Profile cover photo
Profile photo
Julian Sammy
450 followers -
evidence trumps experience | performance over perfection | responsibility – authority = scapegoat | emotions motivate; data doesn't
evidence trumps experience | performance over perfection | responsibility – authority = scapegoat | emotions motivate; data doesn't

450 followers
About
Posts

Post is pinned.Post has attachment
Dear +Niantic Project , +NIA Ops , and +Ingress ,

As a long-time player who happens to be a business analyst with UX, usability, and process design experience, I have a feature request and a design-perspective request. 

Feature Request

Sort-by-distance for keys in the capsule view. This would make capsules significantly more useful. Assign distance=0 or /-1 to non-key inventory and the order would be perfect.

Design Perspective: A Scanner Built For Touch

The scanner interface is much harder to use than it should be. I'm not just talking about buttons shifting around from screen to screen (I'm looking at you, Ms. Recharge Here and Mr. Recharge There), or that there are far too many screens. The underlying problem appears to be that +Ingress was built for someone using a mouse, not for a person using a touch screen. The +Niantic Project team may not be aware that they have framed the scanner design in terms of desktop use, but that is what it looks like. I believe this framing has lead directly to difficult UX designs. One example is the tiny buttons for [+] and [-] in inventory management, instead of a touch-first design like a fat slider to drag up or down to change the number of items to move/drop/recycle. Perhaps the most egregious consequence of this design frame is the number of screens players have to navigate to do the simplest, most common things. You've taken some steps to address some of these things. The long press to RECHARGE ALL is nice, though it still takes five taps to get to it (OPS, PORTAL KEYS, select portal, RECHARGE, RECHARGE ALL). This should work from the first RECHARGE button - or better yet, RECHARGE should be one of the long-press actions on the scanner map. Perhaps shift the cross to a hex, adding RECHARGE ALL and POWER CUBE to the options?

That is treating one symptom, however. That change would not address the worst UX offender: it takes ELEVEN TAPS to use a power cube while recharging a portal.

That bears repeating.

It takes ELEVEN TAPS to use a cube while recharging a portal.

0. Long-press RECHARGE ALL.
1. Ops
2. PORTAL KEYS
3. POWER CUBES
4. Cube (select)
5. Use
6.Ops
7. POWER CUBES
8. PORTAL KEYS
9. KEY (select)
10. RECHARGE
11. RECHARGE ALL

This is madness. From a UX/usability perspective it is clear that this just sort of happened - this process was not architected or planned. If nothing else power cubes should be directly accessible on the recharge screen without navigating to another screen - but again, this treats one symptom.

A "cure" would make better use of the touch interface in a holistic way. For example, you could use gestures to access most-used inventory items - say, a pull down from the OPS button to expose inventory items as a list of icons. Pull left on the category you want (key, cube, etc.), and finally push up/down to scroll through the list of items. (See the sketches to get a visual view of the idea.)

I happen like this particular idea and think it could work for a lot of situations - but this idea is not the point. I use it to illustrate the consequences of taking a different design perspective - a touch first perspective.

Help us, +Niantic Project . You're our only hope.
PhotoPhotoPhotoPhoto
2015-03-24
4 Photos - View album
Add a comment...

Post has attachment
#ChangeFAIL Podcast #7: Perverse Incentives video is up. Audio, show notes next. @BAKevin @SCI_BA @ChgFAIL
Add a comment...

Post has attachment
#ChangeFAIL Podcast #6 "You Know You Want To (aka Incentives)" is up! @BAKevin @ChgFAIL @SCI_BA https://youtu.be/nkJuEYlh-CE
Add a comment...

Post has attachment
Takeover. Acquisition. Consolidation. Merger. Inspired by LinkedIn & Microsoft, Kevin & Julian ask why they are so common when 4/5 fail. (tl;dr: culture) https://youtu.be/Wij_0eNM_Kg
Add a comment...

Post has attachment
Add a comment...

Post has attachment
Change.FAIL Podcast #3: Marvel-ous Failures is up on YouTube. Audio and show notes to follow.
Add a comment...

Post has attachment
Add a comment...

Post has attachment
Watch "Missing the Target" Change.FAIL Podcast #2 live & raw. @bakevin & @SCI_BA #ChangeFail

This week the topic is Target utterly failing to expand to the Canadian market. This huge retailer set itself up for disaster. They fell victim to cognitive biases, successfully avoiding opportunities to avoid failure.

Each week, Kevin Brennan and Julian Sammy talk about organizational change failures and failures to change. They explore doomed attempts to adapt to our changing world, what was messed up, and how disaster could have been avoided. They connect ideas that don't seem related at first glance, reframe the problems, and consider strategies and mindsets that you can apply in your organization.

We enjoy feedback. You can comment below, on Twitter @ChgFAIL, on our Facebook page (https://www.facebook.com/ChangeFAIL), or our website http://Change.FAIL/episodes. If you want to reach them directly, they are on Twitter @BAKevin and @SCI_BA.
Add a comment...

Post has attachment
Change.FAIL Podcast #1 is up on our YouTube channel! @BAKevin @SCI_BA #ChangeFAIL

Each week, Kevin Brennan and Julian Sammy talk about organizational change failures and failures to change. They explore doomed attempts to adapt to our changing world, what was messed up, and how disaster could have been avoided. They connect ideas that don't seem related at first glance, reframe the problems, and consider strategies and mindsets that you can apply in your organization.

This week is the first episode, and it's a beta (production isn't perfect yet). Kevin and Julian cover a lot of ground looking at how organizations can succeed at business transformation today, and how to change the way they change to avoid change failures and failures to change. Future episodes are more tightly focused on single topics, and usually run 20-40 minutes.

We enjoy feedback. You can comment below, on Twitter @ChgFAIL, on our Facebook page (https://www.facebook.com/ChangeFAIL), or our website http://Change.FAIL/episodes.

If you want to reach them directly, they are on Twitter @BAKevin and @SCI_BA.
Add a comment...

Post has attachment
The live feed from http://Change.FAIL Episode 1 is now online. Edited version to follow.
Add a comment...
Wait while more posts are being loaded