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User Centered

Studying the design of everyday things

Posts tagged with "toys"

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Nerf and Garmin- innovative thinking

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http://www.engadget.com/2008/02/14/nerf-blaster-controller-for-the-wii-brings-it-all-full-circle/

How many toy guns of all sorts of shapes, sizes, colors, uses are there? ..caps, water, nerf, dart, BB...

I'm surprised we haven't seen something like this come out sooner, Nerf modified their product to "dual-use" it for a Nintendo Wii controller holder! I've already got a handful of those laying around my house, if I got a Wii, I wouldn't hesitate to get one that could fit a controller that my kids could play with outside when they aren't inside playing.

I think that companies that find innovative ways to make their products fit with new ideas and keep themselves injected into evolving experiences shows that they have what it takes to recognize how what they make can fit into the user's lives to actually add value.

Garmin's super cool Nuvi phone is another prime example! Taking their expertise in GPS/UI and laying down on a super cool touch screen phone really adds a layer of convergence that I'd be more than happy to get my grubby hands on.
http://www8.garmin.com/nuvifone/


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Why I love dinner at Macaroni Grill

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Not content with just a kids menu and a crayon or two, Macaroni Grill lays down paper over the table which I'll go ahead and chalk up as (in my case) a good customer experience since I had a 5 year old with me. (Plus, I'm sure it makes clean up a snap!)

My kids' usability review:
Pros:
  • He can practice his kindergarten math/writing*
  • He can practice his "Super Hero" drawing (I'll take credit for that Batman though thank you very much)
  • The name Macaroni is right there in the title! (Why is macaroni a perennial favorite of kids?)

Cons:
  • Where exactly are we supposed to eat again?
  • Wait...they're going to throw this all away when we're done?
  • Papercuts. You seriously have to fold the edges of the paper over; this has happened to us several times.



*I drew pictures and he would spell out as much of the word as he could- We got to the letter "L" and of course I tried my hand at a lion. After two futile, and frankly unrecognizable attempts at the king of the jungle my son gives up asking me what it was. Upon hearing what it's supposed to be, he says to me: "you know dad...you could have just drawn a lemon." ...I thought it was time to move on to the letter 'M'
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LEGO of Frustration

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I thought the point of LEGO was that there wasn't supposed to be any instructions?

I've been known to put together a LEGO ship or two in my day. I have a son and as anyone with kids will tell you, a large number of LEGO sets these days are more "model" kits than building blocks of infinite imagination. I run a 50/50 split at the Lopez house- 50% just blocks and about 50% kits. While he runs wild with the blocks, when it comes to the model it's a father/son effort.

This got me to notice a big oversight in the "instruction manual" (I still have a hard time putting that in the context of LEGO). They do cover all their bases, they just could be a bit more "user centered" when it comes to putting these things together....

Read more...

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Just like me!, Techie Toys, part 3 of 3

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There's something...creepy about machines that display human qualities. From the "we are sorry" used in Microsoft's "This program has encountered a problem" dialog, to the doll that says "dumb mama!" when she gets "mad," we don't like it when computers impersonate us.

The $40,000 word is "anthropomorphism" and it just means "things that are given human qualities." We do it ourselves, naturally, so there's no cause for alarm. If you've ever named your car or believed that your pet is "trying to comfort you," you've anthropomorphized them.

How does this relate to toys? Well, dolls and stuffed animals have always tried to be "more human." Before technology, they were made impressive by the quality of the materials used, clothes and accessories that look "just like" their owners full-sized counterparts. And with the myriad technologies available now (voice chips, sensors, motors, screens), it seems the more a toy can trick us into believing it's human, the better it sells. 20 questions, digital pets, anyone?

But when can we (or should we?) use the technique when developing user-focused systems? First of all, try not to do it by accident. It only takes a subtle shift in tone: "I need a valid telephone number" vs "Please enter a valid telephone number." (use the second one, btw)

Second of all, fit with your theme. A video game probably benefits from a "virtual guide," but why did most people hate Clippy? Wrong setting. People were trying to get stuff done, and this stupid character kept interrupting their work. Anthropomorphism rarely works in "regular" applications. Even Skype, a very fun-themed application, doesn't use "I" for itself (and only uses "we" on their website when it's clear they're referring to the people in their company).

And last of all, don't do it unless you can really pull it off. A five year old might be "fooled" by a talking doll (our niece actually got mad at Amanda when she said "dumb mama"). There isn't a system yet, however, that can pass the Turing Test.

Usability principle: Usable systems rarely benefit from anthropomorphism. Steer clear!

Also see:
Part 1 Amazing oversight: forcing functions, and Part 2 Some assembly required: Buyers as users.
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Some assembly required, Techie toys part 2 of 3

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Toy marketing has a double edged sword to walk. The users have no money and the buyers will never use the product. What a pickle!

Parental fear of "some assembly required" shows how powerless we feel, stuck between the demands of a three year old and the shareholders in Mattel. We secretly suspect that parents are the weak link in this whole Christmas machine. Nobody really cares about us. But should they? [1]

The issue is one that usability professionals often face: The buyers are not the users. How do you convince company xyz that a usability evaluation will help their project? And what do you do when company xyz requests something that is a clear usability violation?

The question of cost-justifying usability has had entire books written about it, but what's the real bottom line? How do companies know when they've made unusable products? Customer reviews and customer purchasing data is a good start. For the most part, this data is reliable. And this Christmas, there may just be enough data to start influencing producers:
What do customers ultimately buy after viewing this item? 78% buy this item, 11% buy competitor B, 7% buy ...
Amazon is beginning to do some interesting things with its product purchasing data (I read the above quote looking for a webcam). As long as shopping sites' allegiance remains with the buyers, this is a good thing. We almost didn't buy Amazing Amanda because of some negative reviews we saw.

The numbers Amazon delivers about customer reviews and purchasing data is exactly the kind of thing managers understand. When they consistently get bad numbers, they'll come looking for reasons, and usability professionals will have some of the answers. That's one gift I love to give.

[1] An interesting and challenging side note: does usability even matter anymore?

Part 1 Amazing oversight: Forcing functions, Next Just like me!: Anthropomorphism, Techie toys part 3 of 3
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Amazing oversight, Techie toys part 1 of 3

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With Christmas upon us, I thought I'd blog about every child's favorite realm for the use of technology: Toys.

...before you can begin to play with Amazing Amanda, you must set the correct date and time.

We just bought Amazing Amanda for our niece, and this little gem of a quote was the first thing in the instruction manual. How could any toy begin with the words, "before you can play?" It's like a Big Mac with a label, "before you can eat this burger..."

Toys = play. It's the mathematics of childhood. Why would you add any other variables to that perfectly balanced equation?

Well, Amanda has certain features that are time-dependent. She "wakes up" at the same time as your child, she knows when Christmas and other holidays are (though there was nothing in the instructions about Kwanzaa or Hanukkah--the doll is Norwegian, I might mention).

But is time-dependence any reason to cripple her main function? (Play, in case you forgot, like the designers did). By erecting a barrier like this, you're saying that the user cannot continue without completing these tasks. The true story is that in a computer, it is often easier to make one brick wall than to build indivual boxes around all the affected functions.

So Amanda can't say, "Time for lunch, mama!"* She can still go potty, get fed, recognize when you brush her hair, change her clothes... The number of different things she can do is pretty...Amazing.

Anytime you feel the need to popup a dialog box, (Usability principle) stop and think: What can the user still do? You'll have a huge list, and you'll see that your super-important must-be-decided-now forcing function really only affects one tiny part of the user experience. Instead, build little boxes around just the things that really can't be done. Is it more difficult, slightly. Is it worth it, absolutely! When it's done right, the user feels like your technology is actually helping them instead of just getting in the way.

* For students of Norwegian, that's "Nå er det lunsjtid, mama!"

Part 2 Some assembly required: Buyers as users, Part 3 Just like me!: Anthropomorphism
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Toy Packaging: Thank God for Leatherman

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There are very few things in life more frustrating than opening a toy package.

I understand the need for security, theft protection and so on and so forth, but even with a leatherman, scissors or chainsaw, it's still a royal pain to get toys unbound from the confines of the packaging from which they came. One figure less than six inches can have five or six of these "semi-wire" type twist ties. Then they are often sandwiched in between two layers of plastic ala Han Solo & Carbonite which is, of course embedded in an intricate network of cardboard support pieces. In one case, a toy car my son recieved was actually screwed into the packaging that it came with. Gone are the days when you can open the eagerly anticipated package in the car ride home from Toys-R-Us. Now, we need to get our toolbox and a half hour.

Once those measures are are defeated (and assuming your kid is still even remotely interested in this endeaver anymore), and you finally make your way to the inner bowels of packaging , you're then greeted with the instructions. I've seen home theater systems easier to put together than Optimus Prime. My kid fell asleep waiting for this Magnum Opus (another Transformer name?) to be completed.

Somewhere along the line of going from truck to robot, this thing became a jumbled mess. I'm pretty sure the NASA engineers trying to get Oxygen to the Apollo 13 guys had an easier time than I did. But I'll let you be the judge. The following are the instructions (front and back) for getting Optimus Prime in his various configurations. And mind you, this is only one of two robots- the other robot had the exact same type of instructions...