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Natural User Experience Research

This is the document report of research work done on Natural User Experience at Samsung R&D Institute India, Bangalore

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Himanshu Bansal
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0% found this document useful (0 votes)
456 views80 pages

Natural User Experience Research

This is the document report of research work done on Natural User Experience at Samsung R&D Institute India, Bangalore

Uploaded by

Himanshu Bansal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Natural User Experience

Research Design & Findings

Natural User Experience - Summary

Presentation

Visual heuristics of users perception in


presenting natural user interface .

Decision

Tools required/considerations by the


designer while designing concepts of
natural user experience and
interactions.

Motivation

Pre- required understanding about


natural user experience a designer
needs before designing.

Natural User Experience - Summary

Motivation

Decision

Presentation

Perception of Natural

Contextual Actions

Visual Perception

Freedom of action, anticipated reaction, cognitive


ease and quick response improves naturalness

To be natural, Actions driven by Needs should be


in accordance with the Context

Physical vs. Digital

Effortless learning

Making use of real world naturalness drivers to reduce


the effect of naturalness limiters in virtual world

Reduce the effort to initiate the naturalness of


an interest.

Learnt Naturalness

Confirmation Enablers

Repetitive conscious or unconscious actions


increases learnt natural behavior

Use of particular confirmation enabler for


appropriate state initiates naturalness

Incentivized Routine

Borrowed Experiences

Incentive forces user to adapt new routine; and


repetition of these routine becomes a natural habit

Users borrow attributes of one activity/habit into


similar parts of another activity making it natural.

Factors of Unnatural

Comfort Influencers
Appropriate combination of comfort influencers in a
relevant situation improves natural experience

Insights in terms of Color, Material, Form,


Composition & Layout, Actions and Emotions

Color: Energetic, progressive and complementary


Material: Protective, flexible, light and
accommodating.
Form: Supportive, continuity, connection and
binding
Composition & Layout: Focused, unidirectional,
singularity and vastness.

Actions: Relaxed, anticipation and playful


Emotions: Singularity, involved and content

Objectives and process


Objective 1: To understand the perception of natural through attributes of natural to use
Method used: Photo-ellicitation

Objective 2: To interpret real life encounters related to naturalness and create design directions for Natural User
Interface.
Method used: Semi-structured interview

Start of
the project

4 pilot sessions

Method
finalization

Main sessions
with 12 users
(both methods)

analysis
and insight
generation

Phased
presentation
of design
directions

Final
presentation
of design
directions

User Segmentation

Natural User Experience


Research Design & Findings

Motivation | Decision | Presentation

Naturalness: Various users perception


confirmation

comfort
despair

aesthetics

reflex
behavior

routine

joy

frequency

less time

instincts

man-like

achievement nostalgia

familiarity

sensory input

not man-made

interest

calmness

past experience

habit

inter-personal

curiosity
observe

control

adapt

conditioned

explore

capability

spontaneous

effortless

context

intuitiveness

childhood

memories

Perception of Natural

Decrease in response time and cognitive load


increases naturalness
Decrease repetition by bringing trade-off between continuity and communication.
Do it by not adding additional knowledge
Provide greater sense of control

Make it one step task


Break or hide constraints

Scale of Cognition
Response time
Cognition load

Higher degree of naturalness

least

high

hide

break

Freedom of action and anticipated reaction improves


naturalness

Perception of Natural

Provide anticipated feedback to actions.


Decrease the learning curve by repetition
Beauty is pleasing, Increase aesthetic value
Initially provide incentive for repetition, later slowly remove the incentive factor making it a habit

Scale of Action

Learning
Incentive

least

high

Higher degree of naturalness

Transition from the State of Situational Control to the


State of Self Control improves Naturalness

Perception of Natural

State
Easiness state is a stage where user doesnt need any training.
Sense of control brings comfort and peace (control is like a bell curve)
Provide sense of achievement and appreciation, this induces pleasure

Scale of State

Control

least

high

Higher degree of naturalness

Perception of Natural

Degree of Naturalness: by combining CAS


(Cognition, Action and State)
Degree of Naturalness

Low

high

Cognition

Uncertain

Conditioned

Contended

Effortless

Thoughtless

Action

Random

Forced
Addiction

Playful
Imitation

Intuitive

Instincts
Boundless

State

Stressful

Laziness
Constrained

Relaxed

Comfort
Peaceful

Freedom

Decrease learning & incentive


Decrease response time & cognition

Making use of real world naturalness drivers to reduce


the effect of naturalness limiters in virtual world

Physical vs. Digital contexts

Translate Incrementers
Pain, Thrill
Voice tone, Gestures
and Facial expression
For co-located communication

Shopping

Through mails and letters

Sensorial Immersion
Imperfection/ Randomness
Rich Sensorial Information
Immediate communication
Helps improve muscle memory
Human driven encouragement
and competition
Exact match of expectations
Physical activity

Control over when to react


Chance to redo
Global connectivity from
single access point
Customization

Physical

Digital

Unforgiving
Forced routine
Non co-located communication
is time-taking

Low trust factor


Machine driven encourage-ment and competition
Social awkwardness

Avoid Cons

Maintain Pros

Reduce Decrementers

User can take time for


reply during conversation

Hidden intentions
and miscommunications

Physical vs. Digital contexts


Design Directions:

Provide richer sensorial information to the users for instances where user lacks trust
E.g. interactions for making transactions should engage a user [Plan Man] with richer
feedback (say, haptic, voice)

Combine richness of physical sensation with digital flexibility

Combine sense of physical approximation with digital accuracy


E.g. Page turning interaction in an e-book application

Learnt Naturalness

Behavior converts into habit through repetition which is


driven by motivators.
Triggers

Initiate

Behavior
Relative to a context

Emotion: Happy, Anger, Surprise


Situation: Bad expectation/Stressful
Object: Encountering, Sensorial Input

Object: Acquiring

Repetition

Habit
Automatic

Controlled
Physical

Information: Good Result

Emotion: Fear, Anger

Motivators

Motor

Uncontrolled
Physical
Habit
of self

Emotion: Happy
Way of communication: Appraisal

Controlled
Cognitive

Situation: Separation
Goal Met | Situation: Togetherness
Way of communication: Not
acknowledging, Appraisal

Information: Bad Result

Intellectual
Uncontrolled
cognitive

Behavior converts into habit through repetition which is


driven by motivators.
Anticipation

Self
(Control)

Habit of
Character

Self (Control)

Learnt Naturalness

Motivators
Sensation: Pleasure, Pain

Self
(Growth)

Self (Mastery)

Hunt

Anticipation: Hope, Fear, Belief


Motor
habit

Pleasure

Belongingness/Tribe:
Social Acceptance, Social Rejection

Efficiency
Hunt: Information, Material Resources
Self
(Control +
Growth)

Fear

Social
Acceptance

Social
Acceptance
Anticipation
(Belief, Fear)

Hunt
Controlled
Physical
Behavior

Un- Controlled
Physical
Behavior

Controlled
Cognitive
Behavior

Un- Controlled
Cognitive
Behavior

Intellectual
habit

Self: Control, Mastery, Competence,


Growth
Efficiency: of resources, time

Incentive forces user to adapt new routine; and repetition


of these routine becomes a natural habit

Action done everyday again and again


becomes routine and that is natural habit
to user

Incentive

Most of the habits are from childhood, but


as users grow up, they need an incentive
to adapt to new habits.
Routine

These incentives are motivation to adapt


to new habits

Motivations are Fun, Pleasure,


Satisfaction, Spontaneous & Magic

Freedom here refers to rules implied in


routine

Incentivized Routine

Repetition

Freedom

Natural
Action

Unnatural

Factors of Unnatural

Forced Routine - An activity a user does


regularly at a particular time everyday
against their willingness, because, if given
time they will not prefer doing it (Like
waking up early in the morning to go to office)

Extremely Unnatural

Extra-ordinary
human
capabilities

Human
Interventions

A shift to an unknown situation /


environment / object (Like not living alone)

A shift to unknown

Human intervention in natural process


(Like Agriculture)

Forced Routine

Extraordinary task, More than human


capability (Like juggling)

Slightly Unnatural

Avoid

Adapt
Repetitive
Imitation
Temporal
Fun &
Satisfactory
Implicit Stimuli

Natural User Experience


Research Design & Findings

Motivation | Decision | Presentation

To be natural, Actions driven by Needs should be in


accordance with the Context

Need
Physiological, Safety,
Belongingness, Esteem,
Self Actualization

Drives

Action

Becomes
natural in a

Contextual Actions

Context
When, Where, What,
Who, Whom

To be natural, Actions driven by Needs should be in accordance


with the Context
Parts

Self-Actualization

Aesthetic

Cognitive

Esteem

Desire for
beauty
Know/
understand
things
Relaxation,
Pleasure
What other
thinks of you
Self -Percept:
What you think
of yourself

Safety

Physiological

Expanded Maslow's hierarchy of needs

Watch Discovery/Documentry, Reading


Books/News/Web Articles
Going out to watch play/movie, Going to
park/garden, Playing sports
New purchases (Car/luxury items),
Annoncing Achievement, Celebration

Digital Actions

Photo editing, Digital Drawing

Reading articles, Watching talks


Playing games, Listening to music
Online purchase of luxury items, Posting
achievement on social platforms

Tracking oneself, Set Goals, Relative


Comparision

Tracking of exercise, Documentation of


oneself thoughts through blogging

Interaction with other people, Inviting on


events, Discussion/Planning at workplace

Creating social media page for an event


like marriage

External-Self

Going out on date/movie


Staying in jobs, Maintainance of House or
Vehicles, Insurance

Chatting with friends, Booking tickets for


movie
Security of personal digital information,
Following schedule for office

Inner-Self
Public

Brushing teeth, Bathing, Exercising, Cutting


Nails
Eating, Drinking

Private

Sleeping, Sex, Excretion

Large social
group

Belongingness

Physical Actions
Meet aesthetic needs by decorating
home/workplace, going in the nature,
Create Music/ Photography

Needs and Actions

Small Clsoe
Connections

Needs driven actions mapped with


physical world

Getting reminded for physical


activities/Looking for doctors and hospitals
Deciding and ordering Food
Searching for new home, Searching hotel
during trip

Associated digital actions

To be natural, Actions driven by Needs should be in accordance


with the Context

Contextual Actions

Context
When, Where, What,
Who, Whom

When

Where

What

Who

Whom

Time

Place

Activity

Self

People

Pre-set time for


an activity (Hour
of the day/ Day of
the week)
Availability
Not preset time
(after sometime)

Purpose
Availability of
resources
Harmony
Visual (physical
attributes)
Occasion

Priority of the
activity
Urgency

Order of contexts with respect to needs

Age
Gender
Personality
Emotion

Number
Relation
Kind

To be natural, Actions driven by Needs should be in accordance


with the Context
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure

Need

Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Safety Inner Self
Physiological-Public
Physiological-Private

When (Time)

Where (Place)

What
(Activity)

Whom Who
(People) (Oneself)

Contextual Actions

To be natural, Actions driven by Needs should be in accordance


with the Context

Contextual Actions

Example 1:

Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Diabetes Patient

Need

Esteem- Confidence
Esteem - Reputation
Belongingness-Group

Schedule

Place

Postpones
/Prepones

Belongingness- Close
Safety- External Self
Safety Inner Self

Natural and contextual


reminder

Physiological-Public
Physiological-Private

When (Time)

Where (Place)

What
(Activity)

Whom Who
(People) (Oneself)

To be natural, Actions driven by Needs should be in accordance


with the Context

Contextual Actions

Example 2:

Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure

Need

Esteem- Confidence
Achievement

Self

Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self

Recommendations natural
to user

Safety Inner Self


Physiological-Public
Physiological-Private

When (Time)

Where (Place)

What
(Activity)

Whom Who
(People) (Oneself)

To be natural, Actions driven by Needs should be in accordance


with the Context

Contextual Actions

Type of self: Identity


Aesthetic
Cognitive-Knowledge

Personal Identity

Cognitive-Pleasure

Need

Esteem- Confidence
Social Identity
Esteem - Reputation
Belongingness-Group

Collective Identity

Belongingness- Close

Relational Identity

Safety- External Self


Personal Identity
Safety Inner Self
Physiological-Public
Physiological-Private

When (Time)

Where (Place)

What
(Activity)

Whom Who
(People) (Oneself)

To be natural, Actions driven by Needs should be in accordance


with the Context

Contextual Actions

Type of self and people:


Cultural dimensions (Hofstede)

Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure

Indulgence vs. restraint

Need

Esteem- Confidence
Power distance index

Esteem - Reputation
Belongingness-Group

Collective Identity

Belongingness- Close

Relational Identity

Safety- External Self


Personal Identity
Safety Inner Self
Physiological-Public
Physiological-Private

When (Time)

Where (Place)

What
(Activity)

Whom Who
(People) (Oneself)

Contextual Actions

To be natural, Actions driven by Needs should be in accordance


with the Context
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure

Order of needs follows


order of contexts :

Need

Esteem- Confidence
Esteem - Reputation
Belongingness-Group

1.

Physiological: Time

Belongingness- Close

2.

Safety and Belongingness:


Priority and People

3.

Esteem, Cognitive and


Aesthetic: People and Self

Safety- External Self


Safety Inner Self
Physiological-Public
Physiological-Private

When (Time)

Where (Place)

What
(Activity)

Whom Who
(People) (Oneself)

Contextual Actions

To be natural, Actions driven by Needs should be in accordance


with the Context
Aesthetic

Flexibility

Cognitive-Knowledge

(for designers to
change the context)

Cognitive-Pleasure

Time

Intervene/
Suggest here

Esteem - Reputation

People
Belongingness-Group

Contexts

Need

Esteem- Confidence

Belongingness- Close

Place

Safety- External Self

Availability of
resources, Harmony
Purpose,
Occasion

Activity
Safety Inner Self

Self

Physiological-Public
Physiological-Private

When (Time)

Where (Place)

What
(Activity)

Whom Who
(People) (Oneself)

Understand/
Capture these

Effortless learning

Reduce the effort to initiate the naturalness of an interest.


Increased familiarity initiates the naturalness through:
Frequent encounters (Ensuring repetition, assured benefits)
Guidance (Mentor, expert presence)
Observed experience (Listening/seeing co-learners,
associating repetitive patterns)
Borrowed familiar experience

Effort
Interest

Confirmation
Reduced
Effort

Reduced exploration initiates the naturalness through:


Borrowed familiar experience (Translating real life
experience in digital)
Personalized Routes (Knowing clear preference,
customization flexibility)
Observed experience
Guidance

Increased
Familiarity

Frequent
Encounters

Paucity
of time

Constant
Motivation

Reduced
Exploration

Observed
Experience

Guidance

Presence
of colearner

Association
of visual
cues

Borrowed
Familiar
Experience

Association
of real
encounter

Personalized
Routes

Association
to learned
experience

Realized
needs

Reduce the effort to initiate the naturalness of an interest.

Effortless learning

Design Direction

Provide guidance till confirmation to avoid diversions from intended path. It will be eventually
disappeared after confirmation phase:
e.g. novice users should be initially directed towards correct usage of advanced interactions of
rotating bezel in Gear Watch.

Provide user with personalized route through modified interaction flow and reorganized
information on the basis of users identified need and goals.
e.g. Voice Assistant, S-Health, Mix Radio etc.

Use of particular confirmation enabler for appropriate state


initiates naturalness

Confirmation Enablers

Absolute
General

Difficulty
Extrinsic Motivation
Improvement
Intrinsic Motivation

Failure

Achievement
Relative
Partial

Positive

Feedback

Observing
other/
Comparison

Frequency (Repetitive)
Negative

Objects
(Quality)
People
Not
Available

Habit(Unaware)

State

Confirmation Enablers

Use of particular confirmation enabler for appropriate state


initiates naturalness

Feedback

Achievement

Partial
Final

One time(confidence) Relative


Repetitive(comfort) Absolute/General

Observing
other/
Comparison

Confirmation Enablers

Frequency
One time
Repetitive
Amount

Positive
Objects (Quality)
Confidence
People
Capability
Expertise
Negative
Power Index
Not confident
Closeness
Look for improvement

Not
Available

Previously high in Quality


Others
Importance

Failure

Not Capable

Borrowed Experiences

Users borrow attributes of one activity/habit into similar parts


of another activity making it natural.

Attributes

Source
Task

Reading

Target
Task

Mental Visualization

Gaming Experience

Picture
Smart

Internal
Aspects

Internal
+External

Detail
Oriente
d
Logical
&
Structur
ed

mental
visualization/
imagination

fineness,
detailing

structured/
defined pattern

Selection from
multiple options

Giving proper time to


everything/everyone

External
Aspects

Social

Goal
Orient
ed

Time

sense of spatial
arrangement

Sense of
aesthetics

Focus on goal

Giving proper time to


everything

logic and
reasoning

analyzing from
neutral
perspective

Internal
Target
Entertainmentmusic, videos
NotificationsHow much?,
Icons, order
Customization
Visual Feedback
Composing

depth or detailing
of study

Organizing
according to
utility

Efficient
decision
making

proportion,
depth, length

thinking in Execution on
multiple
the right
perspectives moment

Involvement/Encourage
ment (Among people)

Collective
Living/Team

Maps- Routes
Booking
Search

External
Target
IM,SMS
Reminders
Notifications-What
content?
Utilitarian creating
Docs
Sharing
EntertainmentGaming, quizzing

Attribute of one activity/habit makes a similar part of another


activity natural

Borrowed
NaturalExperiences
Mapping

Design Direction

Given:
Target

Designing for SEARCH

Track:
Source

Find out the kind of source to be selected


according to the kind of user.
Internal Aspects

Mapping:
Appropriate Attributes
Natural UX Solution Design

Map the respective attributes of that source for


the features.
Picture smart: the user will search according to
any visual cues.
Logical & Structured: hierarchy creation according
their priority.

Borrowed
NaturalExperiences
Mapping
Types of Source tasks

Internal
Aspects
I+E
External
Aspects

Internal Aspects

which involves self,

improving by self with feedback,

self gain,

self improvisation,

self maintenance of interest with


intrinsic motivation,

self satisfaction while improvisation,

ADAPTIVENESS BASED,

decisions on tangible or visual attributes,

no fixed goal(changes from person to


person)
External Aspects which involves self with a group (self is defined w.r.t
group),
improving one self with collective feedback/support,
collective gain,
satisfaction after confirmation/achievement,
SKILL BASED,
forming discarnate states to reach

Target tasks

Target

Target

Comfort

Appropriate combination of comfort influencers in a relevant


situation improves natural experience

Unknown
Public

Known
Public

Unknown
Private

Comfort Influencers

1. ENVIRONMENT

Known
Private

1. When alone or with 1 known, unknown private is


more comfortable than known public.

Environment + People

Comfort

2. When with 1 known or with group of people, known


public is more comfortable than unknown private

>1
Unknown

1
Unknown

>1
Known

1
Known

Alone

2. PEOPLE
Number Relation Kind
0
Unknown Similar Interest
1
Known
>1
Different Interest

Appropriate combination of comfort influencers in a relevant


situation improves natural experience

Natural

Naturalness

Use of physical characteristics

3. MEDIUM

Involvement
Uniformly
Mobility
Control
Response Time

Amount of output (info+ sensory)


Digital

Comfort Influencers

Appropriate combination of comfort influencers in a relevant


situation improves natural experience
4. OBJECT

Familiarity of an object:
(i) Type of familiarity

Familiarity

Non-pleasurable
naturalness

Fearful
(phobia)

Intuitive
naturalness

+ ve

- ve

Comfort Influencers

Desirable

Functions e.g. writing for pencil


Behavior e.g. rolling, way to hold
Features e.g. darkness, color, sharpness
Identity e.g. brand

(ii) Source of familiarity

Repetitive usage
Limited/single usage in the past
Mere visual exposure
Awareness (by reading/listening from others)
Cultural Relation with the object

Desirability of an object:
Non-Familiarity

Usefulness: Functional/Profitable/Efficiency
Pleasure Experience
Pleasure Visual : Attraction
Pride/Status

Appropriate combination of comfort influencers in a relevant


situation improves natural experience

Comfort Influencers

Comfort in doing the task


(in a particular environment and with particular people)

5. TASKS TYPE

Money
related tasks
Checking bank
account, Money
transfer,
Investment etc.

Personal
communication
Texting/chatting
with close friends;
watching personal
video or images etc.

Professional and
Utilitarian
Composing or viewing emails,
Creating and presenting work
related documents; Booking
tickets (flight/movie), Booking
cab etc.

6. INFORMATION

Privacy

Info access
& Browsing
Accessing or posting
social media platforms;
Reading articles on
Wikipedia, NYTimes,
Mashable etc.

Entertainment &
Achievement sharing
Gaming, Listening to music,
Watching videos; Sharing
Leaderboard rank or points gain,
Sharing distance
walked/cycled etc.

Comfort Influencers

Appropriate combination of comfort influencers in a relevant


situation improves natural experience
Maximize comfort in a particular task
TASKS TYPE

MEDIUM

Money
related tasks

Personal
communication

Control

Amount of
Output(sensory)

Amount of
Output(info)

Mobility
Involvement

ENVIRONMENT
+ PEOPLE

Known
Private
1
Known

OBJECTS

Alone

Usefulness
Familiarity:
Identity & Behavior

Known
Private

Unknown
Private

Alone

Pleasure-Experience
Familiarity: Functions

Professional and
Utilitarian

Info access
& Browsing

Entertainment &
Achievement sharing

Amount of
Output (Info)

Uniformly Distributed

Amount of Output
(sensory)

Mobility

Control

Response Time
Involvement

Known
Public

Unknown
Public

>1
Known

1
Known

Usefulness
Familiarity:
Behavior & Function

Known
Public
Alone

Pride/Status
Familiarity: Features

Unknown
Public

Known
Public

>1
Known
Pleasure-Experience
Pride/Status
Familiarity: Features

Situation 1:
Peter is a new marketing manager who joined an advertising company which deals with offering services.
He is going to present a product proposal/ advertisement in mall lobby area in front of hundreds of people.
He is now confused how to make this scene comfortable for him.
He should use more familiar Objects in an involved and controlled Medium having quick response time accordingly to make it
more towards naturalness.

Familiar and desirable


objects

Full Control and


involving (gamified)
digital Medium

Movies and gamified


experience of giving
Information

Situation 2:
Alex is a person who is very shy to go shopping or buy anything with people along with her. She generally does online shopping
alone in her room. One day, she had to place some order in her office due to time crunch. She was using her desk screens to do
the same with her 3-4 colleagues sitting at their desks around her. She had to select the item and give her card details for the
order.
How should the task of selecting and giving credentials be to make it comfortable for her?
How should the medium be to make it very comfortable for her?
What should the objects be in the scenario to make it more comfortable?
Use live digital Medium, involve familiar objects in different stages of the task accordingly to make it more towards naturalness.

Comfort Influencers

Situation 1: T-E-P
Example: Making a Presentation
Task
Info.
Sharing

Environment
Known
Public

People
Number Relation
>1

Kind

Unknown Similar Interest


Unusual Consequences

Use more familiar Objects in an involved


and controlled Medium having quick
response time accordingly to make it more
towards naturalness.

Comfort Influencers

Situation 2: I-E-P
Example: E-Shopping
Information
Personal
Secured/Money
Chat

Public

Environment
Public Unknown Known
private
private

People
Number
0

Use live digital Medium, involve familiar


objects in different stages of the task
accordingly to make it more towards
naturalness.

Natural User Experience


Research Design & Findings

Motivation | Decision |

Presentation

Visual Perception

Visual Perception of Natural

Color
energetic, progressive and complementary

Action

Material

relaxed, anticipation and playful

protective, flexible, light and accommodating

Visual Perception
of Natural
Form
supportive, continuity, connection and binding

Emotions
singularity, involved and content

Composition & layout


focused, unidirectional, singularity and vastness

Process followed

Visual Perception

Color
The natural color perceived are energetic, progressive and complementary

Duotone provides direct attention to the details of the object.


It is preferred due to lesser cognitive load in identifying primary
object

Interaction of complementary colors show progression and movement.


Especially in interest
It is dynamic in nature and changes according to situation
Progression is variation of energy from low to high, subtle to bright
For example sky color changing according time of the day
Learned habit are represented with warm colors (yellow, orange) whereas
conditioned habits are represented with cool colors (mostly blue)
Use of tones (like vintage style colors) gives rise to childhood memories

Background (2nd tone)


Primary object (1st tone)

Material
The natural attribute of material are protective, flexible, light and accommodating.

Materials perceived are seen in multiple layers


They are one behind the other
Each material combined together have their own identity and cumulative identity
For NUI 1 or 2 material are preferred together

First layer acts as protective, accommodating and secondary: flexible, light.


It is seen that all material needs to be placed in such a way that their existence
compliment each other
Material is 3 dimensional with depth
Focus is on providing direction, which in-turn provide direct focus
Light and flexible material provide comfort, which takes closer to naturalness

Visual Perception

Form
The perceived attributes of natural form are supportive, continuity, connection and binding

Form has a sense of depth, metaphorically like a container


User perceive it to be supportive and sturdy

Form perceived are spherical and bulgy, to show continuity and repetitive cycle
Repetitiveness triggers learned habits

Visual Perception

Composition and layout


The natural attribute perceived are focused, unidirectional, singularity and vastness

Multiple objects in a layout needs to be similar and in a pattern


Users perceives objects in a similar group and placed in a pattern
Open ended composition with sense of continuity
If the composition has single or multiple objective, sense of continuity provides
engagement and attractiveness

Continuity also gives rise to open interpretation and story creation in mind
One point perspective to show depth and movement
User perceives one directional depth
Upper view and normal eye view are mostly seen

Visual Perception

Composition and layout


The perceived layout is seen as three spaces
If the composition is divided into 3by 3 grid, the user has emphasized object
on 2/3rd of the space
In other cases when the background is open / vast, then the object is
supported by a platform, like a horizon on either of the grids
Emphasize only on one object per composition
Singular object grabs instant attention
Single object with no background or vast open feel provides emphasis to the
object
Minimalism is still followed

Visual Perception

Visual Perception

Actions
The natural attribute perceived are relaxed, anticipation and playful

progression

Users feel relaxed, rejuvenated when they are in their controlled environment
Controlled environment is sense of possession
Control is exercised when user feel he/she can change or shape the course
Users look for anticipated progression

Goal
Patterns

Possession
shaping

Anticipated progression is seen when a clear goal / path (directional) is set.


Anticipated exploration begins by following set patterns
Playful (enjoyment) induces effortlessness

Playful is self-driven, not forced to play


Playful is seen in users hobby and childhood activities
Playful is also seen when rules are broken sometimes

rejuvenation

Emotions
Perceived emotions are singularity, involved and content

Focusing only on one state of mind, takes user closer to naturalness


Focus only on one emotion

Preferably positive emotions (Happiness, joy, etc)


Following rules creates boredom, unless there is spontaneity
If the user doesnt see any growth in activity, boredom is seen very fast
Content emotion is perceived when the user feels independent
Independent here is person comfortable in his own company
When user breaks away from routine

Visual Perception

Appendix

Summary
Perception of Natural

Confirmation Enablers

Freedom of action, anticipated reaction, cognitive


ease and quick response improves naturalness

Use of particular confirmation enabler for


appropriate state initiates naturalness

Contextual Actions

Visual Perception

To be natural, Actions driven by Needs should be


in accordance with the Context

Incentivized Routine
Incentive forces user to adapt new routine; and
repetition of these routine becomes a natural habit

Effortless learning
Reduce the effort to initiate the naturalness of
an interest.

Learnt Naturalness

Insights in terms of Color, Material, Form,


Composition & Layout, Actions and Emotions

Natural User
Experience

Borrowed Experiences
Users borrow attributes of one activity/habit into
similar parts of another activity making it natural.

Physical vs. Digital


Making use of real world naturalness drivers to reduce
the effect of naturalness limiters in virtual world

Repetitive conscious or unconscious actions


increases learnt natural behavior

Comfort Influencers
Factors of Unnatural

Appropriate combination of comfort influencers in a


relevant situation improves natural experience

Phase 1 Elicitation using Photographs


Objective: To find out the attributes of the term NATURAL by end users.
Research Technique Used: Photo elicitation technique
Question 1: What do you perceive from the word Natural
Question 2: Can you metaphorically represent the word Natural and pick minimum 5 images
Question 3: Can you please pick images which depicts Natural to use? Or Natural to do?

Finalized method for phase 1


Question to ask: Can you please pick images which depicts Natural to use? Or Natural to do?
Probing Questions:
What was going through your mind while you were picking these images?
What was natural for you?
Changing the context of the image and then probing? (For example, changing the
environment of the image of a mountain into a sea and then capturing the data)
Natural is ________________ (Please provide 3 examples)
__________________ is natural (Please provide 3 examples)
What is not natural for you?

15-30

30-50

>50

Male

Female

Demographic segmentation for


Phase 1 research

Research Design Phase

Phase 1

Phase 2

Elicitation using Photographs

Semi-Structured Interview

Objective: To find the attributes of Natural to use

Objective: To create questions around the


attributes found in phase 1 and ask users tasks
associating to the attributes

Findings from Phase 1

Key findings of Natural to be

Universal habits / reflex (conditioned, adapted, routine)

Learned habits / reflex

Association with self


o Inter-personal
o Intra-personal

Association with physical world (Intuitiveness)

Association with past (Memories from childhood, Nostalgia of happy memories)

Man-like v/s Man-made (WIP)

Findings from Phase 1


Learned Habit / reflex

Interest

Context
Situation

experience

Frequency
Routine
Habits

Familiarity

Past experience
Sensory input

Curiosity

confirmation

Explore
Observe

Capability
Comfort

Findings from Phase 1


Association with self
Intra-personal

Triggers:
Achievement
Aesthetics

Inter-personal

Emotions
(Joy, Despair,
Calmness)

Emotions

Naturalness

Comfort

Instincts

If less
then
fake

Intra-personal

Comfort

If more
then
natural

Inter-personal

Findings from Phase 1


Association with Physical world

Less time

Activities
Experience
Objects

Physical
world
association

Intuitive

Effortless
(Without any
thought)

Natural

Phase 2 Semi-structured interview


Objective of the questionnaire

To find Universal & Learned habit / reflex?

What are their interests? How did they get curious about it?

What are the instincts that people get for certain emotions in a situation?

How is their association with physical world? What are the characteristics of physical world that they associate
well/more with?

What is Man-like or Man-made for people?


User Segmentation
Age
Gender
SEC
Number of Users

18-30
Male
Female
A B
C
A B
C
2
2
2
2
2
2

Target: 30 Users

31-50
Male
Female
A B
C
A B
C
2
2
2
2
2
2

Above 50
Male
Female
A B
C
A B
C
2
2
2
2
2
2

Time Taken: 30-45 minutes

(Note: Two type of questionnaire were created with different question and pilot was conducted. Based on the pilot result, one
of the questionnaire was finalized and final editing was done.)

User Segmentation
Age
Gender
SEC
Number of Users

18-30
A
2

Male
B
C
2
2

A
2

31-50
Female
B
C
2
2

A
2

Male
B
C
2
2

A
2

Female
B
C
2
2

Above 50
Male
Female
A B
C
A B
C
2
2
2
2
2
2

SEC classification
SEC A

SEC B

SEC C

Education

Graduate
Post Graduate

Graduate
Some college but not
graduate
SSC / HSC

Some college but not


graduate
SSC / HSC
School 5 - 9

Profession

Officer / Executive
Junior / Mid / Senior
Self employed
professional
Business with 0-9
employees
Business with 10+
employees

Clerical / Salesman
Supervisory level
Shop owners
Business with no
employees

Skilled worker
Petty traders
Business with no
employees
Officer / Executive Junior

Household Durables

8 & above

57

4-6

Household Durables: Electricity Connection, Ceiling Fan, LPG Stove, Two Wheeler, ColourTV,
Refrigerator, Washing Machine, Personal Computer/ Laptop, Car/Jeep/Van, AirConditioner
Note: This SEC table is based on education of chief wage earner & number of consumer
durables owned by a family

Perception of Natural

Behavior

Experience

Intuitive

Routine & Habit

Effortless

Continuity

Thoughtless

Independent

Interest

Control

Spontaneous

Actions

Exploration

Incentivized

Involuntary

Perception of Natural

Behavior

Intuitive

Effortless Which doesnt waste time

Thoughtless

Independent Being oneself (oneself here means bound with no rules and
restrictions, let it be social or contextual)

Interest user likes to do, user feels it comes from within

Control power to change, power to do things alone without support, any habit
that a user has control becomes natural, experiencing magic under their control

Spontaneous the response to a situation instantly

Perception of Natural

Action

Exploration Where they can pass their time or change their mind

Incentivized

Involuntary Conditioned

Playful & Pleasure -

Perception of Natural

Experience
Routine

Habit

General

Specific to a person

Changes according to context

Doesnt change

Forced

Related to an interest

Comfort Influencers

Situation 3: T-I-P
Example: Proposing
Task

Communication

Information

Personal
Chat

People
Number Relation
1

Known

Kind
Unusual
Consequences

In a known private Environment


use desirable and familiar Objects
in Medium that requires high involvement to
make the experience natural.

Perception of Natural

Decrease in response time and cognitive load


increases naturalness
Decrease repeatedness by bringing trade-off between continuity and communication.
Do it by not adding additional knowledge
Provide greater sense of control

Make it one step task


Break or hide constraints

Cognition
Response time
Cognition load

Higher degree of naturalness

least

high

break

hide

Cognitive load is related to natural action and state

Perception of Natural

State
least

high

Action

least

high

Perception of Unnatural

Forced Routine - An activity a user does regularly at a particular time everyday


against their willingness, because, if given time they will not prefer doing it (Like
waking up early in the morning to go to office)

A shift to an unknown situation / environment / object (Like not living alone)

Human intervention in natural process (Like Agriculture)

Extraordinary task, More than human capability (Like juggling)

An activity not done in past will be unnatural in present.

Comfort Influencers

Example 1:
Peter is going to present a proposal to client in office. In order to make
presentation comfortable, henceforth natural, objects and medium can be
intervened.
He should use more familiar Objects in an involved and controlled Medium
having quick response time accordingly to make it more towards naturalness.

Visual Natural Perception Process

In this study users had picked minimum 5 images representing their perception of what natural to do
is?

Out of all the images selected, 10 images were segregated based on frequency of choice by all users.

Those 10 images were analyzed using semiotic study approach by Ferdinand de Saussure

Visual elements

Signifier

Signified

Themes

Listed down visual


parameters

Analyzed every visual


parameter of the image
as is

All signifier text


captured were corelated with the context
of the image and
interpreted

Synthesized all the


signified data together
and created themes

Color, form, material,


composition, action,
emotions

Listed it down as
signifier

Visual Natural Perception Process (contd.)


One example analysis of image using Saussure technique
Image

Image 1 -Man
Sleeping

Image 2 Trekking

Categories

Signifiers

Signified

Color

Blue, white

Cool, cold, pleasant, simple

Material

Cotton

Light, fluffy, comfortable

Composition

Centered, close-up

Emphasized, detailed, focused, minimalistic

Form

Rounded, Radial, Masculine

Soft, continuity

Action

Sleeping

Rest, relieved

Expression

smiling

Content, happy (in his own company)

Color

Warm colors, dark brown, yellow, green

Energy, dusk, bright, progressive

Material

Stone, shrub, cactus, thorny, cotton, plastic

Hard, dead, dull, dry, uneven, dangerous, soft,


durable

Composition

No-boundaries, left, multiple layers, onepoint

Freedom, unbalanced, depth, directional

Form

Sharp, edgy, bulged, circular

Obstructing, flexible

Action

Walking in line, sequential, movement,


trekking

Following, order, structured, dynamic, exploration

Expression

Serious, searching, excited

Cautious, excitement

Needs
Physiological

Safety

Parts
Private
Public
Inner-Self
External-Self

Belongigness/
Love

Esteem

Cognitive

Aeshetic

Small Clsoe
Connections

Details
Rest, homeostasis
Food, Water, Air

Physical Activity
Sleeping, Sex, Excretion
Breathing, Eating, Drinking
Brushing teeth, Bathing, Exercising, Cutting
of morality, health and body
Nails
Staying in jobs, Maintainance of House or
Employment, Property, Resources Vehicles, Insurance
family members, intimate
partners, mentors, close
colleagues
Going out on date/movie
clubs, office culture, religious
groups, professional
Interaction with other people, Inviting on
organizations, sports teams
events, Discussion/Planning at workplace
New purchases (Car/luxury items), Posting
Reputation, Status, Respect
Achievement, Celebration

Large social
group
What other
thinks of you
Self -Percept:
What you think
of yourself
Self-Confidence, Self-Esteem
Desire or need
to know/
understand
things
Knowledge, Meaning
Desire for
beauty

Beauty, Order, Balance, Form

Tracking oneself, Set Goals, Relative


Comparision

Watch Discovery/Documentry, Reading


Books/News/Web Articles
Meet aesthetic needs by decorating
home/workplace, going in the nature,
Create Music/ Photography

Digital Relation
Alarm, Housing, AirBnB
Zomato, Foodpanda
Practo, S-health
LinkedIn, Monster, Policybazzaar, Walnut,
Splitwise
WhatsApp, Facebook, Hangout,
Bookmyshow, Tinder
Facebook, Twitter, Quora, Google+,
Meetup
Foursquare, LinkedIn, Facebook, Flipkart,
Pinterest, 500px, Instagram
Medium, S-Heath, Lumosity, Walnut,
GoogleFit,

Wikipedia, TED, Quora, Lumosity, Coursera

Paper 53, Themes, Snapseed, Pixlr

Learnt Naturalness

Repetitive conscious or unconscious actions increases


learnt natural behavior
Learnt behavior progresses towards Naturalness through
I- Behavior (e.g. writing strong email, making approximations)
II- Habits - (e.g. longing to do something new, relating events)

EFFECT

III- Personality (e.g. leadership, manipulation, solution orienteers, risk taking)

Intentional-Personality

Personality

UnintentionalPersonality

Intentional-Habit

Unintentional-Habit

Intentional-Move

Unintentional-Action

Habit

Behavior
Unconscious

Conscious

Leverage these [use it]

Support these [go with it]

Intervene these [recommend]


CAUSE

Repetitive conscious or unconscious actions increases


learnt natural behavior
Unintentional
Habit

Naturalness

Intentional
Habit
Comfort

Behavior

Unintentional
Action

Intentional
Action

Learnt Naturalness

Learnt Naturalness
Design Directions:

Device may intervene to enable users conscious Actions


E.g. Enable a user [Status Seeker] to make unique posts or like in a social network

Device should support users behavior


E.g. Assist a user [Experience Embracer] to experience new (say, interactive demo of a
latest gadget)

Device must not attempt to change users habit but leverage it


E.g. Use the current pattern of email organization of a user [Plan Man] and recommend
to apply the same organization pattern for files or apps

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