Show HN: TheElevatorGame.com results
joshrweinstein.com
joshrweinstein.com
Sorry but this is absolute garbage. I hate when people take a meaninglessly insignificant value, and then extrapolate it out to come up with a ridiculous dollar value, to try to prove a point.
270 worker days because of elevator buttons? Imagine how much the US loses because people sit on the toilet for 2 mins longer every day because they play Words with Friends. I assure you that lost productivity completely outweighs any time spent figuring out which buttons to press on an elevator.
Another error on your part is that you even said yourself that familiarity with the button layout will improve the time. So basically, if the same person is using the same elevator over and over again, it can't improve much further after a few attempts. It's only the first 10 times that the person actually might take more time, and after that it has reached the optimal level.
Sorry to be blunt, but you should abandon this project. It's not useful at all.
in terms of further pursuit of the project, didn't have any plans for the buttons in particular except to underscore the importance of user experience design
The whole thing is basically an http://en.wikipedia.org/wiki/Spherical_cow example. It is silly.
"Adding a big lobby button at the top will make it faster to identify and hit the lobby button, while persisting the existing lobby button on the bottom."
The clear solution is to make the existing lobby button twice as wide, right? I'd have been very interested to see the results of a layout like that.
That said, elevator buttons are in need of redesign. I have never in my life hit the "hold open" or "close now" buttons because something about the triangles confuses me about which is which, in the short time I have during which they'd take effect.
You might like the book The Design of Everyday Things which is about issues like confusing elevator buttons.
I just flipped through my copy, actually, because I wanted to quote a passage at you, but I couldn't find it so I guess I was wrong: I had thought one principle of good design was a one-to-one mapping of interface features to functionality. Two buttons doing the same thing would break this concept, but maybe it's not a principle after all.
There are some really cool visualizations in the linked opani page: http://opani.com/ryan/elevator-analysis/results/#key=elevato...
I think the most relevant part of this for web folks is the gamification aspect (obviously its what I was interested in in your previous post). I'd love to see a version of this where you show 50% of users "play 20 times to get an easter egg" and give the other 50% no incentive. How much does it actually increase engagement?
Physical buttons also require very little power when not in use, and their cost scales relatively well regardless of number of buttons - whereas a touchscreen panel three or four feet high for a very tall building would be pretty pricey. Touchscreens do have the advantage of no moving parts, so they're waterproof and have no internal wear and tear over time (assuming a sufficiently tough protective screen), but monitor illumination dims then breaks fairly quickly, and any protective plastic/glass shield over the touchscreen could get pretty scratched up.