Andrei Herasimchuk wrote:

"The principal has largely to do with how all direct manipulation should
strive to behave like an extension of ones fingertips. To get
a true sense of control over any interface -- and that's the real
crux of any interaction with an interface for any digital device,
that sense of control over it -- the more the direct manipulation
behaviors operate like ones'  fingertips, the better the interface
will feel to the end user. This is a design principal I have found
true in all circumstances, outside of context."

--------------------------
This principle extends beyond fingertips. For example: my car is extension
of my body, wii is extension of my arm.

The more generic principle would be this:

*The more the direct manipulation confirms to the mental model of the system
(including the reflexive mental mapping), the more natural the interaction
will feel to the end user. *

The scroll bar manipulation in Word contradicts the stimulus-response
compatibility of the mental mapping. Incidentally this generic principle
is part of Reason's and Norman's models of errors.

Oleh



> On Dec 27, 2007, at 7:30 AM, Dan Saffer wrote:
> > So you feel that everything is contextual, that there are no universal >
> principles of good design that are always true?
>  To which Dave replied...
>  On Dec 27, 2007, at 9:08 AM, dave malouf wrote:
> > Of course, at a biological level we all receive signals
>  > neurologically at the some level of commonality. But I have learned >
> in my studies that cultural interpretations of signals can differ
> > dramatically. For example, snow classification among eskimos, or in
> > dream analysis falling dreams is a positive among people from New
> > Guinea.
>  Careful Dave... you are showing your education bias here. 8^)
> Please allow me to respectfully disagree.
>  There are design principals in all design fields, whether you want to
> believe in them or not. It's like gravity. You can choose to ignore
> it but it's still there keeping you alive on planet Earth without
> asking for any compensation in return.
>  Color has core principals that define how color works and behaves.
> Just look to Josef Albers "Interaction of Color" book for many of
> these. Typography also has many core principals, many of which can be
> found in Bringhurst's "Elements of Typographic Style." Tufte explains
> some great core information design principals in "Envisioning
> Information"; layering and separation, small multiples, etc. Grids,
> proportions, composition... it's all there. And it works in the
> background whether you know it or not in any design field.
>  All of these design principals exist largely outside of cultural
> boundaries. In the case of type, we're mostly talking about roman
> letter forms. But there are many principals in Asian alphabets as
> well. And while it would be true that cultural bias largely dictates
> the implementation of many core design principals, cultural bias does
> not define these principals any more than how gravity works in China
> or Mexico or Nigeria.
>  There are certainly some very sound principals in interaction design,
> we just need to get better at defining them.
>  One of the few I've been discussing a lot in the recent past, as a
> means of teaching students and discussing my design process with new
> hires, is the concept of control via direct manipulation as an
> extension of ones fingertips. It's long been understood how direct
> manipulation in software has given normal people the means to work
> with computers. It's the very foundation of the graphical user
> interface over the command line. The basis for drag and drop,
> iconography and the entire mouse interaction. But within direct
> manipulation, there's a larger point I find a lot of interaction
> design types not expressing well or neglecting to pay attention to in
> their work.
>  The principal has largely to do with how all direct manipulation
> should strive to behave like an extension of ones fingertips. To get
> a true sense of control over any interface -- and that's the real
> crux of any interaction with an interface for any digital device,
> that sense of control over it -- the more the direct manipulation
> behaviors operate like ones'  fingertips, the better the interface
> will feel to the end user. This is a design principal I have found
> true in all circumstances, outside of context.
>  This principal by the way is largely why people respond so well to
> the iPod and the iPhone. The interface's direct manipualtion pieces
> are driven more by fingertip actions than anything. It's why the
> interface in the movie "Minority Report" seems so cool and natural.
> The glass wall computer was driven by using one's hands and fingers.
> With computer and web software, we are always going to be limited in
> the short term by the mouse, which can sometimes feel like an
> extension of one's fingers, but more often then not, it doesn't
> fulfill on the promise of the touch screen approaches from the
> iPhone. Yet even with the mouse, there are ways to get as far as one
> can to make the interaction feel like an extension of one's fingers.
>  This design principal explains why scrolling on the iPhone feels
> better than scrolling on a computer. Dragging your finger across the
> iPhone screen to scroll up or down moves the content in direct
> relation to your fingers, and as such, feels as if you are in direct
> control of the thing you are touching. On a computer, using the mouse
> to click and drag the scroll thumb doesn't feel as natural in
> comparison. The main reasons are that on a scrollbar, you click and
> drag the thumb in the opposite direction to move the content (drag
> down to scroll up) as compared to the iPhone where you drag your
> fingers in the same direction to move the content. Further, on the
> iPhone, you click and drag the thing itself to scroll, whereas on the
> computer, you have to grab the scrollbar on the side, a control that
> is ancillary to the thing you want to manipulate, forcing you to drop
> focus to target the widget, for example.
>  This sort of design principal also explains why actions like holding
> the spacebar in Photoshop to drag the canvas around horizontally and
> vertically is something many people who use the product find
> infinitely more usable than the operating system scrollbars. The hand
> tool shortcut with the spacebar in Photoshop lacks the directness of
> touching the screen to do it, but the fundamental concept behind it
> is the same.
>  Interactions that are designed to feel like extensions of your
> fingers will always feel more correct than those that require
> intermediary widgets or controls.
>  So there you go... I'm sure I'm not the first person who has observed
> this or has thought of this. But Dan's question is important. The
> answer to his question is that yes, there are design principals that
> exist outside of context, all fields of design have them. This
> segment of the design world needs to discover and define its own to
> better help those that will be changing the world long after we are
> all gone.
>  --
> Andrei Herasimchuk
>  Principal, Involution Studios
> innovating the digital world
>  e. [EMAIL PROTECTED]
> c. +1 408 306 6422
>    ________________________________________________________________
> *Come to IxDA Interaction08 | Savannah*
> February 8-10, 2008 in Savannah, GA, USA
> Register today: http://interaction08.ixda.org/
>  ________________________________________________________________
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 --
Oleh Kovalchuke
Interaction Design is the Design of Time
http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm
________________________________________________________________
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Register today: http://interaction08.ixda.org/

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