Mark

interaction design principles

I considered the following principles in the design of this volume control:
Affordances and discoverability (Norman & Neilsen)
The bowls afford the action of holding pebbles. The power button affords pressing as an action as well as a label for volume as a signifier. The iconography and labeling of low versus high volume promotes discoverability of user action. The placement of the control in the car (middle of table) promotes discoverability for passengers. The pebbles afford the action of picking up and moving.

Feedback (Norman & Neilsen)

Auditory feedback for this system includes increase/decrease in sound and sound of placing pebbles into bowls. Visual feedback includes change in soundwaves displayed across control as volume is increased/decreased.

Conceptual model (Norman & Neilsen)

Users familiar with the game mancala would hold a conceptual model of moving pebbles between bowls. The size of the control is similar to that of a tissue box which fits into a mental of model of interacting with an object on a table. I imagine that eventually users would also develop a conceptual model of sound carrying weight, which is promoted in the interaction.

Good design is environmentally friendly (Rams)

The material of the volume control is made of bamboo, which is a fast growing grass. My storyboard is of an autonomous vehicle that promotes ride sharing among working professionals.

Aesthetic and minimalist design (Norman & Neilsen)

Currently, most volume controls in vehicles are attached to the dashboard which is a platform for multiple user interactions and information. My proposed volume control eliminates irrelevant information not pertaining to the singular volume interaction.