Publication statistics
Pub. period:2004-2007
Pub. count:6
Number of co-authors:0
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Rune NøragerMSC., Ph.D.
Has also published under the name of:
"Rune Noerager"
Personal Homepage:
http://www.designpsykologiCurrent place of employment:
Aalborg University / design-people
Rune Nørager is a design psychologist from Aarhus University. Although there is no formal profession called design psychology as such, this approach seems to fit the academic and professional competencies of Rune Nørager that has characterized his career so far.
Rune splits his time between design-people, where he brings upfront research to a range of hi-tech companies, and Aalborg University where he carries out his research as an Associate professor at the department of Product and engineering psychology.
Design psychology attempts to digest and communicate the insights from (cognitive) psychology to other professionals such as industrial designers, engineers, software programmers etc. Rune can thus often be seen giving talks and conducting seminars aimed at such professionals.
A further ambition is to reintroduce explicit guidelines and expert approaches to the fundamental interplay between the user and the interface.
The viability of such an approach, despite its somewhat bleak legacy of the early HCI history, can be seen with animation principles. Such animation principles reflect deep insights of how humans appreciate living sentient entities, material objects and spatial layouts etc. Indeed we are now coming to understand that some of the earliest developing skills in infants are closely related to these animation principles. With this knowledge complex narratives can be realized that are convincing and which we readily accept (across culture, age, gender and language!). Furthermore, intelligent violations to our basic physical reality can be introduced exactly by knowing what they are (contrary to the unintelligent violations that haunts GUIs without providing any additional functionality).
It is clear that animation principles does not prescribe what a good narrative is in a cartoon, but they are essential for believingly conveying such a story. Similarly, the approach taken by Rune Nørager, in his conception of design psychology, does not address what a given tool should do and which requirements it should fulfill functionality wise. Fortunately, there are many very useful tools out there already which does exactly that. In association herewith Design psychology contribute to ensure that these tools tap into our immediate and natural competencies as human beings.
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Publications by Rune Nørager (bibliography)
Nørager, Rune (2007). Mindstorms i et glas vand?. Retrieved [Date unavailable] from BitConomy: http://bitconomy.dk/?articleid=3204
LEGO løftede på dette års Consumer Electronics Show i Las Vegas sløret for deres næste version af det populære mindstorms robot produktserie. Udviklingen af Mindstorms NXT udmærker sig ved at have inddraget entusiastiske privatpersoner med forskellige baggrunde indenfor den teknologiske verden. Som jeg vil argumentere for i det følgende, er der således hovedsageligt også tale om en teknologisk opdatering af mindstorms serien, hvor der ikke er sket nogen fornyelse på selve legesiden. Dette er problematisk da mindstorms således på mange måder er lavet af teknisk orienterede voksne for teknisk orienterede voksne.
© All rights reserved Nørager and/or his/her publisher
Nørager, Rune (2007). Grænseløse brugergrænseflader. Retrieved [Date unavailable] from BitConomy: http://bitconomy.dk/?articleid=3204
Brugergrænsefladen er der hvor vi møder teknologien og betjener den. Selve begrebet brugergrænseflade afspejler primært det forhold, at moderne programmeret teknologi, dvs. teknologi der indeholder software, introducerer et brud mellem den fysisk materielle teknologi som vi kan se og røre ved, og så den logisk funktionelle del af teknologien, der ligger implementeret i softwarekoden vi ikke har nogen umiddelbar kontakt til. Brugergrænsefladen er kort og godt der, hvor de to dele af teknologien mødes i forhold til brugeren. Heraf følger at programmeret teknologi, som eksempelvis en mobiltelefon, således består af to overordnede designudfordringer – på den ene side det som mobiltelefonen kan bestemt af den software, der ligger i telefonen, og på den anden side designet af selve brugergrænsefladen, der i denne sammenhæng dels er de fysiske knapper og så det dynamiske indhold af skærmen såsom tekst, ikoner og grafik.
© All rights reserved Nørager and/or his/her publisher
Nørager, Rune (2007). Støj, stress og indirekte spørgsmaal giver gode svar i brugbarhedsundersøgelser. Retrieved [Date unavailable] from BitConomy: http://www.bitconomy.dk/?articleid=3223
Brugbarhedsundersøgelser udgør en hjørnesten i produktudvikling, hvad enten det handler om softwareprogrammer og hjemmesider eller mekatronik som blodgasmålere og mobiltelefoner. Undersøgelserne bruges i hele spekteret af produktudviklingsforløb, fra de tidlige konceptfaser over prototyper på alle stadier fra simple til avancerede og til slutevaluering af det færdige produkt.
Endelig bruges undersøgelsesmetodikkerne også i forhold til benchmarking, hvor forskellige produkter holdes op mod hinanden. Det er derfor relevant at forholde sig kritisk til hvordan disse undersøgelsesværktøjer bruges og kende til deres fordele og begrænsninger.
I det følgende vil jeg pege på hvordan en række af de mest brugte undersøgelsesmetodikker, såsom tænke-højt protokollen, potentielt kan give et meget begrænset og endda et fejlagtigt indblik i et produkts brugbarhed, såfremt disse ikke administreres korrekt. På denne baggrund vil jeg give nogle bud på hvordan udbyttet af brugbarhedsundersøgelser optimeres.
© All rights reserved Nørager and/or his/her publisher
Nørager, Rune (2006): Psykologi som designvidenskab. In Bulletin fra Antropologisk Psykologi, 15 p. 7.
Peter Krøjgaard peger i sin artikel på hvordan spædbørnsforskningen har relevans for almenpsykologien. Jeg vil i min kommentar hertil vove halsen, og påpege nogle yderligere konsekvenser de seneste 30 års spædbarnsforskning må have for den almenpsykologiske forståelse. Jeg vil også eksemplificere hvordan disse konsekvenser for almenpsykologien har mere end blot akademisk relevans, og ligeledes må føre til ændringer indenfor et anvendelsesorienteret praksisfelt – i dette tilfælde menneske-teknologi interaktion.
© All rights reserved Nørager and/or Psykologisk Institut, University of Aarhus
Nørager, Rune (2006): Users expect interfaces to behave like the physical world. In: Bertelsen, Olav W., Brynskov, Martin, Dalsgaard, Peter, Iversen, Ole Sejer, Petersen, Marianne Graves and Wetterstrand, M. (eds.) Sixth Danish Human-computer Interaction Research Symposium November 15th., 2006, Aarhus, Denmark. p. 2.
Navigation in folder structures is an essential part of most window based user interfaces. Basic human navigation strategies rely on stable properties of the physical world, which are not by default present in windows style user interfaces. According to the theoretical framework Ecological Cognitive Ergonomics, user interfaces that mimics the dynamics of the physical world, should be more intuitive and easy to use. To test this hypothesises 69 subjects solved a number of tasks involving navigation in folders in two different windows environments that varied in their degree physical world resemblance. Results showed that users had very strong physical world biases in their use of the windows interfaces. The more ecological version was thus significantly faster to use, and was preferred by the majority of users. These results seem to confirm the hypothesis and are discussed in light of the larger theoretical framework.
© All rights reserved Nørager and/or his/her publisher
Nørager, Rune (2004): Ecological Cognitive Ergonomics: A theoretical and practical framework for constraining the immaterial functional logic of programmed technology in user interfaces with core knowledge dynamics. Psykologisk Institut, University of Aarhus
In the article Intuitive User Interfaces, from 2001, Klaus B. Bærentsen outlined a new
theoretical and practical framework, for the design of user interfaces, which addresses the
unique problems that arise from the split between the material substance and functional
logic of modern programmed technology. Unfortunately the article never gained much
momentum in the theoretical and practical field of human-machine interaction. The aim of
this thesis is to reintroduce and extend the ideas expressed in the article. To achieve this
goal, the framework, outlined by Bærentsen, is clarified with respect to its culturalhistorical
background, and contrasted with that of two other contemporary human-machine
interaction frameworks. On this basis Bærentsen’s approach stands out as a distinct
evolutionary-based approach, which is adopted into a separate tool called Ecological
Cognitive Ergonomics (ECE). The main constituent of ECE is evolutionary-based sensorymotor
core knowledge, which is a term that has arisen out of infant developmental research.
By adopting Bærentsen’s approach into ECE and linking it with the concept of core
knowledge, it becomes possible to adopt more than thirty years of infant cognitive
developmental research into the framework and thus extending it both qualitatively and
quantitatively. Finally the practical application and implication of ECE is demonstrated
with a pilot study.
© All rights reserved Nørager and/or Psykologisk Institut, University of Aarhus
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