Is it easier to design for touch screens if you have poor UI designers?

Flying back from Sydney with Qantas and now flying to Seattle with Lufthansa I had to long distance flights in which I had the opportunity to study (n=1, subject=me, plus over-shoulder-observation-while-walking-up-and-down-the-aisle 😉 the user interface for the in-flight entertainment.

The 2 systems have very different hardware and software designs. The Qantas infotainment system is a regular screen and interaction is done via a wired moveable remote control store in the armrest. The Lufthansa system uses a touch screen (It also has some hard buttons for volume in the armrest). Overall the content on the Qantas system comprised of more content (more movies, more TV-shows) including real games.

The Qantas system seemed very well engineered and the remote control UI worked was greatly suited for playing games. Nevertheless the basic operation (selecting movies etc.) seemed more difficult using the remote control compared to the touch screen interface. In contrast the Lufthansa system seems to have much room for improvement (button size, button arrangement, reactions times of the system) but it appeared very easy to use.

So here are my hypotheses:

Hypothesis 1: if you design (public) information or edutainment systems (excluding games) using a touch screen is a better choice than using an off-screen input device.

Hypothesis 2: with UI design team of a given ability (even a bad UI design team) you will create a significantly better information and edutainment systems (excluding games) if you use a touch screen than using an off-screen input device.

From the automotive domain we have some indications that good off-screen input device are really hard to design so that they work well (e.g. in-build-car navigation system). Probably I should find a student to proof it (with n much larger than 1 and other subjects than me).

PS: the Lufthansa in-flight entertainment runs on Windows-CE 5.0 (the person in front of me had mainly the empty desktop with the Win CE logo showing) and it boots over network (takes over 6 minutes).

Mobile Physical Interaction in the Wild

The parking meter is some streets of Dublin are an interesting example of an interface following the basic idea of physical mobile interaction. As you see from the manual sticker – the first part is on the mobile phone: you call a number and then provide the place in which you are (by typing in a number). The second part is then on the ticket machine – till you get the print out. The amazing thing was I really saw people using it!

The user interface design is interesting as they use on the phone typical phone interaction (basically dialing an number) and keep the interaction with the ticket machine the same (except there is no need to insert coins) as it was before. But looking at some work we did in the PERCI project with DoCoMo in Munich we can tell that this is just the initial state of physical mobile interaction [1] – it can be expected that this will become more common!

[1] Broll, G., Siorpaes, S., Rukzio, E., Paolucci, M., Hamard, J., Wagner, M., and Schmidt, A. 2007. Supporting Mobile Service Usage through Physical Mobile Interaction. In Proceedings of the Fifth IEEE international Conference on Pervasive Computing and Communications (March 19 – 23, 2007). PERCOM. IEEE Computer Society, Washington, DC, 262-271. DOI= http://dx.doi.org/10.1109/PERCOM.2007.35