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Design and evaluation Cognition, Communication, and Collaboration

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Deep versus shallow models (e.g. how to drive a car and how it works) Transparency ... Video conferencing allows everyone to see each other providing some support for ... – PowerPoint PPT presentation

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Title: Design and evaluation Cognition, Communication, and Collaboration


1
Design and evaluationCognition, Communication,
and Collaboration
  • Victor Kaptelinin
  • October 31, 2006

2
Outline
  • The process of interaction design (contd)
  • Cognition
  • (designing for) Communication and collaboration

3
The process of interaction design
4
Design and SDLC
design
Early prototype(s)
Formative evaluation
Advanced prototype(s)
Concept
Summative evaluation
Requirement specification
Implementation
Problem identification
Deployment
User studies
Adoption
PRACTICE (real world)
5
Lifecycle models
  • Show how activities are related to each other
  • Lifecycle models are
  • management tools
  • simplified versions of reality
  • Many lifecycle models exist, for example
  • from software engineering waterfall, spiral,
    JAD/RAD
  • from HCI Star, usability engineering

6
A simple interaction design model
Identify needs/ establish requirements
(Re)Design
Evaluate
Build an interactive version
Final product
Exemplifies a user-centered design approach
7
Traditional waterfall lifecycle
Requirements analysis
Design
Code
Test
Maintenance
8
A Lifecycle for RAD (Rapid Applications
Development)
Project set-up
JAD workshops
Iterative design and build
Engineer and test final prototype
Implementation review
9
Spiral model (Barry Boehm)
  • Important features
  • Risk analysis
  • Prototyping
  • Iterative framework allowing ideas to be checked
    and evaluated
  • Explicitly encourages alternatives to be
    considered
  • Good for large and complex projects but not
    simple ones

10
Spiral Lifecycle model
From
cctr.umkc.edu/kennethjuwng/spiral.htm
11
The Star lifecycle model
  • Suggested by Hartson and Hix (1989)
  • Important features
  • Evaluation at the center of activities
  • No particular ordering of activities. Development
    may start in any one
  • Derived from empirical studies of interface
    designers

12
The Star Model (Hartson and Hix, 1989)
task/functional analysis
Implementation
Requirements specification
Evaluation
Prototyping
Conceptual/ formal design
13
Cognition
  • What is cognition?
  • What are users good and bad at?
  • Mental models
  • External cognition
  • Using this understanding to inform system design

14
Core cognitive aspects
  • Attention
  • Perception and recognition
  • Memory
  • Reading, speaking and listening
  • Problem-solving, planning, reasoning and
    decision-making, learning
  • Here we focus on attention, perception
    recognition, memory

15
Attention Design implications
  • Make information salient when it needs attending
    to
  • Use techniques that make things stand out like
    colour, ordering, spacing, underlining,
    sequencing and animation
  • Avoid cluttering the interface - follow the
    google.com example of crisp, simple design
  • Avoid using too much because the software allows
    it

16
Memory
  • Involves encoding and recalling knowledge and
    acting appropriately
  • We recognize things much better than being able
    to recall things
  • The rise of the GUI over command-based interfaces
  • Better at remembering images than words
  • The use of icons rather than names
  • 7/-2 Misuses

17
Mental models
  • Craik (1943) described mental models as internal
    constructions of some aspect of the external
    world enabling predictions to be made
  • Involves unconscious and conscious processes,
    where images and analogies are activated
  • Deep versus shallow models (e.g. how to drive a
    car and how it works)
  • Transparency

18
External cognition
  • Concerned with explaining how we interact with
    external representations (e.g. maps, notes,
    diagrams) and how they extend our cognition
  • What computer-based representations can we
    develop to help even more?
  • External representations
  • Remind us that we need to do something (e.g. to
    buy something for mothers day)
  • Remind us of what to do (e.g. buy a card)
  • Remind us when to do something (e.g. send a card
    by a certain date)

19
Usability principles (Nielsen, PRS ch. 1)
  • Visibility of system status
  • Match between system and the real world
  • User control and freedom
  • Consistency and standards
  • Help users recognize, diagnose and recover from
    errors
  • Error prevention
  • Recognition rather than recall
  • Flexibility and efficiency of use
  • Aesthetic and minimalist design
  • Help and documentation

20
Communication and collaboration
  • Conversation with others
  • Awareness of others
  • How to support people to be able to
  • talk and socialise
  • work together
  • play and learn together

21
Conversational rules
  • turn-taking to coordinate conversation
  • Back channeling to signal to continue and
    following
  • Uh-uh, umm, ahh
  • farewell rituals
  • Bye then, see you, yer bye, see you later.
  • implicit and explicit cues
  • e.g. looking at watch, fidgeting with coat and
    bags
  • explicitly saying Oh dear, must go, look at the
    time, Im late

22
Technology-mediated conversation
  • Do same conversational rules apply?
  • Are there more breakdowns?
  • How do people repair them?
  • Phone?
  • Email?
  • Instant messaging
  • SMS texting?

23
Design implications
  • How to support conversations when people are at
    a distance from each other
  • Many applications have been developed
  • Email, videoconferencing, videophones, computer
    conferencing, instant messaging, chatrooms,
    collaborative virtual environments, media spaces
  • How effective are they?
  • Do they mimic or extend existing ways of
    conversing?

24
Synchronous CMC
  • Conversations are supported in real-time through
    voice and/or typing
  • Examples include video conferencing and chatrooms
  • Benefits
  • Can keep more informed of what is going on
  • Video conferencing allows everyone to see each
    other providing some support for non-verbal
    communication
  • Chatrooms can provide a forum for shy people to
    talk more
  • Problems
  • Video lacks bandwidth
  • Difficult to establish eye contact
  • People can behave badly when behind the mask of
    an avatar

25
Asynchronous CMC
  • Communication takes place remotely at different
    times
  • Email, newsgroups, computer conferencing
  • Benefits include
  • Read any place any time
  • Flexible as to how to deal with it
  • Powerful, can send to many people
  • Can make saying things easier
  • Problems include
  • FLAMING!!!
  • Spamming
  • Message overload
  • False expectations as to when people will reply

26
New communication technologies
  • Move beyond trying to support face-to-face
    communication
  • Provide novel ways of interacting and talking
  • Examples include
  • SMS texting via mobile phones
  • Online chatting in chatrooms
  • Collaborative virtual environments
  • Media spaces

27
Awareness of others
  • Involves knowing who is around, what is
    happening, and who is talking with whom
  • Peripheral awareness
  • keeping an eye on things happening in the
    periphery of vision
  • Overhearing and overseeing - allows tracking of
    what others are doing without explicit cues
  • Media spaces
  • Notification systems
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