Slot-machine user experience.

From the New York Times magazine comes an article describing in great detail the efforts and rewards of Slot- machine design.

Still, to maintain a sense of suspense in games that are over the moment they start, to increase what Baerlocher and his fellow game designers call ”time on device,” I.G.T. spends $120 million each year and employs more than 800 designers, graphic artists, script writers and video engineers to find ways to surround the unromantic chips with a colorful matrix of sounds, chrome, garishly-painted glass and video effects, which include the soothing images of famous people, from Bob Denver (the actor who played Gilligan on ”Gilligan’s Island”) to Elizabeth Taylor, many of whom receive hundreds of thousands, if not millions, of dollars to lend their identities to the machines. The traditional pull-handle, if it exists at all, is nothing more than a vestigial limb; most players now press a button to start the reels, often virtual, spinning. Many slot machines don’t even pay out coins but issue ”credits” on a paper receipt to be redeemed at the cashier’s cage. Slot makers have found that their customers don’t miss handling money — coins are heavy and dirty, after all — and stereo speakers can project the simulated yet satisfying ping and clink of cascading cash. ”We basically mixed several recordings of quarters falling on a metal tray and then fattened up the sound with the sound of falling dollars,” says Bill Hecht, I.G.T.’s top audio engineer, when describing one of the audio files he programs into a machine.

Its more than a little disturbing how far companies are willing to go in order to have people part with their money. Despite the negative application it’s a valuable look into what kind of efforts go into creating a user experience that take people through Nathan Sherdoff’s three stages of experience: attraction, engagement, and conclusion.


Dey Alexander: The five Es of usability

  • Effective
    • Completeness – was the task fully completed? Were the user’s goals met?
    • Accuracy – was the task completed successfully? Did the user get the right or correct result? How well was the work done?
  • Efficient
    • Speed – was the user able to complete the task quickly?
    • Effort – was the user able to complete the task without undue cognitive effort?
  • Engaging
    • Pleasant – did the user have a pleasant experience when working on the task?
    • Satisfying – was the user satisfied by the way in which the application supported her work?
  • Error tolerant
    • Error prevention – did the user interface help users avoid making errors? Were errors minor rather than major?
    • Error recovery – if the user made an error, did the interface assist them in making a successful recovery?
  • Easy to learn
    • Predictability – was the user able to work with some certainty because the user interface built on her previous knowledge?
    • Consistency – was the interface consistent, so that once a user learnt how to use part of the application, they were able to easily learn how to use another part?

Useful Neilson slogans

I like these old words. I also like how we tend to forget to dig deeper and apply these or others with absolute faith like the words came from God herself. It’s always easy for over paid consultants to tell you not to design for the vice president as they only see her/him over the course of a limited engagement. Try doing that with an uncooperative v.p that you have to work with day to day and your position starts to soften.

  • Your Best Guess is Not Good Enough
  • The User is Always Right
  • The User is Not Always Right
  • Users are Not Designers
  • Designers are Not (Representative) Users
  • Vice Presidents are Not (Representative) Users
  • Less Is More (KISS Consistently!)
  • Help Doesn

Mark Hurst: The Page Paradigm

Mark Hurst’s has repeated (republished) in his newsletter his “Page Paradigm” to describe the near-constant pattern in the way that users navigate web sites. It’s amazing how despite constant growth and change has occurred simple truism such as these hold true. Of course it’s easy to take these slogans too literally. There is nothing wrong (and its been proven effective) of course with putting a large amount of effort into creating “beautiful” web sites but it’s no substitute for focusing on exactly on what people are trying to do there.
Mark’s slogan:
On any given Web page, users will either…

  • click something that appears to take them closer to the fulfillment of their goal,
  • or click the Back button on their Web browser.

A few of his notes:
“Users don’t much care “where they are” in the website. So-called “breadcrumb links,” which show the user the exact hierarchy of the website as they click further down, are a nice but mostly irrelevant technology. It’s not that users don’t understand the links; it’s that they don’t care. … Users don’t care where they are in a web site.”
“NOTE 4. … Users only come to the website when they have a goal – usually finding a specific piece of information, or conducting a specific transaction. The Goal is very specific, and it’s the defining motivator of that user’s experience on the website. Fulfill the Goal quickly and easily, and it’s a good experience; otherwise, users will try to avoid the site in the future.”
“… partner promos, silly “branding”, overdesigned navigation, graphic advertising, and the rest – that have nothing to do with the Goal? From the user’s perspective, they are pointless at *best* – at worst, an active motivator to tell their friends not to go to your website.”
“NOTE 5. Consistency is NOT necessary. What matters on the Web is whether, on each individual page, the user can quickly and easily advance the next step in the process.”


BnA: Designing Customer-Centered Organizations

“Organizations increasingly view usability and user-centered design to be a key ingredient in creating high quality products. Designing for ease of use is a well-accepted goal, even if many organizations have far to go to create user-centered products. Even with the present downturn in the economy, more companies, from new media to established banks, have larger usability and design teams than ever before. Should we be content that we have come so far?”
Read: Designing Customer-Centered Organizations


Visitor experience design

“This model moves away from the solely content or task-oriented approach as this tends to lead to system-centric designs. What is important here is that this model supports the content and task-oriented perspectives, as well as integrating research and immersion. The inclusion of a research perspective provides insights leading to the understanding of motivations and emotions of visitors.” Courtesy of infodesign
Read: Visitor experience design


Mental Models for producers

Theories of mental representations in general, and mental models in particular, deal with form and function of individual knowledge. The central question is how human beings represent information mentally, and how they use that information to interact with the world in adaptive ways. Users’ knowledge about computer systems are a specific type of mental representations. Mental representations have been investigated by researchers in philosophy, cognitive psychology and – more recently – cognitive science.

Sources: Mental models: a gentle guide for outsiders, What’s Your Idea of a Mental Model?, Eliciting and Describing Users