts and styles you use in your interface As with too many colors using too many fonts results in visual clutter Use bold fonts sparingly While bold text attracts attention overusing it can distract the user and make it difficult to focus on what is important Limit its use to titles headings and key items that should have the user s attention Similarly limit your use of italic text Used in isolation italics may attract attention but in general it can decrease the emphasis on the information and make the text less readable Sans serif fonts such as Arial are recommended for touch panel design due to their clean look and ease of readability see Fig 6 For buttons and icon text with no accompanying icon font sizes should be no smaller than 10 points up to a maximum size of 42 points for large icon text such as a keypad If a font is used to further define an icon then the minimum size is 8 points Headline and title bar text should typically be 14 16 points in size Use a consistent font for common interface elements for visual consistency Figure
35. top and right side of the screen allows for users to find them quickly in emergency situations where volume levels may initially be too high upon beginning an activity Naming the Main Touch Panel Control with a title that designates the name and location of the touch panel provides instant recognition for end users Room controls are always located on the left side of the screen and includes functions such as Lights Climate Shades Projector Screen and Help The center area of the screen is a preview called Activity Area Here current functions being performed by the touch panel will be shown and users will be able to swipe through various open activities Device controls should always be positioned on 14 USER INTERFACE 15 USER INTERFACE the right Upon beginning an activity users will naturally look to the right and use their right hand to navigate this area The Task Bar fills the bottom of the screen and includes high level functions for specific devices that are accessible to the system Secondary tools such as Room Settings and Room Schedule may be placed here as well Because this is the primary method of navigating between tasks this bar should always be placed at the bottom and should be persistent regardless of which other screens or windows are open Lower placement allows ease of use as the user s hand reaches and travels from bottom to top on the screen Primary functions should also be centered to allow for proximity
36. user through a longer sequence of hierarchical 5 USER INTERFACE interaction This make interface more complex and cumbersome Minimal doesn t mean small but rather elegant and simple so be sure to maintain a proper sense of scale to preserve text legibility the users context and their sense of place in the interface on the whole User in Control The user should always feel in control of the interface rather than feeling controlled by it This principle has a number of implications The operational assumption 15 that the user not the interface initiates actions The user plays an active rather than reactive role You can automate tasks but implement the automation in a way that allows the user to choose or control it e The interface should be as interactive and responsive as possible Avoid modes whenever possible A mode is a state that excludes general interaction or otherwise limits the user to specific interactions When a mode is the best or only design alternative for example for selecting a particular hardware function make sure the mode is obvious visible the result of an explicit user choice and easy to cancel Forgiveness Users like to explore an interface and often learn by trial and error however they expect to have immediate success with the majority of attempted tasks An effective interface allows for interactive discovery It provides only appropriate sets of choices
37. y intended to represent objects with which users can interact Therefore reference Fig 5a and Fig 5b as examples and follow these guidelines for the use of icons Use icon as the representation of an object for example a phone icon in the telephone area of the interface e Use an icon to reinforce important information for example a warning icon in a message dialog box Use icon to provide visual anchors to help users quickly navigate through a task Icons are designed within an area of 60x60 pixels or a proportion thereof 50x50 or 110x50 for rectangular pixel space is reserved for the image itself leaving a 10 pixel spacing between the outer edges of the icon and the image to allow for proper alignment of the image within the user interface Consistency amp Ret AMX encourages consistency and reuse of existing graphical elements and shows the core icon and button concepts in Fig 5a and Fig 5b A great many icons and graphics have already been created so there is a good chance that the elements you might need already exist Samples of existing core concepts for icons and button graphics are shown below Each of these elements carries with it a specific meaning so care should be taken when using them to ensure consistent meaning is maintained Document Room Room Audio Video Settings Schedule Conference Conference Lights Climate Drapes Project
Download Pdf Manuals
Related Search
Related Contents
SMK-Link ExpressCard Media Remote For Bluetooth Gallagher Smart Reader Over 'n Out 100515674 Troubleshooting Guide Windmere TS-4220 Use & Care Manual Bedienungs- und Installationsanleitung Solarregler BLUESol 02 LTC 0435 & LTC 0455 - Bosch Security Systems Renesas Starter Kit for RX210 (B Mask) Software Manual USER MANUAL Rapport d`évaluation des formations supérieures en mathématiques User Manual Web Interface Copyright © All rights reserved.
Failed to retrieve file