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HCI Design

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Once you unpack the .pak file.... You can edit the .mdl files. Use ... Good UI work is really picky. Sep 10 , Fall 2001. CS 4455. 15. Final Stages. Playtesting ... – PowerPoint PPT presentation

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Title: HCI Design


1
HCI -- Design
  • Editing Quake Models
  • Human-Computer Interaction
  • Human-Centered Design
  • Affordances, etc

2
Editing Quake Models
  • Once you unpack the .pak file.
  • You can edit the .mdl files
  • Use tools on www.planetquake.com
  • I have some of these planetquake pages on the
    course page

3
History of HCI -- Bad Attitudes
  • Stage 1
  • Users are exclusively programmers
  • Catering to programmer needs is weak
  • Wastes resources
  • People who make mistakes should be smarter
  • However Mistakes are inevitable!
  • Allowing easy error recovery is cost efficient

4
Bad Design Attitudes
  • Reflected in other engineering areas
  • Car safety
  • Good drivers dont have accidents
  • Since accidents are the drivers fault, dont
    reward bad drivers
  • Dont design for safety
  • Design for the impossibly perfect user

5
Evolution of Bad Attitudes
  • Stage 2
  • Write the application first
  • Add the UI later
  • Stage 3
  • Users are other than programmers
  • The End User

6
Not-so-Bad Attitudes
  • Stage 4
  • Design UI and application together
  • The central concern is
  • What can the user understand
  • Avoid Technocentrism
  • Eg. Audience chooses ending to a story

7
User-Centered Design
  • User-centered design process
  • Analysis of user needs
  • Prototype
  • Informal feedback
  • Iterate on design
  • Final application
  • Formal feedback

8
Analysis of User Needs
  • Techniques
  • Surveys
  • Card-sorting tasks
  • Interviews
  • Focus groups
  • Look at competing products
  • Ethnography
  • Participant observation

9
Prototyping
  • Storyboards
  • Paper simulations of application
  • Wizard of Oz experiment
  • Prototyping tools
  • Cheap!

10
Informal Feedback
  • Present prototype to users
  • Do a quick questionnaire
  • Observe the user struggle with your lousy design

11
Iterate on Design
  • Redesign system
  • in light of initial user impressions
  • pay attention to common complaints
  • Be prepared to abandon bad ideas!!
  • Its just an idea, not a measure of your worth!

12
Iterate on Design
  • Let me reiterate
  • Be prepared to...
  • Abandon bad ideas!!
  • Its just an idea, not a measure of your worth!

13
  • Abandon bad ideas!

14
Final Stages
  • Implement the product
  • Get formal feedback
  • You now have something concrete to show
  • Performance analysis
  • Testing
  • Look for bugs
  • Attention to detail
  • Good UI work is really picky

15
Final Stages
  • Playtesting
  • 100s of testers working for months
  • Full-time job
  • Looking to tune the games playability
  • Single-player scenarios
  • Somewhat subjective
  • Culturally laden

16
Design fixation
  • Keep an open mind
  • Dont get wedded to an idea
  • Dont let design review become about whose idea
    wins
  • Honor the truth. People come first.

17
Quotable Quotes Practice
  • The secret to having good ideas is to have many
    ideas -- Bill Buxton
  • Youve got 100,000 bad drawings inside you.
    Youre here at art school to get them out. --
    Chuck Jones
  • Design takes practice!!

18
Quotable Quotes
  • Where principle is put to work, not as a recipe
    or as a formula, there will always be style
    -- Le Corbusier
  • Every curve and line has to have real meaning
    it cant be arbitrary. -- Frank Lloyd Wright

19
UI Design
  • Different from design for other kinds of
    software?
  • Increased emphasis on temporal element
  • Tolerance for greater complexity
  • Immersiveness
  • "I've never wanted to be inside Office 97."
  • Specialized hardware

20
Ecological Psychology
  • Ecological Psychology -- JJ Gibson
  • People developed in the real world
  • Human perceptual ability shaped strongly by
    features of the natural world
  • An Evolutionary theory of psychology
  • Natural selection gave us abilities to recognize
    and manipulate tools

21
Affordances
  • Affordance
  • A term coined by JJ Gibson
  • Something in the real world that suggests how to
    manipulate it
  • Hammers afford pounding
  • (the theory is more subtle than that)

22
Affordances
  • HCI Affordance
  • an interface object that allows input in a
    particular way
  • Some inputs easier than others
  • What are the different affordances of
  • Keyboard
  • Mouse
  • Joystick
  • Nintendo joypad

23
Keyboard
  • Buttons for letters
  • Shift combinations

24
Mouse
  • 2D position
  • Button press
  • While moving (dragging)

25
Joystick
  • 4 Types
  • Isometric
  • Stick does not move
  • Force input
  • Spring-return
  • Isotonic
  • No spring
  • Force-feedback

Force input
Absolute 2D Location
26
Joypad
  • Buttons
  • Various grip locations
  • Buttons arranged spatially
  • Joypad directional buttons

27
Device affordance
  • Each device will affect the interaction
  • Training on 1 device does not transfer
  • Performance will be better with Natural Mapping
  • To some degree, this depends on what natural
    experience is being simulated

28
Metaphor
  • Eg View control -- Push Joystick Left
  • Screen moves Right Vehicle control
  • Screen moves Left Grabbing scene
  • Both are Natural
  • Must explicitly understand the metaphor
  • The controller moves a camera
  • Control stick controls an airplane
  • The controller grabs the objects in the scene

29
Modes
  • Another aspect of device affordance
  • How many operations does the game have?
  • How many buttons/actuators are there?
  • More commands than buttons?
  • Youve got modes!

30
Modes
  • Modes are often used to specify a complex scope
  • Insert text mode
  • Draw new curve mode
  • Edit curve mode

31
Modes
  • Recall Model Human Processor
  • Each button press will require a human processor
    cycle 200ms
  • Modes allow the user to Enter scope once
  • Instead of for each curve operation

Doom Examples Inventory Current
weapon Strafe
32
Modes
  • Successful modes
  • Are evident to the user
  • Allow a clearly defined subset of the entire
    systems functionality
  • Eliminate command specification
  • Cognitive subset

33
Modes -- Key Chords
  • Modes provide a separate context to interpret
    user input
  • Lower vs Upper case Shift key
  • Selecting characters
  • Pick all by wireframe box
  • Add to selection by holding down shift key
  • Without shift, this would start new selection

34
Modes -- Chord advice
  • User holds a button to enact a mode
  • User provides physical tension to enact the mode
  • Physical tension costs effort
  • User wants to reduce effort
  • Will release button ASAP
  • Physical tension is the mode display method

35
Modes without physical tension
  • Enter mode by
  • Menu selection
  • Selected by command
  • Requires a visual Mode Indicator
  • The current weapon in Doom/Quake/
  • Change in cursor shape

36
Modes on screen
  • Hit areas on the screen enact different
    commands
  • Cursor shape tells you the mode
  • Not quite the same as modes
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