Title: Bathtub control
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2Bathtub control
- Users goals
- Warm bath
- Right amount of water
- Psychological variables
- Temperature water depth
- Physical variables
- Cold water flow rate
- Warm water flow rate
3Design exercise
Design the perfect bathtub control. 1. Assume
you have unlimited budget 2. Bath control only
no shower. 3. Think about mapping controls to
the users goals (physical variables).
4HCI Design Step 1
- Knowing the user
- Users are distinct individuals
- They have similar architectures
- Learning and memory for items is similar
- Motor, visual and hearing performance is similar
- HCI design is user-center Design
- Changing the system to fit the user.
- Not the other way around.
5What do we need to know about people?
- Perception
- Memory
- Vision
- Information Processing
- Mental Models
- Learning
- Skill
- Individual Differences
6Same or different?
A A
A A
A A
A a
A a
A B
Even simple decisions require thought and depend
on context
7Things that make us think
Jobs
Employment Opportunities
Job-o-Rama
8The Model of Human Processor
- The Perceptual System
- Seeing, hearing, touching, (smelling, tasting)
- The Motor System
- Movement
- The Cognitive System
- learning, reasoning, and problem-solving,
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10Human Dimensions in Design Consideration
- Memory
- Motor processor
- Cognitive Processor
- Perceptual Processor
11What we need to know about users
- They forget
- They make mistakes
- Behavior is guided by prior knowledge
12They forget
- Short Term Memory
- limited duration (200ms - 30 sec)
- limited capacity (7 2 chunks)
- Design implications
- Misinterpreted and overused (e.g. menu size)
- Use to watch for memory demands of the UI
- it is hard to remember much information from one
step in a process to another (leave information
on the screen) - Task chunking leads to closure
13Pay Attention .
14What is the number?
5476926264
15Pay Attention .
16What is the number?
505 646 6222
- Information can be grouped into chunked so that
we can increase our short-term memory to 7 /- 2
chunks
17Another Example
18What is the String?
- THE CAT RAN UP THE TREE
- T HEC ATR ANU PTH ETR EE
- Patterns and meanings helps to increase capacity
of short-term memory.
19They forget
- Long Term Memory
- is organized and associative but imperfect
- recognition is easier than recall
- Design implications
- provide meaningful retrieval cues
- visibility is important (e.g. menus)
- but it has to make sense
- cues must be easily discriminated
- e.g. is it options or properties
20Memory
- Involves first encoding and then retrieving
knowledge - We dont remember everything - involves filtering
and processing what is attended to - Context is important in affecting our memory
(i.e., where, when) - Well known fact that we recognize things much
better than being able to recall things - Better at remembering images than words
- Why interfaces are largely visual
21Processing in memory
- Encoding is first stage of memory
- determines which information is attended to in
the environment and how it is interpreted - The more attention paid to something,
- And the more it is processed in terms of thinking
about it and comparing it with other knowledge, - The more likely it is to be remembered
- e.g., when learning about HCI, it is much better
to reflect upon it, carry out exercises, have
discussions with others about it, and write notes
than just passively read a book, listen to a
lecture or watch a video about it
22Context is important
- Context affects the extent to which information
can be subsequently retrieved - Sometimes it can be difficult for people to
recall information that was encoded in a
different context - e.g., You are on a train and someone comes up to
you and says hello. You dont recognize him for a
few moments but then realize it is one of your
neighbors. You are only used to seeing your
neighbor in the hallway of your apartment block
and seeing him out of context makes him difficult
to recognize initially
23Activity
- Try to remember the dates of your grandparents
birthday - Try to remember the cover of the last two DVDs
you bought or rented - Which was easiest? Why?
- People are very good at remembering visual cues
about things - e.g., the color of items, the location of objects
and marks on an object - They find it more difficult to learn and remember
arbitrary material - e.g., birthdays and phone numbers
24Recognition versus recall
- Command-based interfaces require users to recall
from memory a name from a possible set of 100s - GUIs provide visually-based options that users
need only browse through until they recognize one - Web browsers, MP3 players, etc., provide lists of
visited URLs, song titles etc., that support
recognition memory
25The problem with the classic 7?2
- George Millers theory of how much information
people can remember - Peoples immediate memory capacity is very
limited - Many designers have been led to believe that this
is useful finding for interaction design
26What some designers get up to
- Present only 7 options on a menu
- Display only 7 icons on a tool bar
- Have no more than 7 bullets in a list
- Place only 7 items on a pull down menu
- Place only 7 tabs on the top of a website page
- But this is wrong? Why?
27Why?
- Inappropriate application of the theory
- People can scan lists of bullets, tabs, menu
items till they see the one they want - They dont have to recall them from memory having
only briefly heard or seen them - Sometimes a small number of items is good design
- But it depends on task and available screen estate
28Personal information management
- Personal information management (PIM) is a
growing problem for most users - Who have vast numbers of documents, images, music
files, video clips, emails, attachments,
bookmarks, etc., - Major problem is deciding where and how to save
them all, then remembering what they were called
and where to find them again - Naming most common means of encoding them
- Trying to remember a name of a file created some
time back can be very difficult, especially when
have 1000s and 1000s - How might such a process be facilitated taking
into account peoples memory abilities?
29Personal information management
- Memory involves 2 processes
- recall-directed and recognition-based scanning
- File management systems should be designed to
optimize both kinds of memory processes - e.g., Search box and history list
- Help users encode files in richer ways
- Provide them with ways of saving files using
colour, flagging, image, flexible text, time
stamping, etc
30Is Apples Spotlight search tool any good?
31Design implications
- Dont overload users memories with complicated
procedures for carrying out tasks - Design interfaces that promote recognition rather
than recall - Provide users with a variety of ways of encoding
digital information to help them remember where
they have stored them - e.g., categories, color, flagging, time stamping
32Mental models
- Users develop an understanding of a system
through learning and using it - Knowledge is often described as a mental model
- How to use the system (what to do next)
- What to do with unfamiliar systems or unexpected
situations (how the system works) - People make inferences using mental models of how
to carry out tasks
33Mental 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)
34Everyday reasoning and mental models
- You arrive home on a cold winters night to a
cold house. How do you get the house to warm up
as quickly as possible? Set the thermostat to be
at its highest or to the desired temperature? - (b) You arrive home starving hungry. You look in
the fridge and find all that is left is an
uncooked pizza. You have an electric oven. Do you
warm it up to 375 degrees first and then put it
in (as specified by the instructions) or turn
the oven up higher to try to warm it up quicker?
35Heating up a room or oven that is
thermostat-controlled
- Many people have erroneous mental models
(Kempton, 1996) - Why?
- General valve theory, where more is more
principle is generalised to different settings
(e.g. gas pedal, gas cooker, tap, radio volume) - Thermostats based on model of on-off switch model
36Heating up a room or oven that is
thermostat-controlled
- Same is often true for understanding how
interactive devices and computers work - Poor, often incomplete, easily confusable, based
on inappropriate analogies and superstition
(Norman, 1983) - e.g. elevators and pedestrian crossings - lot of
people hit the button at least twice - Why? Think it will make the lights change faster
or ensure the elevator arrives!
37Exercise ATMs
- Write down how an ATM works
- How much money are you allowed to take out?
- What denominations?
- If you went to another machine and tried the same
what would happen? - What information is on the strip on your card?
How is this used? - What happens if you enter the wrong number?
- Why are there pauses between the steps of a
transaction? What happens if you try to type
during them? - Why does the card stay inside the machine?
- Do you count the money? Why?
38How did you fare?
- Your mental model
- How accurate?
- How similar?
- How shallow?
- Payne (1991) did a similar study and found that
people frequently resort to analogies to explain
how they work - Peoples accounts greatly varied and were often
ad hoc
39Memory
- Human Memory Arguments
- keyboard entry requires someone to remember the
name of the item - screen selection only requires someone to
recognize the item - long command sequences hard to learn and to hold
in the users head
40Just enough Psychology(So far)
- People make mistakes because they can easily get
distracted by changes in the task context.
41Motor Processor
- Human Motor Performance Arguments
- items that are co-selected should be close
- small items are hard to select
- selection while holding the mouse button down is
a harder motor task
42Geometry and Movement
- Small targets are harder (and slower) to hit with
a mouse than big target - long mouse movements are slower than short ones
- icons pack differently from text strings
- more keystrokes take longer to type
- switching between mouse and keyboard is slow
43Fitts LawMT a b log2(2A/W) where MT
movement time a,b regression coefficients A
distance of movement from start to target center
W width of the target
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45Perceptual Processor
- Human Visual Performance Arguments
- important items stand out by varying properties
of items, e.g., color, shape - user search guided by organization of screen
elements, e.g., users eye navigates from left to
right and top to bottom
46Perceptual Processor
- Anything that is seen by our eyes has to be
processed - The processing difficulty depends the complexity
of the visual scene and on our previous memory of
the scene
47Visual Processing Speed
- Images that we already are familiar with simply
match to images stored in our memory - the processing time is fast
- the processing effort is low
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49Visual Processing Speed
- For native English readers, the character on top
right is processed faster - For native Chinese readers, the character on the
bottom right is processed faster
A
50Pay Attention!
- I am going to show the next slide as fast as I can
51M
52Take out a pencil and draw the character you just
saw
53Pay Attention!
- I am going to show the next slide as fast as I can
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55Take out a pencil and draw the character you just
saw
56Visual Processing Speed
- English character has same complexity as Chinese
character. - Because the English character simply needs to be
mapped to a similar character in our memory, the
visual understanding speed is much shorter - Chinese students will, of course, be faster with
the Chinese characters
57What do you see?
58What information do you memorize?
- Location of element
- Shape of element
- Relationship of element to other elements on
screen - Pictures of icons
- Colors
59Human Processing of Complex Visual Scenes
- The time it takes to visually understand a scene
depends on the number of unique elements that we
must visually identify in the scene - If we have already learned the scene, we record
it as one element - Words are recorded as a single element.
- One graphical component many have several unique
components.
60An Example of a Complex Visual Scene
61Control Panel for Desktop Video Conferencing
- Too many elements to learn
- Elements located all over screen
- each individual location and relationship to
other elements has to be learned - Elements not clustered or ordered so that
sub-groupings can be learned
62Design implication
- Provide external representations at the interface
that reduce memory load and facilitate
computational offloading
e.g. Information visualizations have been
designed to allow people to make sense and rapid
decisions about masses of data
63Galitz Graphical Design Principles
- Principles come from the way the human visual
system works - Principles relate to
- HOW HARD IT IS TO PROCESS VISUAL SCENE
- HOW MUCH OF SCENE CAN BE MATCHED TO MEMORY
64Organization of Screen Elements
- Balance
- Symmetry
- Regularity
- Predictability
- Sequentiality
- Economy
- Unity
- Proportion
- Simplicity
- Groupings
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69The Stoop Effect Tells Us
- People have a hard time overcoming well practiced
skills (like reading) - We need to design applications that match
acquired skills and work habits - User testing is a good way of determining if our
designs violate over learned skills
70Cognitive Processor
- Problem-Solving Arguments
- problems can be hard to solve if represented
poorly - if the user has to map their problem
representation into a different one on the
screen, the problem will be harder to do - Learning Arguments
- Automatic learning
71 Problem-Solving
- it should be possible to select operations
relevant to goals - it should be possible to know what an operation
has actually done
72The dog is facing west. Make him face east by
changing the positions of just two matches. His
tail must remain up!
73Solution!
Assumptions can make easy things hard.
We dont always know what our users assumptions
are.
74And/Or questions
Enter your question
Enter your question Which students are from
Texas and New Mexico
75Who is from New Mexico and Texas?
Who is from New Mexico or Texas?
Texas
New Mexico
Texas
New Mexico
76And/Or Method
- Thirty-six participants from a temporary agency
- Word processing but no database experience
- Were asked to test a new database program which
used English. - Forty problems
- Equal numbers of And (Intersection) and Or
(Union) divided between one or two database
attributes
77And/Or Results
Actual use
78Attention
- big changes are more noticeable
- information presented close to where the user is
looking is more likely to be read - auditory signals cannot be ignored as easily as
visual signals
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