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HMI Design

Workbook
Seven steps to
good HMI Design

siemens.com/hmi-design-workbook
Felix Kranert
Oliver Gerstheimer
Sebastian Frei

HMI Design
Workbook
Seven steps to
good HMI design
2
Contents
Introduction 4 – 11

Design process 12 – 17

Our 42 design tips 18 – 129

Templates 130 – 143

Glossary & Further readings 144 – 151

3
4
»When love and skill work together,
expect a masterpiece.«
John Ruskin

Introduction
5
Felix
Kranert
Felix has been actively engaged on behalf
»In most industries, the days when a machine- of Siemens AG in the field of industrial auto-
building company could set itself apart from mation for 10 years. Always in the context
of interaction between human and machine,
the competition purely through technical
he collaborated on and directed various pro-
superiority are long gone.« jects in this field in his capacity as In-House
Consultant at Siemens. Convinced of the
added value that a good HMI design brings
to industrial environments, it promotes this
topic in his capacity as Marketing Manager
for SIMATIC HMI products and thus advocates
the “user-friendly design” of operator inter-
faces in the production bays of this world.

6
»Keep up with the times
or be gone in no time!«

Regardless of whether you are talking about a smart- Of course, it is clear that such an optimization would
phone, vacuum cleaner or kitchen appliance: A great not only involve the graphic design of the HMI. The
deal is primarily being operated using software already increasing complexity of the automation solutions
today. We expect devices to look good, but especially and the increasing degree of networking of the com-
that they be easy to operate. The design of the HMI ponents ensure that more and more data can be
interaction therefore plays an ever more important role displayed and analyzed. To be able to master this
for the success of a business. complexity and flood of data, all previous solution
approaches must be thoroughly enquired into and
As a result, it is becoming more difficult for machine checked. A user interface that caused the rise in sales
builders to set themselves apart from the competition figures for a machine 10 years ago might be the
through technical superiority. Any company that does biggest problem of the entire machine now.
not succeed in breaking down the increasing comple-
xity of the systems so that human operators can quick-
ly and easily grasp them will eventually disappear
from the market. On the other hand, any company
who achieves exactly that will have an easier time
marketing its products, because users will love them
for their products and become ambassadors for them.
To achieve this, the interface between human and
machine, i.e. HMI, must be optimized!

7
Oliver
Gerstheimer
Oliver has been a passionate pathfinder and
»Digital media and interfaces are turning us evangelist for the practice of “human cen-
into sushi-eating squirrels. Our preferred tered design” and better “digital products and
services for tomorrow” for over 20 years. In
gastronomic stimulants are compact mouth-
2001 he founded chilli mind GmbH - a quite
fuls of information, which we use to gather hot think tank for digital innovation, new
know-how throughout the day.« business strategies, UX/UI design and com-
plex information architectures. He is a regular
speaker and publicist at international innova-
tion and design platforms and was a specialist
lecturer at German and Swiss design acade-
mies for 15 semesters. He completed 10 years
of study – first in product design, then graphic
design and innovation management, which
makes him a big fan of the number 42.

8
»Not a day without a line –
the 10 minute effect.«

Why does the good old “further and advanced training” learning formats. Our HMI Design workbook, specially
fail so often? Companies offer their employees all-day designed for engineers, is intended to change exactly
or multiple-day workshops and intensive training this. We want to inform and show that HMI design is
courses. Back in daily operations, these training courses not witchcraft.
have a half-life: One football workshop on a weekend
won’t make you a professional football player. Compact Does this book cover every aspect of HMI Design? Of
learning generally passes as quickly as it came. The course not. But it makes the entry into the field easier
effect of small steps over longer periods of time, i.e. and conveys the most important design fundamentals,
attending a guided training path, creates sustainable which can be used to achieve the first measurable
building of skills and know-how. successes – in a compact display, summarized for the
in-depth HMI design master class.
Stimulating, new learning formats under the keyword
Micro-Learning are being established and can be opti- Study your workbook tip for tip, bit by bit. All you need
mally integrated into our daily operations. Those who is 10 minutes a day - whether during your commute or
are eager to learn can learn on a continuous basis, in during lunch. Make notes, draw sketches, and use the
realistic short sequences – in self-determined time numerous practical exercises and templates - but
periods. above all: Integrate your knowledge and what you
have learned into the practical daily project activities
New material is best learned in practical ways, via – because the operator at the machine level will be
images, analogies and stories from the conceivable grateful to you.
daily operations.
“Nulla dies sine linea” – not a day without a line.
Engineers who are interested in HMI design still find (Apelles, Greek painter)
it difficult to find appealing content and practical

9
Sebastian
Frei
Sebastian is a user experience specialist and
»When I was young, I used to burn steaks concept designer for chilli mind and has re-
and schnitzel on a regular basis, until someone ceived these badges, among others: Master
of Arts for Comparative Literature, sharp 1.0
told me that I needed to turn down the tem-
GPA at LMU Munich, 1 year Texas Pampa,
perature. In design too, there are design- 2 years Tokyo Jungle, compulsory English,
related problems that are relatively easy to freestyle Japanese, trilingual through the day,
solve – if you know how.« 4000 hours of Design Thinking, hitchhiking
through 8 sectors, Haute Couture Content
Designer, User Journey Travel Guide, Customer
Experience Lobbyist, dedicated co-thinker,
knowledgeable multipotentialite, lover of
steep learning curves, weekday vegan and
sushi connoisseur.

10
»A good design does not come from
inspiration, but from perspiration,
i.e. working with your hands.«

Actually, the book you have in your hands is two Good design needs unambiguous naming and storage
books in one. On the one hand, you will find concrete of files. It does not matter how many benchmarks,
design tips for an HMI - whether it be visual appeal, ideas, drafts and experiences we have gathered if they
layout, structure or interaction. It shows how to avoid are not sorted and easy to find. Anything that disap-
typical problems that can still be observed in many pears in the chaos or in one person’s head is not avail-
present-day HMIs. At the same time, however, it deals able and will be forgotten.
with the design process, i.e. the question of how we
can take on complex tasks and come to a solution as Good design uses the ideas and solutions of others.
efficiently and effectively as possible. We don’t have to re-invent the wheel, but simply do a
better job of implementing and re-combining existing
Good design starts on paper. Anyone who immediate- ideas. We can learn from the mistakes of others and
ly works out ideas on the computer will quickly lose should rely on what has been tried and tested. It is
himself in the details without having clarified the often worthwhile to take a look at other industries.
fundamental issues. By first sketching our ideas, trying
and discussing some alternatives, we protect ourselves Anyone who has incorporated the methodical tools of
from dead-ends with high costs. the design process into his way of working will recog-
nize that he can use them to not only design an HMI,
Good design requires practical forms of documenta- but to also accomplish almost any task more quickly
tion. Relevant work steps and results must be recorded and efficiently.
and visualized in compact form. Ideas and information
only develop into something valuable for us and our
team when we make them easily accessible, compre-
hensible and visible.

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12
»Start by doing what’s necessary;
then do what’s possible; and suddenly
you are doing the impossible.«
Francis of Assisi

Design process
13
Design process
As with any other type of work, design also has an optimal
process for efficiently achieving good work results – that is
the design process.

Within the scope of the HMI design you then only need to transfer to the
process you can systematically work out programming.
the conception and design aspects of
the HMI of a machine – and success- On the one hand, the HMI design pro-
fully and efficiently reach your goal. cess allows you to design an entire HMI
for a new machine. On the other hand,
The process provides six active phases it can also be used for designing indi-
for this: “Understanding contexts”, vidual HMI components. The process
“Drawing the Big Picture”, “Designing is generally not just run through one
the visual aspects”, “Designing the time, rather, it is run through until the
interaction”, “Testing the prototypes” design has reached the required degree
and lastly, “Styling and finalizing”. In of quality and maturity. The design
each of these phases, you further de- process should generally begin with the
velop the HMI design iteratively; while design of the machine, because a well-
the results of the initial phases still designed HMI is just as important as
show a coarse degree of implementa- the machine itself. At the end of the
tion, the later outcomes show a high day, it is the interface that the user will
degree of visual detail and approxi- use to handle day-to-day tasks.
mate the final HMI design – which

14
RETHINKING
HMI DESIGN

STYLING AND UNDERSTANDING


FINALIZING CONTEXTS
1
7 2

HMI
6 DESIGN 3
TESTING DRAWING THE
PROTOTYPES “BIG PICTURE”
5 4

DESIGNING THE DESIGNING THE


INTERACTION VISUAL ASPECTS

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By adhering to just 42 design tips, you can keep on
the right track in the design process and expect
a good HMI as the result.

Each design phase generally requires The acquisition of information must In the “Designing the visual aspects”
you to perform three kinds of activities: therefore be done at the right points: phase, you first rely as much as possible
“Observing”, “Reflecting” and “Doing”. Ask the real users, observe the real on pre-assembled components of the
Depending on the design phase, the contexts in which the HMI will be used, HMI Template Suite. Alternatively, you
execution, the usable templates for identify HMI examples, which have use the Best Practices of others or your
speeding up the design and the out- real relevance to your HMI. The out- own solutions as a model – so that you
comes will differ. In general, you gather comes, for example, are archetypal don’t have to re-invent the wheel. Now
relevant information while “observing”, user descriptions (personas) and you begin to give the HMI a tangible
which you convert to knowledge while relevant application scenarios of the face, and you place all modules such as
“reflecting”, and then transform into machine, in which the HMI is to allow information, function areas at the
a form that is useful for HMI design – operation by users. correct positions.
or into the HMI design itself – while
“doing”. With this knowledge, you can draw With the “Designing the interaction”
the “Big Picture” in the following phase, you dedicate yourself to the
To keep you on the right track during phase: What is the concrete goal for dialog between the user and the HMI,
these activities, this workbook gives your HMI design and in what concep- which concretely encompasses the user
you 42 design tips, which can be a quick tional and functional framework inputs and machine outputs on the
and focused orientation aid for the should the HMI design be worked out? HMI. Whereas you previously laid out
“what”, “how”, and “why” of the phase. Of course, you are still on a general individual HMI screens, the dialog
design level and are using quick and concentrates on the sensible linking
In the first phase, the “understanding analogous techniques, but with the and hierarchical relation of them.
of the contexts”, you create a struc- outcomes of this phase, you are laying There are also pre-assembled or estab-
tured and handy basis of knowledge, the foundation of the HMI design, lished solutions for the interaction,
which must be reliable and will be which you will continue to build upon which you would do well to consult
instrumental for you in the next phases. in the future. for design decisions.

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Even if the “Testing the prototypes” ideas are going in the right direction. Last but not least, you should perform
phase is positioned rather late, you can Perform this phase with a concrete goal a recap at the end of each design pro-
nevertheless check each degree of for the implementation stage of the cess to extract collect in a structure all
implementation of your HMI and find HMI to be checked. Then you will not of the good ideas, summarized knowl-
out whether you derived the right only save yourself time later on because edge in compact form and successful
findings from your observations and you will have to carry out fewer optimi- designs for future projects. This may
then imported it into an equivalent zations, but the testing will also be give you a good head start in your next
design. The later you begin the testing, more efficient. HMI design project.
the greater the potential costs of cor-
rections in the HMI design. For exam- The “Styling and finalizing” phase com-
ple, you can already check the personas pletes the design. This is where you
for their coherence with users and you decide on visual details such as icons,
can discuss the Big Picture sketches colors and fonts. The corporate design
with colleagues as to whether they of your company may stipulate some
contain all the important details or the aspects here.

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18
»If you spend too much time
thinking about a thing, you’ll never
get it done.«
Corita Kent

Our 42
design tips
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Our 42 design tips
#01
Rethinking HMI design

»1.1 Think of and communicate 26


“design” as “visual aspects +
function”

»1.2 Don’t think of design as an 28


art, but as a craft

»1.3 Expect work-arounds and 30


iterations

»1.4 Design machines as tools 32


for human operators

»1.5 Adopt the good ideas 34


of others

»1.6 Start early with the 36


HMI

20
#02 #03 #04
Understanding contexts Drawing the “big picture” Conceptualizing the
visual aspects

»2.1 Question your own knowl- 42 »3.1 Start with a pencil and paper 58 »4.1 First build a model, 72
edge and listen to others then the house

»2.2 Identify and visualize the 44 »3.2 Plan your HMI like the floor 60 »4.2 Use modular systems, tem- 74
various types of users plan of a house plates, and placeholders

»2.3 Identify and prioritize the 46 »3.3 First draft the most important 62 »4.3 Avoid overloaded screens 76
tasks (use cases) images

»2.4 Pay attention to the context 48 »3.4 Pay attention to the 64 »4.4 Observe lines and distances 78
“light switches”

»2.5 Find the “pain points” 50 »3.5 Draft 3 real alternatives 66 »4.5 Integrate a dashboard 80

»2.6 Use an ideas parking lot 52 »3.6 Discuss your drafts with 68 »4.6 Don’t forget the mechanical 82
others operating options

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#05 #06 #07
Designing the interaction Testing prototypes Styling and finalizing

»5.1 Decide on a menu or work- 88 »6.1 Test the prototype with users 102 »7.1 Plan and orchestrate the final 118
flow, depending on the sprint
situation

»5.2 Give the user information about 90 »6.2 Formulate a goal and 104 »7.2 Don’t mistake your HMI for a 120
what to do in the event of concrete questions for coloring book
error messages the test

»5.3 Prevent user errors 92 »6.3 Concentrate on what is 106 »7.3 Avoid unnecessary visual 122
important gimmicks

»5.4 Protect the user from 94 »6.4 Carry out the testing on-site 108 »7.4 Design machines as tools 124
making small clicks with big for human operators
consequences

»5.5 Forget the instructions and 96 »6.5 Conduct testing in an explor- 110 »7.5 Orchestrate the rollout 126
offer help on-site atory and task-based way

»5.6 Only use animation 98 »6.6 Document the results in 112 »7.6 Plan for the future 128
if it supports a goal a compact way for further
implementation

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#
Key

Good to know

Get in contact

Hands on

Time booster

23
»1.1 26
Think of and communicate “design”
as “visual aspects + function”

»1.2
Don’t think of design as an art,
but as a craft 28

»1.3
Expect work-arounds
and iterations 30

»1.4
Design machines as tools
for human operators 32

»1.5
Adopt the good ideas
of others 34

»1.6 Start early with the HMI 36

24
#01
Rethinking
HMI design
25
Chapter #01 | Rethinking HMI design

1.1 Visual aspects + function


Think of and communicate “design” as “visual aspects + function”

Understanding In our everyday life, we talk about Good design creates genuine added
design designer clothes or designer furniture value for customers and users. It makes
when we mean products with special things understandable, facilitates work,
visual appeal. Design is about making saves time and even helps to prevent
things look cool: style, layout, colors, errors and accidents.
look & feel.
And it is precisely this understanding of
But whoever thinks of design in this design that is decisive: It is the basis for
way doesn’t understand design, be- speaking in a meaningful way about de-
cause design is so much more. sign and for formulating a good design.

Essential Steve Jobs summed it up nicely: “Design When you talk to your colleagues and
is not just what it looks like and feels supervisors about good product and
like. Design is how it works.” HMI design, ensure that they know
what you are talking about.
And this is precisely the gist of the
matter: Design is visual aspects + func- Make it unequivocally clear that you
tion. Or even better: function + visual don’t just want to make the interface
aspects. for your next machine prettier,
but above all, better.
Real And that makes design an indispens-
added value able part of any product. There is no
such thing as “designer products”,
design is always there, it can just be
good or bad.

26
Think further
»At the end of the process, design is a statement and a result. Before this, however, there
is a path that is systematically contested in order to identify needs and acceptance factors
and to design better solutions for the user.«

The understanding of design as


“visual aspects + function” is similar
to the discovery of “0” in mathematics,
because only in this way can certain
modern thought processes and solu-
tional approaches be understood -
such as the ever more popular Design
Thinking.

If you research and Google “Design


Thinking”, you will get an overview
of what this means and you can jot
down the most important aspects
and information.

27
Chapter #01 | Rethinking HMI design

1.2 Craft
Don’t think of design as an art, but as a craft

Quality It is a human trait that we can see Of course, using these principles won’t
quality, but we can’t always understand make you a design expert overnight,
it or imitate it. but you will achieve noticeably better
results.
For example, we can tell a tastefully
prepared entree from a culinary Just like in cooking: One cooking class
disaster, but we are nevertheless far won’t make you a celebrity chef. But, if
from being professional chefs. someone teaches you to turn down the
heat after your steak is cooked, you
Learnable The big question always remains: How? won’t burn steaks anymore.
How do I formulate a good HMI design?
Create a solid handicraft basis for HMI
The most important thing is: Design is design. As a result, you will also sharp-
not an art, but a craft that can be en your perception of the details that
learned. constitute quality. And it is precisely
this that is the foundation for innova-
Perception The essence of a good design can be tive solutions.
of details summed up in a few rules and
principles.

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Conclusion
»He who asks many questions is in the flow of producing solutions. In HMI design, the
designer questions his own draft: Is it good enough or does it still need improvement?
This constant questioning ensures the quality of the craft.«

Compile your most important


1 rules and guidelines!

This workbook gives you a number of


concrete tips for a good HMI design.
2
Use this page to jot down five tips
that are relevant to you – e.g. for your
current HMI project.

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Chapter #01 | Rethinking HMI design

1.3 Iterations
Expect work-arounds and iterations

“FEW IDEAS Like any craft, design follows a se- If you want to find a rough diamond,
WORK ON THE quence of work steps. you must dig in different locations.
FIRST TRY. The fact that you sometimes come up
ITERATION In the beginning, it is primarily about with nothing is part and parcel of the
IS KEY TO asking the right questions and under- process.
INNOVATION.” standing the basic task and goal. Then
you look for solutional approaches and On the other hand, design is an itera-
Sebastian Thrun
finally, you work out the design up tive process: This means, you should
until the launch. take a step-by-step approach. The
designer takes two steps forward, dis-
The right This design process exists in numerous cusses, tests and validates the design
questions ways and variations, but at its core it and then continues designing.
always involves these decisive steps.
If you discover problems or unresolved
Iterative It is really important to understand two aspects, just take one or two steps back
process things: On the one hand, design is an and takes a different course.
exploratory process. It involves drafting
and rejecting, i.e. the discovery, com-
parison and validation of different ideas
and approaches to the solution.

30
Wow
»Good designers are representatives for the users and anticipate their needs. Constructive
development of interface control logic requires evaluation – the multiple, objective inclusion of
real users in the process.«

“There is no innovation and creativity Who said it?


Samuel Beckett
without failure. Period.” Many brilliant minds have
considered the fact that trial
and error are part of the path
“If you’re not prepared to be wrong, you’ll to success. Find out who said
Adam Savage what and connect the boxes
never come up with anything original.”
that go together with a line.

“Try again, fail again, fail better.” Brené Brown

“Failure is always an option.” Sir Ken Robinson

“Innovation is taking two things that already


Tom Freston
exist and putting them together in a new way.”

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Chapter #01 | Rethinking HMI design

1.4 User-focused
Design machines as tools for human operators

“CUSTOMER A chain is only as strong as its weakest Many HMI developers fall prey to an
SERVICE IS link: Regardless of how fantastic your illusion and think: If I have no problems
EVERYTHING machine is and how much performance operating a machine, then the users
IN THE END.” it yields – as long as your machine and also will not have a problem.
Richard Branson
human operators interact, this interac-
tion (via HMI) is a link in the chain. Remain self-critical and ask yourself:
Will the user really understand this and
In the future, there may be machines is it the ideal solution?
that act almost autonomously and
which will communicate and interact And do not forget: The HMI is part of
with human operators via language as your machine. If you improve your
needed. HMI, you will improve your machine.

Today, however, most machines are


still made for humans and they are
operated via an HMI.

Machines are tools that help us to


perform tasks more easily.

That sounds plausible, but it is quickly


forgotten or not implemented consis-
tently enough in projects.

32
Ooops
»Knowing the needs of the user is knowing the market potential. The key here is checking
your own conviction about whether you are correct. There is always another way. Expand your
way of thinking about the sketching.«

+ – Customer centricity, usability, user


experience

In the meantime, there are a large


number of buzzwords used by
customers – not only for the HMI,
but in all industries and sectors.

The importance of being customer-


centered can be preached again and
again, but it is best to experience it
yourself.

Pay increased attention to your every-


day interaction with products and
services in the coming days. What
works well and what doesn’t work so
well? What leaves you with a positive
impression and what do you dislike?

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Chapter #01 | Rethinking HMI design

1.5 Ideation
Adopt the good ideas of others

“ORIGINALITY Forget about the idea that there is such Above all, however, you should not be
IS NOTHING BUT a thing as originality. bashful about adopting and imitating
JUDICIOUS good ideas and adapting them to your
IMITATION.” We live in the 21st century: Every context.
Voltaire
“invention” today is just a new combi-
nation and modification of existing And if you nevertheless want to re-in-
ideas and concepts. vent the world, don’t forget: There are
established and studied operating
Modification So, don’t just sit at your desk and wait models that have proven their worth.
for a moment of spontaneous inspira- It is no coincidence that turn signals,
tion, but take a good look at the good horns, gas pedals and brakes work the
ideas and approaches of others. same on every car.

New contexts You are not the first person to conceive Whoever breaks the traditional molds
and design an HMI – learn from others. must provide a really good alternative
in order for it to be accepted.
And think outside the box as well.
Some of the most innovative design
and business ideas in the 21st century
resulted from combining approaches
from various disciplines and industries.

34
Plea
»Ideas are good if you have a lot of them and you collect them – in one location. It doesn’t matter
who had the ideas or where they came from – the important thing is to have a pool that you can draw
from when there are new questions in order to come up with a solution. Develop your pool.«

Take a good look at the good ideas and approaches of others - easier said than done.
Here are our tips taken from practice:

Make it a habit to search for good ideas. Give names to the files that will help You can work out ideas for the HMI
1 For example, take 30 to 60 minutes once 4 you find things again later. design by answering questions.
a month to research on the Internet.
Download the Ideation template and
concretize the problems that are to be
solved by the design, for example with
Create a folder in which you can collect Clean out the closet once in a while. the most important question “Why?”
2 images, PDFs or screenshots of good 5 Having a collection with too many
ideas. examples can be a hindrance. A
well-sorted collection with the best
ideas is worth a fortune, however.

Create a clean structure with subfold-


3 ers, e.g. for ideas and good examples
for “Dashboards”, “Navigation”,
“Graphics and Visual aspects”, etc.
Use our “Ideation” template for this
step. You can find it in the chapter
“Templates” on page 132.

siemens.com/workbook-templates

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Chapter #01 | Rethinking HMI design

1.6 Starting early


Start early with the HMI

“HOFSTADTER’S An HMI is not a last-minute detail that And the later test of the HMI prototypes
LAW: IT ALWAYS you quickly add once the machine is with the customer should also be sche-
TAKES LONGER almost ready. duled in a timely manner to ensure that
THAN YOU you can still implement optimizations.
EXPECT, EVEN Start early and develop the HMI at the Three days before launch is too late.
WHEN YOU TAKE same time as the machine.
This does not mean that the conception
INTO ACCOUNT
Even if the functions of the machines of an HMI requires as much time and
HOFSTADTER’S
are not yet precisely defined, there is as many resources as the development
LAW.”
already a lot to be done. of the machine itself, but the individual
Douglas R. Hofstadter
steps and phases should be initiated
The initial phase, in which it is import- early on.
ant to understand the tasks and re-
quirements of the user, is completely The HMI is the face of your machine for
independent of the development state customers and users. Give it the atten-
of the machine. tion it deserves.

On the contrary, in fact: Important


findings that can influence not only the
HMI, but also the machine, can be
gained in dialogs with the customer.

36
Adaption
»Technologies are constantly changing – the existing culture of development is often static. Do not miss
the opportunity to influence something that really counts from the standpoint of the customer. And
preach that even the best machine is not marketable if it doesn’t have a good HMI.«

Initial analysis and user survey Both in small and in large HMI projects,
1 Fundamental accumulation of knowledge about you perform various design tasks that
the future users of the HMI and the contexts in Approx. 15 % should be weighted differently in your
which the HMIs are to be used project scheduling.

Draft of the first ideas The specified percentages give you a


2 The definition of Use Cases, identification of guide for the time expenditures to be
user types and good HMI examples and the Approx. 25 % scheduled.
sketching of first ideas on paper

Digitalization as a prototype
3 From working out sketched wireframes and
a sketch of a structure tree to the digital design Approx. 35 %
of the visual aspects and interaction

User testing
4 The inclusion of real users in the HMI design
process on the basis of efficiently compiled Approx. 15 %
prototypes on paper or in digital form

Refining and finalizing


5 Detailing of the design in terms of styling
and completion of the project Approx. 10 %

37
Best »For many of our customers, the machine is a showcase of their own
competence. Particularly in the high-value furniture sector, the aim is to
produce a finely made, esthetically pleasing product that is more than
practice just functional. The machine park must also fit into this concept.«

38
Application

Hans Weber Maschinenfabrik GmbH has


been in existence for more than 100 years
and has become a manufacturer of grinding
machines. This traditional company is a
guarantor of innovations and qualitatively
high-value mechanical engineering. Siemens
makes up an important part of the company’s
solutions by providing the right products
and comprehensive support.

The innovative operating concept with the


fully enclosed SIMATIC HMI PRO Touch Panel
and the matching Extension Unit for buttons
and switches make the work for the operator
considerably easier and emphasize the perfor-
mance capability of Weber machines with
their refined design.

39
»2.1 42
Question your own knowledge
and listen to others

»2.2
Identify and visualize the various
types of users 44

»2.3
Identify and prioritize the
tasks (use cases) 46

»2.4
Pay attention to the
context 48

»2.5 Find the “pain points” 50

»2.6 Use an ideas parking lot 52

40
#02
Understanding
contexts
41
Chapter #02 | Understanding contexts

2.1 Listening
Question your own knowledge and listen to others

“IF THERE IS A One can always find HMI designers A good example of this is Co-Creation,
SECRET TO SUC- who are convinced that they know their which is practiced in numerous innova-
CESS, IT IS THIS: customers and their needs. tion labs in many companies. The goal
UNDERSTANDING here is to have intensive exchanges with
THE POINT OF In some cases, this is actually the case, customers in order to harmonize prod-
VIEW OF OTHERS
but the majority overestimate their ucts to meet their requirements.
AND SEEING
knowledge.
THINGS THROUGH
However, even if you do not have an Exchange with
THEIR EYES.”
True, they know more than the average innovation lab or Co-Creation workshop, others
Henry Ford
amount about their customers. But there are many other ways to exchange
this does not mean that they know ideas.
enough to design a truly fitting product
that precisely addresses the needs, The trick is relatively trivial: Instead of
specifications and requirements of the spending the whole time talking, ex-
customers. plaining or selling, you simply have to
ask questions and listen more often.
A healthy Thus, you should always harbor a
amount of healthy amount of doubt as to whether
doubt you really know your customers and
users as well as you think. And even if
you have been in the business a
long time, it will pay off if you invest
time in exchanging information with
customers.

42
Focus
»HMI structures are quickly improved until they are made worse by the constant and well-
intended implementation of individual needs and desires. The goal is to replace this “favela
development model” with a clear operating architecture with user-friendly overall harmony.«

Go through the questions and


What do you already know about
consider how you can implement
the concrete requirements and
your ideas in reality.
needs of your customers in regard
to an HMI?

What options do you have for


contacting customers? How can
you make better use of them to
learn more about requirements
and needs?

How can you centrally document


and organize findings in such a way
that it is available to relevant
colleagues and regularly updated? Use our “Big Picture” template for
this step. You can find it in the
chapter “Templates” on page 133.

siemens.com/workbook-templates

43
Chapter #02 | Understanding contexts

2.2 User types


Identify and visualize the various types of users

There is no The following almost always applies: the project. At its core, however, there
single typical There is no typical, single user. A ma- are three important aspects that you
user chine is usually operated by several should be more involved with in detail.
people and by various types of users.
Such as the pre-setter, production Which tasks (goals) are performed on
preparer, feeder, etc. the machine? What is the context (envi-
ronment and device) in which this takes
Therefore, the first step is always to place? What are the difficulties involved
identify who is actually standing in in this?
front of the machine and to get a more
accurate picture of these people and It is best if you print the profiles so that
their work. you can keep it at hand while you work.
If they are digitally stored some place,
They all have different tasks, focuses they aren’t much use to anyone.
and requirements in regard to HMIs.
And, of course, such profiles can be
Documenting Everything that you already know or used well after your current project.
experiences are getting to know about your Share them with co-workers and update
customers/users should not only be them on a regular basis.
stored in your head, but documented
and made accessible.

The easiest way to do this is with


profiles: The details vary depending on

44
One for all
»Never draft anything for one particular user with one-off needs and ideas. The HMI designer
acts in the role of an advocate for the users – he is the objective representative of the majority.
Therefore, a good result for a design is a user acceptance of 7 out of 10 users.«

These three types of users can be found


Machine operators Which types of users are relevant for your HMI? for almost every machine or HMI. If need
be, it may make sense to differentiate
Takes on simple activities: loads and
further users or to accept additional
monitors the machine, changes tools,
types of users.
checks the workpieces, etc.

Fitter
Responsible for advanced tasks (e.g. NC
programs) and coordination of production
orders

Maintenance personnel
Involved with the servicing of the machine,
contact person in the event of faults, problems
and repairs
Then proceed
to Task 2.3.

45
Chapter #02 | Understanding contexts

2.3 Use cases


Identify and prioritize the tasks

In design, we speak of so-called use One example is the “Start” button, to


cases. This means tasks and typical initiate a work step on the machine.
applications that a user wants to carry
out using a machine. Use cases that have a high degree of
relevance and a high degree of fre-
At the start, it is easiest to make an quency at the same time are prioritized,
inventory and jot down the use cases i.e. they should be designed and
Structuring and for each type of user. Then you should located on the HMI with corresponding
prioritizing structure and prioritize these. availability later.

The most important thing here is You can highlight the highly relevant
relevance and frequency: and high-frequency use cases or simply
move them up in your list.
Relevance and Relevant use cases do not occur often,
frequency but when they do, they are particularly
important. Let’s consider the emergen-
cy stop function, for example: It is
rarely used, but it is decisive when it is
needed. It is integrated as a physical
switch for precisely this reason.

Frequent use cases, on the other hand,


are comparatively less important, but
occur more frequently.

DAILY PATTERN

46
Exploring
»Sometimes, the first idea for a new HMI application is actually the best idea. But you will only know
that if you follow your doubts and go on a journey of sketching new alternative solutions, evaluate
the arbitrariness of the first idea and then stand on your own two legs and experiences.«

Download the Persona Template and create


the profiles for your user types from 2.2. First
work to the best of your knowledge. You can
validate, optimize and supplement your
profiles later.

First identify all of the tasks or use cases that


occur to you, without thinking about their
priority (relevance, frequency).

Tip: Formulate them as compactly as


possible, e.g.
• NC program: Creating and optimizing
programs on the basis of technical
drawings or 3D models
• Definition and documentation of
clamping processes and tool plans
Use our “Persona” template for
this step. You can find it in chapter • Run in the NC program: Production of
“Templates” on page 134. sample pieces/individual parts

siemens.com/workbook-templates

47
Chapter #02 | Understanding contexts

2.4 Context
Pay attention to the context

Keen When we speak of context in HMI The interesting thing here is that many
observation design, we basically mean two things: users usually take little notice of their
work environment. Here, you must use
On the one hand, the device/panel, keen powers of observation or targeted
i.e. the context for your HMI design. questions to find out more. In all, the
work environment is a large area with a
Checking of Take a good look at what capabilities multitude of factors.
possibilities and the hardware provides and which
restrictions restrictions it sets. You wouldn’t be the Many of these can be physically
first person who started out highly accessed. If it is very loud in the bay,
motivated and then noticed that your you cannot use any acoustic signals
draft can’t really be implemented this as supporting user feedback, for
way. example.

If you have a list of the most important Others are more organizational: e.g.
factors, you can go through them step- the fact that most work is done in shifts
by-step and check which of them need - a separate screen for the transfer with
to be considered. an overview of the most important info
could be useful.
And then, of course, you have the
context of the user, i.e. his work Use our “Context checklist”
template for this step.
environment.
You can find it in chapter
“Templates” on page 135.

siemens.com/workbook-templates

48
Top 5 questions
»Contextual parameters are: User type (who – persona) + location (where – environment factors) +
process (what – task/activity) + time (when and how long). If you check application scenarios
based on this knowledge, then you will achieve better results for the original context.«

Have you already completed


Do any additional factors that should be supplemented in Task 2.3?
the checklist occur to you?
Download the context checklist
and go through it: Which points are
particularly relevant in the context
of your machine and your HMI?

Work again according to your


best knowledge and make compact
formulations (conf. 2.3).

49
Chapter #02 | Understanding contexts

2.5 Pain points


Find the “pain points”

We call such factors “pain points”, Of course, pain points have a highly Highly emotional and
which users experience as disruptive emotional, psychological effect on the psychological effect
during work. user - they are annoying. And thus, of
course, there is always hope for a
Some pain points are found in the solution.
nature of the matter, so to speak. They
result from the work environment But there is also a productive and
independently of the HMI, but may be economic effect. Pain points not only
solved by a good HMI concept. This annoy the user, they also hold things
brings to mind the shift change and the up and sometimes cause noticeable
compilation on one specific screen. losses of productivity.

Impact on However, a poorly designed HMI can Therefore, pay attention to pain points
productivity also generate pain points. Some and try to eliminate them through good
examples are incomprehensible error HMI design: Both your customers and
messages or complex interactions for the users in the bay will thank you.
high-frequency functions.

These pain points cannot be eliminated


by an HMI in and of itself, but only
through a better design. Use our “Persona” template for
this step. You can find it in chapter
“Templates” on page 134.

siemens.com/workbook-templates

50
Arrrgh...
»It is human nature to avoid something painful or vexing or to otherwise solve it. Do the same and,
during the analysis of existing HMIs, identify the most frequent and most serious faults and vexing
problems in every-day usage (“frequency and relevance”).«

Have you already completed


Task 2.4?

Then consider: When have customers


and users ever spoken about parti-
cularly annoying problems with their
HMI?

Then, when you have filled in all of


the boxes (tasks, context, pain points),
go through the points one more time
and prioritize: Particularly relevant and/
or frequent bullet points are moved
to the top.

You should then print the profiles,


post them on the wall, and discuss
them with selected co-workers. They
will certainly provide valuable tips
and supplements.

51
Chapter #02 | Understanding contexts

2.6 Ideas parking lot


Use an ideas parking lot

“IDEAS ARE LIKE Starting with the analysis, but also later You can create an Excel list for this in
RABBITS. YOU GET during the entire project and design which you can briefly describe and
A COUPLE AND process, you will come across new ideas categorize all of the ideas. But here too,
LEARN HOW TO again and again. the risk is high again that it be stored
HANDLE THEM, somewhere and be virtually ignored.
AND PRETTY
Sometimes they go with the current
SOON YOU HAVE
topic and work step and can therefore The best thing to do is to use sticky
A DOZEN.”
be incorporated immediately. Often, notes and a flipchart that you can hang
John Steinbeck
however, this also involves ideas for the up at your workstation.
subsequent phases.
To give some structure to the whole
When someone has a good idea for thing, you can position the top ideas
Positioning later, the risk of getting diverted is toward the top, for example.
top ideas at high. Instead of concentrating on the
the top current topic, you are suddenly working In addition, color-coding for ideas on
on details when it is still much too early specific topics is helpful as you gather
for this. more and more ideas.

Keeping the idea in the back of your


head is also problematic, because it will
probably be forgotten.

The best thing to do is to create an


ideas parking lot where you can collect
all of the ideas.

52
Free spirit
»Ideas and creative moments are like accidents. They occur to us when we least expect them, e.g. in the
shower. It is important that you value and manifest your ideas, i.e. write them down promptly – regardless
of where and when – so that you can park them later in one location.« (Tip: within 3 minutes)

Consider which categories of ideas are helpful to you and


assign a sticky note color to each category.

Regardless of whether you are working


Visual aspects/Layout on a new HMI project or not: An ideas
parking lot is always helpful. Obtain the
necessary material:

• Space on a wall (e.g. whiteboard,


pin board or a sheet of flipchart
Interaction
paper on the wallpaper)

• Sticky notes in 12.5 x 7.5 cm


in at least 4 different colors

Navigation • Two pens of different colors

Technology/
Implementation
Color

53
Large format pin boards are among the most important tools for

Insight any design project. Only here can you visualize the big picture, grasp
interrelationships and literally go into detail. Anyone who has ever
worked with it doesn’t want to be without one.

54
How to

Use the sticky notes with different


colors in a targeted way to group ideas,
parameters and contents.

Write on your drafts on the wall, high-


light contents and post sticky notes
with comments on it.

55
»3.1 Start with a pencil and paper 58

»3.2
Plan your HMI like the floor
plan of a house 60

»3.3
First draft the most
important images 62

»3.4
Pay attention to the “light
switches” 64

»3.5 Draft 3 real alternatives 66

»3.6 Discuss your drafts with others 68

56
#03
Drawing the
“big picture”
57
Chapter #03 | Drawing the “big picture”

3.1 Pencil and paper


Start with a pencil and paper

“FOCUS Good design starts with the right because the first steps involve basic
ON BEING methods, the right workplace, and structures.
PRODUCTIVE the right tools.
INSTEAD In addition, you can sketch and try out
OF BUSY.” Some companies are striving toward different ideas much more quickly on
a paperless environment in the office. paper.
Tim Ferriss
But when you take a look at the work-
ing areas of the teams that work on If you have a wall available, use it. The
complex problems and innovative solu- difference from working on a small
tions, you will come to the conclusion computer screen is enormous: Here,
that a lot of work takes place beyond you can record everything more
the screen. Exactly the opposite is the efficiently and the active movements in Movement
rule here. front of a wall also activate your brain. activates the
And if you do not have such a wall, look brain
Paper instead Good design begins with a pencil and for a pragmatic alternative, such as a
of a screen paper. whiteboard.

On a computer, the user quickly The wall, pencil and paper are cognitive
becomes immersed in details such as catalysts: Once you get used to it, you
colors and exact distances, which are won’t want to work without it.
completely irrelevant in the beginning.

With a pencil and paper, you automati-


cally remain on the right course,

58
Analog thinking tools
»Drafting is a problem-oriented way of thinking and this first takes place in the head. The most effective
way to keep your thoughts is to put them on paper. Your hand and a marker are an unbeatable combination
for efficient illustrations. A PC and a mouse can hinder the thought process.«

Time for “Design Shopping”.


Pens for sketching You need this for Unit 3:

Pens for sketching: Everyone has their preferences


here – simply select a pair of black markers that you
feel are best for drawing and sketching.
Pens for coloring
Pens for coloring: Of course, there are pens for the
professional colorization of design sketches, but to
get started, simple marker pens also work very well.
Wall for hanging
Wall for hanging: If you do not have a pin board, a
metaplan wall, whiteboard or an electrostatic film
on a wall in the room will also work.

Sticky notes Sticky notes: In any case, select the size


12.5 x 7.5 cm in at least 4 different colors.

Wireframe template: You can simply download


this and print it out.
Wireframe template See “Wireframe” page 136

Paper: Always useful as a supplement to


the templates.
Paper

59
Chapter #03 | Drawing the “big picture”

3.2 Planning
Plan your HMI like the floor plan of a house

What is When planning a house, you don’t start The main screen on which an applica-
needed? with furnishing the bathroom, but with tion starts is one of the more important
questions like: Are we talking about a screens. This screen corresponds to
duplex or a villa? How many and what the foyer of a house, which gives visi-
kind of rooms are needed? Where are tors the first impression and allows the
these rooms located on the floors? And initial orientation in a house.
which rooms will have doors between
them? Use the differently colored sticky notes
to visually highlight screens grouped
Development This means you first identify how many by themes. This will help you to better
of the structure screens and what types of screens you grasp the overall screen.
tree will need in the HMI. Only then do you
put these in the right arrangement and You can digitalize your structure tree
quasi develop the overall architecture using a professional program as
of the HMI, i.e. the structure tree. needed.

In the beginning, you should concen-


trate on the central screens. When
building a house, you don’t start with
the pantry or the bathroom.

60
Quick sketches
»Every good worker plans a construction site and the work that will be done on it – the same applies
to you as an HMI designer. First collect the existing materials and identify any that are lacking, then
assign them to the HMI components and design phases before starting to work.«

Make an “inventory”.

Jot down the screens of your HMI on


sticky notes and sort them on the wall.
Use different colors for the large core
areas.

Almost done? Then you can transfer the


system tree to the digital one. The page
size can be set large enough in most
programs to even illustrate complex
structure trees.

Tip:
Title
Jot down the name of the screen at
• Note 1 the top in big letters, leaving
enough space for remarks below it.
• Note 2

61
Chapter #03 | Drawing the “big picture”

3.3 Sketches
First draft the most important images

“THE WAY TO Only after you have designed the archi- Label the important captions and menu
GET STARTED tecture of the house, you can plan the items. Icons and visual elements can be
IS TO QUIT furnishing of the rooms. The same indicated.
TALKING AND applies for the positioning of functions
BEGIN DOING.” and elements on the HMI screen. You will only know with certainty that
everything fits when you continue to
Walt Disney
Start again with a collection of the work out the sketch on your computer
required functions for a given screen later. At the moment, the idea is to
before you arrange them on the screen examine possible solutions.
and determine their size. Determine the
functions, e.g. based on the user pro- If you should get the impression that Approaching
files, and write them on the edge. the screen is too crowded or something the solution
in general is not working, simply try it
When sketching the layout, consider again using a different approach.
the relevance and frequency of the
functions and information again.

Where are the Decide where the menu and action


action areas? areas will be. Structure the screen.
Divide it up by functions. How much
space do the elements require? Decide
what features and information to high-
light, e.g. by positioning, representa-
tion size, or later coloration.

62
Project framing
»Sketched corner posts help you to not overshoot the goal of the HMI project and to remain
focused. Ideas floating around in your head are given a tangible form. Sketches are not blueprints
or works of art. They are quick and useful – and anybody can sketch.«

Tip:
This involves trying things out
and starting again. To avoid
having to constantly refill your
2 notes on the edge, you can first
make the sketch for the main
field on a blank sheet of paper.
In the main field, sketch your
Then, when you are satisfied,
concept of the screen. Jot
transfer it to the template.
down remarks in the fields
below it as needed.

Color and label important First jot down under “Actions” Use our “Wireframe” template
3 areas or elements, e.g. 1 which functions and informa- for this step. You can find it in
tion must be illustrated on chapter “Templates” on page 136.
buttons, captions, etc.
the screen.
siemens.com/workbook-templates

63
Chapter #03 | Drawing the “big picture”

3.4 Light switch


Pay attention to the “light switches”

Consistent When we move through a house or One of the most frequent pain points
locations apartment, the light switch is always in for users is when the navigation but-
the same location. The design of the tons are in different locations from one
light switches within the rooms is screen to the next. They lose valuable
consistent: Always at the same height time every time because they have to
off the floor with the same distance to search for them and possibly click the
the door frame. wrong button.

There are also “light switches” in every The navigation buttons should always,
HMI: the OK, NEXT and BACK buttons for example, be placed at the bottom
for instance. left, be the same size, and be the same
color.
Essential This means essential functions that
functions repeatedly appear and take up a Give your users the opportunity to
central position in the navigation or familiarize themselves with specific
orientation. operating models.

Pay attention to the “light switches” in


your HMI design and design them
consistently. Always anchor the same
functions in a specific location on the
screen and design them to be visually
identical.

64
Standards & consistency
»What would happen if the light switches in your office were suddenly installed at a different
height? With consistent positioning and taking into consideration the mental concepts learned
over many years, you help the users to move through the HMI almost automatically.«

Light switches, door latches, automo-


• Navigation: OK, NEXT, BACK, CANCEL, etc. bile horns, flashers... In everyday life,
we always encounter interfaces that
always work the same way and which
are always located in the same place.

Important “light switches” of an HMI are


the navigation buttons. Depending on
the HMI, there are even more functions
that should always be designed identi-
cally.

Note down: Which “light switches”


does your HMI need?

65
Chapter #03 | Drawing the “big picture”

3.5 Alternatives
Draft 3 real alternatives

“CONSIDER As mentioned previously, drafting and Examine what it would be like, for Digging for the
EVERYTHING AN rejecting are an important part of good example, if the navigation was on the raw diamond
EXPERIMENT.” design. top or, alternatively, on the left-hand
Corita Kent side. Dig for the raw diamonds in
Instead of getting bogged down in the different locations.
details of a first draft and wanting to
perfect them, it is much better to exam- And whenever you have sketched a
ine different options. draft that you would like to short-list,
you can work out its design it a bit
Don’t get The rule of thumb here is: For the more using text markers.
bogged down essential screens, i.e. the start screen,
in the details central navigation screens, control The actual colors are not important
screen or the model page for the set- for this: What is blue today can be a
tings, you should draft 3 real different color tomorrow.
alternatives.
At first, only central structures and
This does not mean variations that important elements should be high-
differ from each other in their details, lighted.
but genuinely different approaches that
differ in terms of their concept, struc-
ture, and function. Use our “Comparison” template for
this step. You can find it in chapter
“Templates” on page 137.

siemens.com/workbook-templates

66
Explore real alternatives
»Discussing your own drafts with others is just as important as the 2-reviewer principle in
quality assurance. Things that you have overlooked might occur to others - and they may ask
questions that didn’t occur to you.«

What would happen if I ... Where exactly does a “variation” stop


... arranged elements and areas of and the “real alternative” begin? It is not
easy to say. Here are some questions
the screen quite differently?
that can help you explore different
solutions for specific screens.
... allowed my users to navigate
freely and what if I guided them
through a predefined process?
... did not show everything on one
screen, but instead distributed the
information in tabs?

... grouped input fields, informa-


tion and elements quite differently?

... worked with adjustable control-


lers instead of entering numbers in
a field?

67
Chapter #03 | Drawing the “big picture”

3.6 Discussion
Discuss your drafts with others

Seeking the Before you start to digitally work out to show to your boss or a customer in
dialog your drafts on the computer, you this early phase.
should first initiate a dialog with your
co-workers. The problem is: They often want to see
already now what the new HMI will
Stand together at your wall and discuss look like later from a visual and graphi-
your drafts and design alternatives. cal standpoint.

In this way, you can validate which are It would be best to take an example
actually the best ones and whether screen, which you can prepare and
you are basically moving in the right present to others - a kind of visual
direction before you invest more time foretaste.
and additional resources.
But you should also not underestimate The power
Finding In addition to the validation, you will the impact of your sketches. You can of the sketch
new ideas usually also get new ideas that never additionally present these; either by
occurred to you. Depending on the standing together at your wall or by
ideas, you can quickly make a joint making a photo for the presentation to
sketch or send them to your ideas show how much work went into them.
parking lot.

Sometimes, of course, it may also be


the case that you must have something

68
Constructive exchange
»Communication is a tool for discovering weak points and potential good points in the design:
Can you take the HMI draft of another person and make it comprehensible in just a few
sentences? Or can a third party look through the HMI draft without any explanation?«

5 tips for the first feedback round

Hang your drafts and alternatives on the First give your co-workers the oppor-
1 wall and mark each group with a sticky 4 tunity to describe their first impressions
note, outlining what it involves, e.g. without any influence on your part.
main screen, dashboard, settings, etc. Then you should ask targeted questions
and discuss selected points.

Speak with a maximum of one or two Jot down notes and ideas on your
2 co-workers about your drafts - avoid 5 sketches: Either write or draw directly in
having too many cooks in the kitchen. them or use sticky notes with remarks.

Tap the motivation of your co-workers


3 for a maximum of one hour in order to
get feedback from them. If you are not
able to discuss all of the drafts, it is
better to plan another meeting.

69
»4.1 72
First build a model,
then the house

»4.2
Use modular systems, templates,
and placeholders 74

»4.3 Avoid overloaded screens 76

»4.4 Observe lines and distances 78

»4.5 Integrate a dashboard 80

»4.6 Don’t forget the mechanical


operating options 82

70
#04
Conceptualizing the
visual aspects
71
Chapter #04 | Conceptualizing the visual aspects

4.1 Building a model


First build a model, then the house

“A HOUSE IS After you have validated your sketches Of course, the question then is: How far
A MACHINE FOR with your co-workers and selected should you go with the design of the
LIVING IN.” the best approaches, you are ready for prototype?
Le Corbusier further designing on the screen.
Basically, the focus is on functionality:
But don’t forget: You are not yet dealing But the visual aspects of the design can
with the final drawing, but steadily also play a role.
making progress.
Remember the example of the buttons: The important
Planning the The next checkpoint is the planning The important thing in prototypes is, thing is Where
prototype of a prototype, which you can then for example, where the buttons are
present to selected users. located and whether they are high-
lighted using colors.
You want to present a model, not the
finished house. You must therefore It is still completely irrelevant at this
achieve a certain degree of design to point whether a button will be round or
ensure that the future HMI will be angular or what color it will be. You
accessible to your test users. want to know whether the users can
find the button, not whether they think
Only in this way can they give you the it’s “cool”.
detailed feedback that is necessary for
the final design.

72
Initial implementation
»Architects build models – HMI designers build prototypes. Both are used to convey a tangible and
concrete image of the target product. Especially at the start of a project, it is important to fall back
on very simple paper prototypes.«

You can quickly become disoriented in


No prototypes Prototypes
the prototype jungle. In general, the
following applies: Static sketches, wire-
Drawing Paper prototype frames and mockups are not classified
as prototypes. A prototype always
involves simulating the interaction
between a human and a machine.

Generally speaking, a distinction is


made between low-fidelity and high-
fidelity prototypes. The former are
Wireframe Clickable Wireframe
quick, easy and cost-effective – they
visualize the basic idea. The latter are
very close to the finished product, but
are therefore also more difficult to
make.

Research the terms listed on the


Mockup Digital prototype
left-hand side and make notes about
their definitions.

73
Chapter #04 | Conceptualizing the visual aspects

4.2 Templates
Use modular systems, templates, and placeholders

If you use one of the SIMATIC HMIs, the now use the next best one from an Working with
perfect tools are at your disposal with online icon database as a placeholder. placeholders
the TIA Portal and the HMI Template
Suite. When transferring from paper, the first
thing to check is whether everything
Using the kit Here, you are offered a range of will fit on the screen and function.
templates and generic templates, i.e.
like a box of Lego bricks. If you adapt anything, it will be the
shapes, structures and arrangement of
This allows you to implement your the screens. Do not waste time with
sketches more quickly, because you do questions of style. Those will come
not have to build everything from the later.
ground up, but only have to adapt and
supplement the templates.

In doing this, you should first import


the presets, i.e. the font, colors, icons,
etc. You can decide later exactly which
colors or icons you would like to use
and set them individually.

And if you ever need an element, e.g.


icon, that does not exist, you can for

74
Accelerator
»As when building a prefabricated house, an HMI library accelerates the implementation of
pre-sketched concepts and design ideas. The recycling and adapting of existing elements is an
important capability of any designer.«

1
Familiarize yourself with the TIA Portal:
Take one of your sketches and imple-
ment it in the TIA Portal with WinCC by
using, adapting and supplementing
ready-made templates.

And do not forget: At first, you can


ignore visual details, such as the exact
colors.

You can find more information on the


HMI Template Suite on pages 84 - 85.

siemens.com/hmi-template-suite

75
Chapter #04 | Conceptualizing the visual aspects

4.3 Screens
Avoid overloaded screens

“OUT OF It is common to see overloaded HMI Before everything becomes too


CLUTTER, FIND screens: There are too many elements, cramped, distribute the contents and
SIMPLICITY.” everything is on a very small scale and elements more efficiently over more
Albert Einstein too cramped. There is so much to take area and on levels/tabs.
in that everything becomes a blur.
Sometimes, however, we see the
The text is difficult to read and exact opposite: The screen is almost
sometimes you even have problems empty, the space is not fully utilized
operating the tiny buttons. and a short text or button can be found
hidden somewhere on the edge.
The tendency of a screen to become
too busy can be seen as early as the In this case, you should more efficiently Even
drafting stage on paper. Now, on utilize the space by enlarging the ele- distribution
the screen, you must once again deal ments and moving them into the center
with defining the actual sizes of the of the screen, for example.
individual elements. And the question
is: Does everything fit?

If it is all too much, you need to more


narrowly define your priorities: You can
relegate the less important functions
and information behind tabs and tab
navigation, for example.

76
Less is more
»The feng shui of HMI design dictates that you should value the “white space” and use it
correctly: The eye is ergonomically directed to the right positions on the HMI screen and the
user can easily distinguish between information, switches and the background.«

Here is an example of how you can often save on content


and space and simultaneously increase the user-friendliness
of the HMI. Check your HMI for similar cases.

Film winder

Front film winder (min.) front (min.) (max.)

Front film winder (max.) rear (min.) (max.)

Rear film winder (min.)


• Reduction of unnecessary redundancies
• The layout and arrangement support the comprehensibility
Rear film winder (max.) • 50 % less text & 40 % less need for space

77
Chapter #04 | Conceptualizing the visual aspects

4.4 Lines + clearances


Observe lines and distances

Apart from selecting the elements and First, you should structure each HMI
information, it is also important to screen with just a few lines to which
position them in a manageable way on you can align the elements.
the screen – i.e. to develop the layout.
In addition, large collections of ele-
A common design error here is when ments can often be structured accord- Ensure the
the designer simply lines up the ele- ing to theme or function. You can overview is
ments in a row, one after another. This delineate these from one another by manageable
results in a whole range of buttons, color or spatial arrangement.
which the user must first scrutinize in
order to find the right one. The distances are also very important in
this case: On the one hand between
Or the elements are not aligned to com- these element groups themselves. You
mon lines of sight, which an eye needs must make clear what belongs together
in order to efficiently orient itself on a and what does not.
screen.
On the other hand, the distances be-
Quick Both errors cause the user to require tween the text and edges of elements.
orientation more time to orient himself, because In this case, you should prevent the text
saves time he must first turn the chaos in front of from “clinging” to the edge.
his eyes into order.

78
Design laws of perception
»Our world has a specific visual logic and order and, over the course of evolution, our human
perception has memorized these principles. Take these principles into consideration, then you
will design from the perspective of the user.«

Check your HMI for two of the most common design errors.

Text should never “cling” to the edge – leave The alignment of individual areas and
some space between input fields; for buttons elements should follow visual guidelines.
it is best to center the text. Sizes should harmonize.

Text Text

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Chapter #04 | Conceptualizing the visual aspects

4.5 Dashboard
Integrate a dashboard

“A BUSINESS IS A dashboard is a good design option If need be, you can also integrate
SIMPLY AN IDEA for displaying information and for icons that facilitate quick orientation
TO MAKE OTHER manageable orientation of the user and assignment, but which can also
PEOPLE’S LIVES controls. It almost always pays off. contribute to the “style”.
BETTER.”
Richard Branson
Using a dashboard, you can compile a If this makes sense in the context, Visual
lot of information from various HMI visualizations, e.g. diagrams, can also support
elements for a specific context or be integrated in place of text elements.
specific tasks and make them available
“at a glance”. When designing, it is important to:

The important In addition, it is relatively easy to 1. Not show too much information
things at a design a dashboard in such a way that and too many functions. Orientate
glance it triggers a “Wow” response from yourself to what is needed in the
customers and users. context.
2. Position and scale the elements
Dashboards always become a means of according to their relevance and
making a selection if you have a lot of frequency in the context.
values that you would like to display in 3. Ensure that you have uniform dis-
combinations. tances and group the things that
belong together.
Instead of just displaying them in a row,
you can position them on tiles, for
example.

80
Data cockpit
»Dashboards are like the cockpit of an airplane: They accurately show the information that is
relevant to the user in a given moment. At the same time, they aid navigation and allow the user
to call up individual areas with a simple click/touch.«

Search for images of “dashboards”


on the Internet and analyze the
different visualization options.

What displays and graphical elements


are available? What is the arrangement
and labeling like? Make notes and
sketch the best ideas for your HMI.

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Chapter #04 | Conceptualizing the visual aspects

4.6 Operator controls


Don’t forget the mechanical operating options

Even if the focus of HMI design is on Other very frequently used possible
the touch display, you should not forget candidates are, for example, a “Back”,
that some devices also provide the “Cancel” or “Undo” button, which allow
option of integrating physical, analog you to interrupt a process on the touch
buttons into the operating concept. display at any time.

This is a good idea, for example, if you Regardless of which functions you The correct
are dealing with the most relevant establish as mechanical elements on color-coding
functions. Therefore, the required the device, pay attention to the
electronic emergency stop button is color-coding.
always located on the panel.
The selection of the colors available
However, very frequently used basic for the buttons is usually limited,
functions are also good candidates for nevertheless each button should have
a physical button on the panel. its own color to ensure that there is
no mistaking them.
Very frequently This includes, for example, “Start”,
used functions “Pause” and “Off” switches which can In addition, the buttons should be
be used to control the core processes labeled or provided with an icon so
of the machine, for example whenever that the user does not have to memo-
the user presses the green button, the rize which button stands for which
machine presses the metal. function.

82
Quick operation
»HMI displays have the advantage that you can “pack” a lot of functions into them.
Mechanical operating options, on the other hand, are suited for selected highly relevant and
frequently used functions.«

You can sketch your mechanical


User ID card
panel here. Draw in how many
buttons you will need and label
them using notes on the edge.

You can find more information on the


Extension Unit on pages 114 - 115.

Emergency stop
pushbuttons

83
With the templates of the HMI Template Suite, you create your HMI solution on

Tip the basis of an operating concept that has been developed in collaboration with user
interface experts. The result is a TIA Portal library that supports you with a broad
selection of operating screens, dialogs and messages during configuration.

84
HMI Template Suite

A modular library that simplifies and consider-


ably speeds up your HMI development process.

The HMI Template Suite is a design system that


greatly simplifies the creation of a modern, practical
HMI design. It contains a broad selection of
templates, images and objects that you can use
as the basis for your own HMI.

The TIA Portal library has been optimized for use in


industrial environments. A restrained color scheme
with prominent color highlights ensures that the
operator gains a quick visual impression of the key
elements. Each element can be adapted to your
wishes with just a few clicks, giving you full control
despite the standardized layout of the templates.

Then only a few clicks are needed to start a finished


clickable high-fidelity prototype using the integrated
simulation tool.

siemens.com/hmi-template-suite

85
»5.1 88
Decide on a menu or workflow,
depending on the situation

»5.2
Give the user information about what
to do in the event of error messages 90

»5.3 Prevent user errors 92

»5.4
Protect the user from making small
clicks with big consequences 94

»5.5
Forget the instructions and
offer help on-site 96

»5.6 Only use animation


if it supports a goal 98

86
#05
Designing the
interaction
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Chapter #05 | Designing the interaction

5.1 Menu or workflow


Decide on a menu or workflow, depending on the situation

Of course, HMI design does not just Most HMIs use both options, depending
involve the clean structuring and visual- on the situation.
izing of operating screens.
If we think back to our example of the
At its core, it involves the interaction shift change, it becomes clear what the
between humans and machines. There strengths and weaknesses are.
are basically two options for structuring
interaction. In a menu structure, the user can
search for anything he needs. But that
Firstly: You provide the user with all takes time and only pays off in individu-
available functions via a menu. They al, difficult to predict situations - i.e.
are structured and centrally accessible when it is not clear what the user will
there. need next.

Secondly: You provide the user with a But, since we know from our example
Divide up the workflow which divides complex pro- that the same information is always
complexity cesses and functions into individual relevant during a shift change, it pays
steps. As a result, the overall comple- to establish a workflow. All of the info
xity is reduced because the user is can be available on a dashboard here,
guided in the right sequence via the for example.
individual, simplified steps.

88
First explore, then design
»The question as to whether a specific function is to be designed as a workflow or as a menu is a
good example of exploring genuine alternatives (see 3.5). In addition, it becomes clear here how
important it is to clarify fundamental questions before designing on the screen.«

Typical cases for a solution via work-


flow, for example, are installations,
configurations, the creation of users,
the setting of parameters, etc.

Consider which concrete actions in


your HMI come into question: How
many steps should these ideally be
divided into? What information and
which inputs would have to be
integrated or queried? Is there any
branching off in the workflow?

First sketch the workflow on paper.

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Chapter #05 | Designing the interaction

5.2 Guidance
Give the user information about what to do
in the event of error messages
It is surprising that one can still en- Of course, the programming of specific
counter frustratingly poorly written error messages is more time-consum-
error messages quite frequently. ing, but it pays off. Poorly written error
messages are one of the pain points,
Namely, error messages that show which leave a lasting impression on
some obscure alphanumeric code that users.
isn’t the least bit helpful. The user
doesn’t know what the exact problem is So invest somewhat less in marketing
and what to do in order to resolve it. and rather a bit more in good error
messages. The marketing effect and the
Concrete However, it is rather easy to create a brand image that you generate here is
support good error message: Using just a few far more effective.
words, describe what the problem is
and what the user can do to resolve it.

Should he restart the machine? Check


the settings? Or contact the technician?

Direct And if the path leads through the


contact technician, write down the contact data
in the error message so that the user
doesn’t have to first search for it some-
where else.

90
Understanding
»HMIs must convert machine language to user language. This is especially important
in error messages: Information in programming language, e.g. “Error #42”, is of little
help to the user.«

Another good option is to provide the


Error number: 42 capability of looking up error codes on
Please visit our website at: your website. Here, you have sufficient
www.loremipsum.com/machine/support leeway to save tips – whether it be
Enter the error number there to get tips step-by-step instructions with images
on eliminating the error. or a short video.

If the technician/repair service must be


contacted, you can provide the contact
data or integrate an input screen for
the scheduling a date.

The advantage of such a site is that it


can be continuously optimized and
updated.

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Chapter #05 | Designing the interaction

5.3 Preventing errors


Prevent user errors

In addition to software errors and hard- Since not all errors can be prevented,
ware faults, there are also errors that however, it is important to give corre-
are committed by the user, such as the sponding feedback when incorrect
incorrect input of information and entries are made.
numbers.
The same principle applies here: Show
The design of your HMI gives you the user what they did wrong, highlight Highlight the
many options for preventing user the corresponding locations and cite errors
errors, however. the relevant parameters, which the user
must take into consideration for a
You can specify the system in such a correct input.
way, for example, that only defined
letters, numbers or characters can be We all know this from online forms –
entered or you can limit the input to if you make a mistake it is highlighted
the selection from a list. and you get a message such as
“The password must have at least 8
If this is not possible, you can preset characters”.
the fields with a “placeholder” to show
what kind of data is to be input.

We all know the requirements for defin-


ing a password, for example: a mini-
mum of eight characters, a number and
a special character, etc.

92
That’s understood, isn’t it?
»People think and act differently. To foresee potential errors, you should regularly ask other
people how they may want to operate your HMI. Also, feedback from co-workers can once again
be extremely helpful here.«

Small checklist for input fields

Which characters can basically be entered? Numbers Letters Special characters

Are there minimum or maximum requirements, Yes No


e.g. for numeric values or the number of
characters in the field?

Is the restriction so strict that I should provide a Yes No


drop-down list instead of user-defined input?
Number of characters in the field?

Is it clear to the user what he can or must enter? Fairly clear Text recommended
If not, which text/information should I integrate?

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Chapter #05 | Designing the interaction

5.4 Really?
Protect the user from making small clicks
with big consequences
Another typical error that occurs among As an HMI designer, you have to judge
users: They accidentally click on a but- when such mechanisms should be
ton and initiate an unwanted action. integrated. At its root, it once again
involves relevance and frequency.
Then, if a click could have wider conse-
quences, there are typically confirma- Of course, you can also leave the
tion mechanisms in place, such as “Do decision to the user by providing the
you really want to delete this file?” confirmation as option, which can be
switched off and on.
The right One sees comparable situations in the
frequency for HMI as well. In fact, we often encoun- Or you can go an entirely different Undo button
dialogs ter cases in which such a dialog would route and integrate a button that
have been nice to have, but no dialog always undoes the last action.
exists.

At the same time, there are also cases


where users say: “I know exactly what
I am doing and it is annoying when I
have to confirm my actions first”.

94
Do – Undo – Redo
»Have you ever wished for an “Undo” button in real life? For example, when you are cooking
and you realize that the last pinch of salt was too much? If the actions are irreversible or
time-consuming to correct, it would be better if your HMI asked you if you are sure.«

Consider:

What could a user accidentally delete


via your HMI or incorrectly set due to
uncertainty and thus cause irritating
consequences or additional work?

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Chapter #05 | Designing the interaction

5.5 Help
Forget the instructions and offer help on-site

Even if users usually get training – we Good help texts not only have advan-
all know the situations in which we ask tages for the user, but also relieve the
ourselves: “What do I need to consider?” burden on the in-house service hotline
or “How did that go again?”. in case of doubt.

At any point where we have to assume The decision as to whether these help
that this effect could happen to a user, functions should be generally integ-
it pays to provide the user with direct rated or have optional switch-off capa-
help. bility must be made depending on the
situation.
The principle is well known: The user
sees a Help icon, clicks on it, and gets It is important that you generally Pay attention to
relevant information for a current consider the critical points at which you critical points
context or problem. should provide the users with help.

It is just like with error messages – a This kind of support is much better
Precisely help text can also be well written or than any usage instructions because it
formulated poorly written. The following applies: makes looking things up unnecessary
help texts The most important thing comes first, and immediately provides relevant info
formulate the text precisely and com- in the proper context.
pactly in the language of the user and
highlight key terms in bold type.

96
Help “on demand”
»If the user must first search for the solution to a problem, it is tiresome and
already too late in case of doubt. It is important that the help be given then and there,
when and where it is needed.«

1 2

Find the points where you can support users with Then create a document:
information “on the spot”:

1. Go through your drafts/HMIs and critically analyze 1. Copy the screenshots of the relevant
them from the standpoint of the user – are they screens, one per page.
comprehensible?

2. Speak to your colleagues in Support: 2. Mark the location where an


Which items often generate queries? “i” for info is to be integrated.

3. Go back to your notes from the interviews 3. Write the corresponding text
(conf. Unit 2) – is there any information there in a box next to it.
from users?

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Chapter #05 | Designing the interaction

5.6 Animation
Only use animation if it supports a goal

The use of animation is a way of The important thing here is: The Visualizations
making things better or sometimes visualizations and animations should should be
worse. be supportive in nature; and there supportive
should be enough room around them
The basic principle is as follows: Anima- to position information.
No tions make sense if they communicate
show effects relevant information. Animations that In addition to the larger animated
are purely for show can be impressive visualizations, there are also smaller
at first, but quickly disrupt tasks or animated effects such as moving out,
become distracting in the regular daily shifting and moving in elements on
work routine. the screen.

A central option for the use of anima- These do not carry any information,
tion is the schematic display of ongoing but they make sense because they
machine processes. reflect the analog world. If a menu
extends, this seems more natural to
These can be represented on the our way of perceiving things than just
display to show relevant information, suddenly appearing – it seems to us
for example the run-through of the that someone has opened a drawer.
individual production steps, the high-
lighting and localization of technical
faults, etc.

98
Did something just move there?
»Movements trigger an instinctive reflex. We unhesitatingly direct our gaze toward it because
our brain wants to check what is going on – possibly something dangerous? If you burden the
user with too many animations, the user’s concentration will suffer.«

1. Design result of the phase


“Designing visual aspects”
6
2. Implementation of the design
to test it with users
Solution: 1 Wireframe, 2 Prototype, 3 Workflow, 4 Use case, 5 Frequency, 6 High fidelity, 7 Iterations, 8 Icon, 9 Testing

9
3. The wizard is an example of
2 4 7 this form of dialog design

8 4. Task for which the user


will use the HMI
1 5
– 5. Criterion for prioritizing functions

6. Sort of prototype with a high


degree of detail of functionality
and styling

7. The design process is executed in


these steps

8. Small image which serves as a


representative of a function or
functional area

9. Check of the design

99
»6.1 102
Test the prototype
with users

»6.2 104
Formulate a goal and
concrete questions

»6.3 106
Concentrate on
what is important

»6.4 Carry out the testing on-site 108

»6.5 110
Conduct testing in an
exploratory and task-based way

»6.6 112
Document the results in a compact
way for further implementation

100
#06
Testing
prototypes
101
Chapter #06 | Testing prototypes

6.1 Integrating users


Test the prototype with users

“THE STRENGTH The longer one works on a topic, the The goal during this is to uncover the Uncovering
OF OUR greater the risk of eventually becoming essential need for optimization in the potential
CONVICTION IS “professionally blinkered” and overlook- HMI design, to then improve it in regard optimizations
ABSOLUTELY NO ing design errors. to the user and his tasks.
PROOF THAT IT
And, as we have already determined: Of particular importance here is your
IS RIGHT.”
Just because we find our HMI to be personal take on criticism when testing.
John Locke
clear and logical, this does not mean
that the user also finds it so.

Before we actually build the house


and the user moves in, we first have to
show him a prototype of it.

The user Don’t forget: You are building the HMI


knows the for others – and no one knows his
requirements requirements for an HMI better than
the user himself.

Thus, once you have created your pro-


totype, it is time to test it – with people
whose opinion is actually relevant: the
users.

102
Real user perspective
»You can try to see through the eyes of the user as much as you want, but you will nevertheless see
the HMI with your own eyes. In addition, one eventually even becomes “professionally blinkered”
– and sees even less of the things that most users might find to be stumbling blocks.«

Your test user points to an error in your HMI


and says: “I don’t think people will understand that.”
How do you react? Check one of the following:

I listen to the critique and point out the fact that


A it is still just a prototype that naturally needs to be
further optimized.

I listen some more and think: “Just because you


B don’t understand it, does not mean that others will
have a problem with it”. Resolution

criticism will improve your HMI.


I listen to the critique and ask why there could be
type”. Listen to your testers, because
C problems here and whether the test user has ideas for
ing yourself – “This is just the proto-
improvement.
In any case you should avoid defend-
HMI is the primary culprit.
ing errors, rather the poorly designed
I say to the user that all other test users had no
D
The users are not at fault for operat-
problem here and that he is the only one who doesn’t
basically applies:
understand it.
Answer C, because the following

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Chapter #06 | Testing prototypes

6.2 Target-oriented
Formulate a goal and concrete questions

“ONE GOOD The testing does not have to be com- Are all of the necessary functions,
TEST IS WORTH plex nor comprehensive or expensive - control and navigation elements
A THOUSAND only goal-oriented. available?
EXPERT
OPINIONS.” Instead of checking your entire HMI, Can the user effectively and successful-
you should focus on selected areas and ly master the steps and the tasks for
Wernher von Braun
functions. each step efficiently, i.e. with minimal
effort?
Of course, complex areas or new
Querying functions are especially relevant here Does the wizard guide the user to a
relevant – and of course all of the things that correctly configured machine?
functions you yourself are not yet sure will
actually function. The description of the goal for your Describing
testing is the first important step in the goal
A good example here is the check of preparing it. For this purpose,
the effectiveness and efficiency of a formulate unambiguous questions
wizard for configuring a machine. that should be answered during the
testing.
Some of the typical questions that you
would like answered during testing are:

104
Questions and answers
»Testing is not a “coffee party”. It is an effective means of validating and advancing
the HMI design. Accordingly, good preparation is essential – with a concrete goal
in front of you.«

Make notes.

Which use cases should you include in


the testing? Which functionalities are
especially relevant and particularly
frequent? Which functions are new?

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Chapter #06 | Testing prototypes

6.3 Basics
Concentrate on what is important

Testing use When testing, concentrate on the You should plan on a maximum of one
cases essential use cases of the respective hour for the process. Participants can
user. rarely stay focused and motivated
longer than that.
At the same time, this means that you
only have to build a prototype to the The question of whether you want to Express your
extent that you can test precisely these give your participants an incentive or thanks
use cases. reward for their participation is up to
you. Pre-announcing this can lead to
The following rule of thumb applies: the participants primarily taking part
You can uncover approx. 80 % of the due to the incentive. You can avoid
problems with only 5 people. To uncov- this by not announcing there will be a
er the remaining 20 %, you would have “Thank you” gift, but give it to them
to invite a lot more people. The ratio of as a surprise at the end.
expenditures to benefits thus becomes
less and less.

Good planning Invite your participants far enough in


advance and succinctly inform them
about what awaits them in the testing.
Then the people can prepare for this.

106
Focusing
»It is not necessary to check the entire HMI with users. But, at any point where you
have illustrated “innovative” solutions and complex issues, you should check whether they
are also understood and accepted by the user.«

5-8 participants from the relevant user groups – who should be involved:
Max. 1 hour (intro, 40 minutes of focus + follow-up discussions)

User group Test candidates

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Chapter #06 | Testing prototypes

6.4 On site
Carry out the testing on-site

It is normally best to conduct the test- can still be optimized. For minor chang-
ing on-site. You and the user(s) must es, you can even implement and check
coordinate and agree on the site (theirs the changes directly.
or yours).
If you really do not have time and
More Experience has shown: With on-site resources for testing on-site, you can
motivation testing, the participants are basically also conduct the testing online if need Online testing
more motivated to give feedback, be- be. Use an instant messaging service,
cause they are talking to a real person. for example, and make the HMI for this
visually accessible to the participants
It is left up to you whether a special test via screencast.
panel will be added for mobile use or
the integrated simulation mode on the Since the user cannot click and take
laptop in the TIA Portal will be used. actions himself, he can only give limit-
ed feedback on what he sees and what
The participants can click through your you show him.
Direct prototypes and you will get direct feed-
feedback back – you will even be able to tell One way or the other, you should al- Face-2-Face
where the problems are by gestures, ways only run through a test with just
reactions and other non-verbal cues. one person. Do not hold any group
discussions, because it is very easy for
With the dialog on the screen in front statements and approaches to fall
of you, you can discuss exactly what through the cracks in such discussions.

108
Are you looking?
»Inter-human communication reveals much more about the quality of the HMI than you could
expect to get from answers to a survey. The facial expressions and gesticulation of the user
during testing are ideal for findings that are relevant to success.«

And what do I have to do now? Pay attention to the gestures and


facial expressions of your test users:

Pretty exhaustive. Connect the smileys with the reactions


(multiple naming possible).

I don’t think this is going to work.

That’s a pretty cool idea.

I hope the cold is gone soon.

I didn’t think it would work.

This is much better than working.

I would like to work with it.

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Chapter #06 | Testing prototypes

6.5 Exploratory
Conduct testing in an exploratory and task-based way

“WHAT YOU Tell your participants expressly that it Formulate a task and a goal that the
MEASURE IS is not they who are being tested, but tester is to carry out and achieve for
WHAT YOU GET.” the HMI – and, that any criticism is each use case.
Robert S. Kaplan &
valuable.
David P. Norton Ask the testers to think out loud when Think aloud
Use the introduction phase to set a carrying out the task, i.e. to verbally
positive, communicative mood. express their thoughts. Only this will
allow you to actually uncover the
Independent At the start, your participants should problems.
experience first learn and explore on their own,
without you directly influencing them. As the testing supervisor, you should
You can obtain first impressions from take a neutral position and not inject a
the participants at this stage. The main subjective assessment of your HMI.
screen is an ideal entry point here.

During this, of course, you can also ask


questions that are of particular interest
to you.

Then you should check your HMI design


in regard to the use cases. Use our “Exploratory and task-based
test” templates for this step.
You can find it in chapter
“Templates” on page 138/139.

siemens.com/workbook-templates

110
From all sides
»Whereas you will learn something about the intuitiveness of your design during the exploratory
testing, you can use the task-based testing to check whether your design addresses the exact
needs of your users and whether the use cases can be carried out effectively and efficiently.«

Test the sequence as follows:

Intro: Create a positive mood, briefly explain


5 min the process

Exploratory phase: Independent learning and


10 min exploring

Task-based phase: Testing of the selected


40 min use cases

Summary: Selection of top findings and important


20 min optimization potential (see 6.6)

75 min

111
Chapter #06 | Testing prototypes

6.6 Documentation
Document the results in a compact way
for further implementation
“THE SECRET Basically, before conducting the testing, Good report sheets for the exploration
LIES IN GOOD you should give some thought to how phase show the corresponding screen
PREPARATION.” you can effectively record and efficient- and provide room for comments.
Unknown ly evaluate the incoming data.
These sheets for the task phase are Using
Therefore, conclude a test with a ideally organized according to the tasks report sheets
feedback phase in which you consider and provide room for your observa-
everything again. tions, user comments and findings
you have gained.
Ask the participants to summarize
which five things about the HMI they Good documentation sheets for the
liked and which five things they didn’t concluding phase are simply just pre-
like. pared numbered lists.

And ask them to name the three most


important things that absolutely must
be improved.

This conclusion will help you to priori-


tize and plan the next phase of the final
optimization and visual design. Use our “Feedback + Optimization”
template for this step.
You can find it in chapter
“Templates” on page 140.

siemens.com/workbook-templates

112
Let’s continue
»Nothing is worse for your HMI project than lost data or results that you have to wearily evaluate. In
the results documentation, ensure that you address the testing goals and that you clearly formulate
important knowledge to efficiently work it in.«

Top 3 improvements

Top 5 positive aspects Top 5 negative aspects

15-20 further remarks/details

113
PRO The PRO family encompasses a wide range of HMI devices. From
simple visualization tasks to distributed HMI solutions with a client/
server architecture. With display sizes from 12-22 inches, nearly
Portfolio any application can be served.

114
Physical input options

The Extension Unit gives you the capability of


expanding your HMI PRO device by a variety of func-
tions. With RFID readers, key-operated switches,
indicator lights, illuminated pushbuttons, selector
switches and emergency stop mushroom buttons, you
can adapt the device to the individual requirements
of your system to allow user-friendly operation.

Available in sizes from 12 to 22 inches, the


PRO devices of the series HMI Comfort Panel,
Industrial Flat Panel, Industrial Panel PC and
Industrial Thin Client offer the perfect
solution for your production.

115
»7.1 118
Plan and orchestrate the
final sprint

»7.2
Don’t mistake your HMI
for a coloring book 120

»7.3
Avoid unnecessary
visual gimmicks 122

»7.4
Observe the basic rules
for icons 124

»7.5 Orchestrate the rollout 126

»7.6 Plan for the future 128

116
#07
Styling and
finalizing
117
Chapter #07 | Styling and finalizing

7.1 Finalization
Plan and orchestrate the final sprint

“WORKING ON In the last phase of the project, you are there are always examples that show
THE RIGHT essentially dealing with three things: that one can get bogged down here.
THING IS
PROBABLY MORE 1. Correction and optimization on Use your documented top findings from
IMPORTANT the basis of the feedback from the the testing as basis for the prioritiza-
prototype testing tion. Then prioritize your activities on
THAN WORKING
the basis of the criteria “relevance”
HARD.”
2. Graphical styling, final fine tuning, and “frequency”.
Caterina Fake
and the addition of visual details
An additional factor in the prioritization
3. Planning the rollout and the of the optimizations is the respectively
communication required effort. So-called quick-wins Beginning with
can be implemented quickly and should the quick wins
What exactly has to be optimized de- be at the top of your optimization list
pends, of course, on the feedback from – especially if they also affect high-
testing. frequency or highly relevant functions
or components.
Prioritization With an eye on your schedule and
resources plan, you should prioritize the
identified problems with a critical view.
That sounds obvious, but in practice

118
End
»Do not allow the homestretch of the HMI project become unnecessarily long and meandering.
Take a look at the most important aspects and close the lid on the project. It is counterproductive
to consider every individual opinion. Optimize your HMI for the majority of users.«

Use the template!

Look at the evaluation sheets from


your testing and categorize the
individual findings in the grid on the
left. Derive from this a concrete plan
with prioritizations and a to-do list,
from the implementation all the way
to the rollout.

Use our “Prioritization” template for


this step. You can find it in chapter
“Templates” on page 141.

siemens.com/workbook-templates

119
Chapter #07 | Styling and finalizing

7.2 Colors
Don’t mistake your HMI for a coloring book

“DESIGN IS THE An HMI is not a coloring book: Colors Other than this, you should not fall
INTERMEDIARY should visually structure what is seen, back on the entire color spectrum but
BETWEEN guide the eye, and make interrelation- only on part of it.
INFORMATION ships more quickly identifiable.
AND UNDER- Instead of the glossy standard colors,
Therefore always use colors in a goal you should rely on their matt variants.
STANDING.”
and purpose-oriented way.
Hans Hoffmann
But don’t forget one thing: Regardless
We often see HMIs that use very bright of which colors you choose, you always
and garish colors. The problem is: Using need a conspicuous signal color to
intensive colors as backgrounds diverts highlight certain elements.
the eye.
There are also certain colors, such as
The basic principle is as follows: Faded green, red and yellow, that are already
light white makes the best background. mentally pre-coded in our experience.
You can also use light gray tones in
combination with the white to visually
structure the areas.

One possible alternative to white is to


use black for the background. This
variant is popular in the USA, whereas
white is preferred in Europe.

120
Not overly colorful, but targeted
»Colors used in a targeted manner make it easier for the eyes to more quickly distinguish functions and areas
on the operating screen: They are directed toward the important spots, e.g. through the use of action colors.
An overabundance of colors on the other hand has the effect of a brightly colored bunch of flowers.«

1) Search the Internet for “color palette”. Here you can find 2) Select 1-2 example screens from your HMI and experiment
websites that you can use to generate, adapt and try out vari- with different colors within the framework of your corporate
ous combinations of colors. In addition, you develop a “sense” design. In so doing, pay attention to the basic rules on the left
for colors. side.

121
Chapter #07 | Styling and finalizing

7.3 Effects
Avoid unnecessary visual gimmicks

It does not make sense to reduce an You can generate a “glossy look” using
HMI to its purely functional elements. gradients with minimal differences.
A certain degree of visual layout This is not necessary, but it is still
enhances the overall impression. preferred in some countries such as
the USA.
But there are numerous examples
where visual tricks are more distracting Currently, there is a clear preference
than supporting. for 2D and flat visuals – and it looks like
this will stay this way for now.
No It is generally not advisable to use
show effects color gradients: Color gradients have no Since shaded side edges take up
functional advantage unless they are additional space, the overall effect is
used to display a slight 3D dimensional- more cramped than it actually is.
ity of the control elements.

You should basically avoid intense


gradients for operating areas. If you
want to use color gradients, then
ensure that the two corner points
are rather close to each other.

122
Eye candy
»Too many decorative elements generate a visual overstimulation that noticeably slows down
orientation and interaction with the HMI. The user’s eye lingers on every object just to make sure
that it is not actually relevant to the user and his current task.«

Look at these examples of gradients for


buttons and develop an understanding
of the way gradients can be used and
which should be avoided.

Button Button
Gradient too intense Gradient too colorful

Button Button
Gradient sloping Minimal gradient

123
Chapter #07 | Styling and finalizing

7.4 Icons
Observe the basic rules for icons

Icons are naturally a good option for uniform style. A combination of black
enhancing the overall impression of an and colored icons, for example, should
HMI, but you should observe a few be avoided.
things here.
What you can combine, however, are
Good icons Never use icons that you have found black icons on light backgrounds with
using a search engine. Instead, it is white icons on dark backgrounds.
better to search on a professional icon
stock page. There you will find a large In addition, you should not overesti- Clear statement
selection of professional icons with the mate the power of icons in making a
right license and usage rights for small statement: It is not always really clear
fees. what an icon stands for.

Icons can be designed in regard to It is generally the case that icons


various parameters: 2D or 3D, mono- combined with text are easier to under-
chrome, multi-colored or black-and- stand than an icon on its own.
white, planar or ruled contours,
as well as with a simplified to a very The exception to this are icons that are
detailed abstraction degree. already established, such as the gear
wheel for settings.
The important thing is to use icons with

124
Did you know?
»Modern icons were developed for the 1964 Tokyo Olympics to make things easier for foreign visitors.
The Japanese designers signed a document ceding all rights to their creations to insure free usage in the
public domain.«

Select 1-2 example screens from your


HMI and check which icon style is the
best fit. The following is a good fit in
Black and white / color Degree of detail Realistic / abstract Surfaces / lines most cases:

• Black (and white for dark


backgrounds)
• Low degree of detail
• Abstract (“flat design”)

The question of whether you want an


“area” or “line” largely depends on the
general visual aspects of your HMI.
Simply create two variants and decide
by making a direct comparison.

125
Chapter #07 | Styling and finalizing

7.5 Marketing + Rollout


Orchestrate the rollout

“THE DIFFER- In the last phase of the finalization, you of error rates and risks, higher precision
ENCE BETWEEN should also already have your eye on and safety, etc.
ORDINARY AND the rollout and marketing at the same
EXTRAORDINARY time, because a well-designed HMI is a Your HMI doesn’t just look better, it
IS THAT LITTLE unique selling point. really is better.
EXTRA.”
The formats used and the channels via And attach as much importance to the
Jimmy Johnson
which this takes place naturally depend design of your marketing materials as
on the company. you did to the design of your HMI.

You should take the following things It often happens that companies will Holistic quality
into consideration, however, and develop a good product, but the quality
coordinate with your colleagues in of their brochures, websites, product
Marketing, Communication and Sales and image videos leaves something to
and optimize them together: be desired.

What is the Don’t just say that you have a new HMI, The style of communication you use
added value? but communicate the added value it influences the expectations customers
will bring to your customers and users. will have of your product: A poorly
made video will not inspire positive
Talk about the valuable time savings hopes about your product.
during the familiarization phase and
during daily operations, the reduction

126
Benefits vs. features
»Features are the functions of a product. Benefits are advantages for the user. Above all,
address the benefits in your marketing and communication: Your customers do not want to
know what your product can do, they want to know what it can do for them.«

Core statement Example pages Explanatory Create a list with compactly formulated
texts information, core statements and bene-
fit arguments for your new machine
and the new HMI.

Primarily address the functional and


economical advantages of the improved
operability: time savings, error preven-
tion, etc.

To do this, select the top 3 screens that


you feel are relevant to the external
communication: Highlight and describe
specific features and innovations.

Go to your colleagues in Marketing and


Sales with these materials to jointly
plan the rollout communication.

127
Chapter #07 | Styling and finalizing

7.6 Postprocessing
Plan for the future

“TRY AGAIN, When a finished product leaves the coming projects after some small up-
FAIL AGAIN, conveyor belt, you can celebrate your dates. Or your findings from the
FAIL BETTER.” success. Other important tasks are research on good HMI ideas. Maybe
Samuel Beckett already fully underway and the even your ideas parking lot with all of
tendency is to mark them as “finished” the ideas that you were not able to
projects in your head. implement this time around.

What is true for football is also true The most valuable things, however, are
in design: The post game is the next your individually designed drafts and
pre-game. elements. Categorize and sort them in
your personal “HMI library”.
Before you dispose of paper sketches
and copy the digital project folder into Fill a packet with all of the things that Package for the
the archive, you should take some time can give you an advantage in the next next project
for project post-processing, because the project.
next project will definitely come.

Find the documents and files in your


project folder that you can use again
and use further in the next project.

This includes such things as your user


profiles that will serve you well in many

128
Maintaining good order is half of the project
»It is not about keeping everything that could perhaps be useful to you later. At the latest when
you no longer know what you actually have, it is time to consolidate your collection. Only keep
the most important things and store them properly.«

Have you completed your project? Do


Persona profiles: not forget the following before you go
Centrally stored so that they are easy to find and can be continually on to the next task:
updated.

Ideas parking lot:


All of the open ideas are transferred to a digital list and
categorized; the list is stored centrally and is easy to find.

Templates and elements:


All of the individually adapted/created template screens and
individual elements are properly stored, sorted and named.

Research info:
Important information for the future, e.g. benchmarks and
inspirations, are properly stored.

129
130
»We need space to be productive, we
need places to go to be free.«
Laure Lacornette

Templates
131
“Ideation”

Download the templates here: www.siemens.com/workbook-templates

132
“Big picture”

133
“Persona”

Download the templates here: www.siemens.com/workbook-templates

134
“Context checklist”

135
“Wireframe”

Download the templates here: www.siemens.com/workbook-templates

136
“Comparison”

137
“Exploratory test”

Download the templates here: www.siemens.com/workbook-templates

138
“Task-based test”

139
“Feedback + Optimization”

Download the templates here: www.siemens.com/workbook-templates

140
“Prioritization”

141
Space for your notes

142
143
144
Glossary &
Further readings
145
Glossary
Action color Task-based test Dialog

A color that is defined in the HMI The user carries out use cases with the In this case, the dialog between the
design that is exclusively used for prototype. The goal: A check to see if user and the machine, i.e. the inputs of
coloring interactive elements. Even the design allows problem-free execu- the user and the outputs of the system
without an interaction, the interactivity tion. in the HMI.
property is made visually clear to the
user. Best practices Exploration

Requirements Designates example HMIs as optimal or Denotes the exploring of an HMI design
exemplary designs. by a participant, by an HMI designer or
Encompass functions and features that user, for example.
the HMI must have to satisfy the needs Call-to-action
of the user in the context. Exploratory test
A call aimed at the user for concrete
Animation interaction with the HMI. Is mostly Free exploring of a prototype by a user
found in interactive HMI elements such at the start of testing. The goal: Feed-
In contrast to static HMI elements, as buttons. back on the first impression of the
animated elements create the illusion design.
of movement or visual changes. Anima- Dashboard
tions attract the user’s attention. Error
Centrally compiles visually prepared
Tasks information (e.g. with icons, graphics, You can distinguish between the errors
diagrams) and makes them comprehen- caused by the user or by the system.
An HMI generally allows its user to sible at a glance. While system errors usually represent a
process tasks. technical problem on the machine and
can hardly be avoided, user input and
operator errors can be reduced by good
HMI design.

146
Frequency Icon Context

Frequent functions are used frequently. Small image which serves as a repre- Every HMI is used in a specific context.
sentative of a function or functional This is characterized by the features of
Main screen area. Often more space-saving than the the usertypes, the tasks, and the envi-
text variant. ronment.
Represents the entry point for operat-
ing the HMI and is the first thing visible Interaction Layout
to the user after the start or login pro-
cedure is completed. For this reason, it Interrelated actions and reactions of Arrangement of the elements on an
is also called the start screen. users and the machine via HMI. HMI screen.

High-fidelity prototype Iteration Low-fidelity prototype

Displays a high degree of detail of Describes the process of multiple repe- Puts the focus on the essentials: The
functionality and styling and can thus titions of similar actions for approxi- location of functions and information
be seen as opposite to the low-fidelity mating the design solution and the on the screen and the user navigation.
prototype. It is very close the later HMI. result.
Menu
HMI library Consistency
In contrast to the workflow: Structured
A module kit that encompasses the Identical and related elements should collection area for various functions
ready-made pages and components remain consistent in terms of arrange- that the user can freely select.
and thus allows a quick start in proto- ment, color and functionality through-
type construction. out the entire HMI. For example: A
menu always remains in the same
location on the HMI.

147
Navigation Relevance Structure tree

The navigation elements allow the Relevant functions are particularly Schematic representation of the usually
navigation through the HMI. The important, but can also only be seldom hierarchical relationships between the
elements can be of the type menu, used. screens of an HMI.
workflow, button or tab, among
others. Rollout Styling

Pain points In general, the introduction of a prod- In the context of HMI design, the
uct/service on the market. Sometimes graphical design in regard to the selec-
Factors that particularly annoy the user also called “launch”. tion of colors, icon style, fonts, etc.
and therefore have a negative effect on
the efficiency and effectiveness of HMI Sketches Template
operations.
Sketched HMI screens, which are used Template for a specific activity in the
Persona as preliminary work for wireframes and design process, which makes it more
which can be used to quickly work out targeted, structured and efficient.
This is a typical representative of a user the layout idea.
group and is displayed as a profile. A Testing
persona template helps keep things Stakeholder
uniform. Phase in the design process in which
A person or group that has a the HMI is checked together with users
Prototype legitimate interest in the result of to discover potential optimizations.
the design process or HMI. The user
Fast, usually incomplete implementa- is a stakeholder for example. Undo button
tion of an HMI to test the HMI design
with users. A button that undoes the last entry or
action of the user when it is pressed.

148
Use case

Describes a task that a user carries out


using the HMI.

Wireframe

Represents the arrangement of the


essential content of a screen, such as
navigation and input elements,
buttons, etc.

Workflow

Defined sequence of work steps that


the user is guided through for process-
ing a use case (e.g. a setup wizard).

149
Further readings
Web

UX design: bananas as best practice


Dieter Petereit | 2018-10-01
URL: https://www.drweb.de/ux-design-bananen-best-practice/ [2019-01-18]

27 steps to the perfect website layout


Claudio Guglieri | 2018-10-01
URL https://www.creativebloq.com/web-design/steps-perfect-website-layout-812625 [2019-01-18]

Usability glossary
CausaUse consulting | 2007-2015
URL: http://www.causause.de/wissen/usability-glossar.html [18.01.2019]

UI/UX Design Glossary. Navigation Elements


Tubik Studio | 2017-05-05
URL: https://uxplanet.org/ui-ux-design-glossary-navigation-elements-b552130711c8 [18.01.2019]

User interface elements


usability.gov | 2013-10-09
URL: https://www.usability.gov/how-to-and-tools/methods/user-interface-elements.html [18.01.2019]

150
Books

The Design Usability About Face:


of Everyday Engineering Interface and
Things: Interaction
Revised and Expanded Design
Edition
(mitp Business)

Don Norman Jakob Nielsen Alan Cooper

Basic Books, Morgan Kaufmann, Mitp publishing house,


2nd Edition (2013) revised edition ed. (1994) 1st Edition, 2009 (2010)
ISBN: 978-0465050659 ISBN: 978-0125184069 ISBN: 978-3826658884

The Invisible Contextual Universal


Computer Design: Methods of
(MIT Press) Design for Life Design
(Interactive Technologies)

Donald A. Norman Karen Holtzblatt, Hugh Beyer Bella Martin, Bruce Hanington

MIT Press, Morgan Kaufmann, Rockport Publishers,


revised edition (1999) 2nd Edition (2016) 1st Edition (2012)
ISBN: 978-0262640411 ISBN: 978-0128008942 ISBN: 978-1592537563

151
Credits & picture credits
Title Siemens AG 2 Getty Images, Siemens AG, Siemens Financial Services 3 Siemens AG 4
Project management:
Siemens AG 6 Siemens AG 8 chilli mind GmbH 10 chilli mind GmbH 12 Getty Images 15 Sie-
Felix Kranert, Oliver Gerstheimer,
mens AG 17 Siemens AG, Sketch by chilli mind GmbH 18 Siemens AG 23 Siemens AG 26 Sie-
Sebastian Frei
mens AG 28 Photo by Dominik Scythe on Unsplash 30 Photo by Sid Verma on Unsplash,
Sketch by chilli mind GmbH 32 Caiaimage/Lukasz Olek/Getty Images 34 Siemens AG 36 Photo
Design and conception:
by rawpixel on Unsplash, Sketch by chilli mind GmbH 38 Weber 39 Weber 42 Hero Images/
chilli mind GmbH, Design Team, Kassel
Getty Images, Sketch by chilli mind GmbH 44 portishead1/Getty Images 46 DKart/Getty Imag-
es, Sketch by chilli mind GmbH 47 Flickr 48 Media Center Audi 49 Sketch by chilli mind GmbH
50 Georgijevic/Getty Images 51 Sketch by chilli mind GmbH, Flickr 52 zhaojiankang/Getty
Images 54 chilli mind GmbH 55 chilli mind GmbH 58 xxmmxx/Getty Images 60 Pichet Suriya /
EyeEm/Getty Images 61 Sketch by chilli mind GmbH 62 Photo by José Alejandro Cuffia on
Unsplash 64 santofilme/Getty Images 66 Hero Images/Getty Images 68 Caiaimage/John Wild-
goose/Getty Images 72 Trevor Williams/Getty Images 73 Sketch by chilli mind GmbH 74 Sie-
mens AG 75 Siemens AG, Sketch by chilli mind GmbH 76 David Crunelle / EyeEm/Getty Imag-
es 78 Kerkez/Getty Images 80 Getty Images 82 PhonlamaiPhoto/Getty Images 84 Siemens AG
85 Siemens AG 88 Sam Edwards/Getty Images 89 Sketch by chilli mind GmbH 90 Hero Imag-
es/Getty Images 92 Photo by Pawel Janiak on Unsplash 94 yoh4nn/Getty Images 96 Photo by
Rémi Walle on Unsplash 97 Sketch by chilli mind GmbH 98 Getty Images/iStockphoto 102
Siemens AG 104 ShadeON/Getty Images 106 Monty Rakusen/Getty Images, Sketch by chilli
mind GmbH 108 Westend61/Getty Images 110 Hero Images/Getty Images 112 Siemens Fi-
nancial Services 113 Sketch by chilli mind GmbH 114 Siemens AG 115 Siemens AG 118
FangXiaNuo/Getty Images 120 janzgrossetkino/Getty Images 121 Siemens AG 122 Siemens
AG 124 Photo by Harpal Singh on Unsplash 125 Icon made by Smashicons from www.flati-
con.com, Icon made by dDara from www.flaticon.com, Icon made by Vectors Market from
www.flaticon.com, Icon made by Freepik from www.flaticon.com, Icon made by Freepik from
www.flaticon.com, Icon made by Gregor Cresnar from www.flaticon.com, Icon made by
Freepik from www.flaticon.com, Icon made by Smashicons from www.flaticon.com 126 Sie-
mens AG 127 Sketch by chilli mind GmbH 128 Axel Lauerer/Getty Images 130 Siemens AG
144 Siemens Financial Services Back cover Siemens AG
If illustrations have been used in this brochure which, despite careful research, violate existing copyrights of companies or
individuals, the publisher would like to apologize in due form and, if necessary, request notification. Any errors will be
gladly corrected in a later edition.

152
The international microlearning
concept of the Siemens HMI Design
Masterclass consisting of 7 units,
10 working templates, posters and
workbooks received the iF Design
Award 2019.

Published by
Siemens AG 2019
Digital Factory
90475 Nuremberg
Germany
Article No.: DFFA-T10565-00-7600
Printed in Germany
Dispo 06333
WS05191.3
Subject to changes and errors. The information
given in this document only contains general
descriptions and/or performance features which
may not always specifically reflect those described,
or which may undergo modification in the course of
further development of the products. The
requested performance features are binding only
when they are expressly agreed upon in the
concluded contract.

DFFA-T10565-00-7600 -- Workbook HMI Design

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