Title: Friday, January 30
1Friday, January 30
- Psychology and HCI
- Project Groups and Ideas
2Foundations of User Interfaces
- Field of Human-Computer Interaction (HCI)
- Psychology
- Computer Science
- Ergonomics
- other disciplines
- Focus Design Computer Systemsfor Humans
3Human Capabilities
- Humans are very good at
- recognizing (images, voices, etc.)
- associative memory
- explaining phenomena
- Humans are very limited in
- short-term memory
- complex, multi-layered tasks
- perfection
4Quick review of human capabilities
- Goal use this knowledge to guide design of
interfaces that extend peoples abilities and
compensate for weaknesses
5Human Cognition
- Attention
- Perception and recognition
- Memory
- Learning
- Problem solving and reasoning
6Attention
- From the range of available possibilities, select
what to concentrate on - Visual or auditory scanning
- Factors that affect ease of focusing on the right
stuff - Specificity of goals
- Information display
7Attention Design Implications
- Information relevant to the current task should
be salient - Graphical techniques layout, ordering,
organization, underlining, color, animation can
be used to achieve this goal - But dont visually clutter the interface plain
interfaces can be easier to use
8Attention - Example
- Consider two interfaces that support web search
evaluate both from the perspective of being able
to focus on where to enter your query
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11Two more examples
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14Perception
- Acquiring information from the environment using
different senses - Results in internal experience of external events
- Vision is dominant sense for sighted people
15Perception Design Implications
- Icons should be designed so users can easily
distinguish their meanings - Sounds should be clearly audible and
distinguishable - Text should be legible and distinguishable from
the background
16Perception - Example
- My goal is to read new messages in an online forum
17Icons are their meanings clear?
Attention easy to focus on the right stuff?
18Memory
- Short-Term Memory
- Severely limited capacity 7 plus or minus 2
- Instant, effortless recall
- Chunking
- Fragile
- Long-Term Memory
- Unlimited capacity
- Takes time/effort to store and retrieve
- Interpretative
- Retrieval is context-sensitive
- rote memory vs. relationships vs. explanation
19Memory (continued)?
- People are really good at remembering some things
- Visual cues, especially faces
- People are much better at recognizing things than
recalling them - People are good at associative reminding
- People remember the typical case and the
exceptions
20Memory Design Implications
- Dont make users remember complicated procedures
- Design interfaces that promote recognition over
recall - Give users resources to help them visually encode
information (colors, icons, time stamps, etc.)?
21Memory Promote recognition over recall
22More than 7 - 2 items in menu bad?
What about a voice menu?
23Visual representation of contacts recognition,
not recall
Spatial organization of information
Pictures
24Learning
- Acquiring new knowledge or skills
- Exploratory learning learning by doing
- Scaffolding or training wheels
25Learning Design Implications
- Create interfaces that encourage exploration
- Easy to try out and undo actions
- Design interfaces that constrain and guide users
to select the right action - Provide multiple, linked representations
26Examples
- Graphical editors
- Simulation environments
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29Don Norman Design of Everyday Things
- Based on knowledge of human capabilities, Norman
offers principles for creating usable designs
30Seven Stages of Action
Goals
Evaluation of the interpretations
Intention to act
Interpreting the perception
Sequence of actions
Execution of the action sequence
Perceiving the state of the world
The World
31But things can go wrong at any of these stages
Notably Gulf of Execution Gulf of Evaluation
32Gulfs of Execution Evaluation
Goals
Evaluation of the interpretations
Intention to act
GULF OF EXECUTION
Interpreting the perception
GULF OF EVALUATION
Sequence of actions
Execution of the action sequence
Perceiving the state of the world
The World
33The Gulf of Execution
- Does the system provide actions that correspond
to the users intentions? - The difference between intentions and allowable
actions is the Gulf of Execution
34The Gulf of Evaluation
- Does the system provide a physical representation
that can be readily perceived and interpreted in
terms of the users intentions and expectations? - The Gulf of Evaluation reflects the amount of
effort that the person must exert to interpret
the physical state of the system and determine
how well the intentions have been met.
35The Seven Stages as Design Aids
Ask yourself how easily can the user
Determine the function of the system?
Tell if the system is in the desired state?
Tell what actions are possible?
Determine a mapping from system state to
interpretation
Determine a mapping from intention to physical
action?
Perform the action?
Tell what state the system is in?
36 principles for good design
- Conceptual models
- Visibility and affordances
- Mappings
- Feedback ? Causality
- Constraints
- Knowledge in the world
- Standardization
- Designing for error
37Conceptual Model
- People are explanatory creatures we will come
up with models of how things work - Rule 1 of interface design an interface is well
designed when it behaves exactly as users think
it will - Put it another way the designers job is to make
it easy for users to create the right model of
the system
38Designer and user models
Goal user model and design model should be
identical
So system image must lead user to acquire a user
model equal to the design model
User
Designer
System
39So how does a designer help users acquire the
right model?
- Visibility
- Affordances
- Constraints
- Mappings
- Feedback
40Visibility
- Dont hide controls!
- telephones hold, transfer, 3-way call etc.
- VCR programming
- Make status available
- well-designed display (e.g., progress bars)
- use sound if needed (click/beep/etc.)
41Affordances
- Actual and perceived properties of an object that
determine how it could possibly be used - A chair affords sitting
- A button affords pushing
- A knob affords turning
- A slot affords sticking things in
- Intended to help users discover interaction
possibilities
42Affordances in GUIs?
- Does a button icon afford clicking? Does a
scrollbar afford scrolling? - Maybe but what does the click mean?
- Meaning is arbitrary, and is assigned by
designers - Norman I put an affordance there I wonder if
the object affords clicking affordances this,
affordances that. And no data, just opinion.
Yikes! What had I unleashed upon the world? - Bottom line affordances arent as useful in
GUIs as in physical design
43Mappings
- Mappings used to determine relationships
- Between actions and results
- Controller and controlled
- Take advantage of physical analogies and cultural
standards
44Which lid is the right size?
45Which lid is the right size?
46Example turning on burners on a stove
- Which dial controls which burner?
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49- Why dont all stoves use this design?
- Is it ugly? More expensive? Less safe? ?
50Constraints
- Limit the range of possible actions / design
choices - Physical Constraints
- Only some possibilities are physically possible
(only one way to put a VCR tape in a player, a
cassette tape in a cassette player but not a CD
in a CD player) - Semantic Constraints
- Only some possibilities make sense (rear view
mirrors) - Cultural Constraints
- Only some possibilities are acceptable (redstop,
green-go) - Logical Constraints
- General principles e.g., every part should be
used (4 things to be controlled ? 4 switches)
51Feedback
- Remember that people will build models
- And feedback leads to causal models if Y
happened after X, then X caused Y - So provide the proper feedback immediately
respond to user actions dont hide the results! - Did I press the button? (visual and/or audio
feedback) - All actions should have effects
- Promote exploration
52Put knowledge in the world
- So users dont have to keep it all in their heads
- Menus, toolbars
- Agendas
- Graphical workspaces
- Provide memory aids
- so users dont have to remember information
between screens
53Knowledge in the head vs. in the world
- Retrieval
- Learning
- Efficiency of use
- Ease of first-time use
- Aesthetics
54Knowledge In The World
Recognition, not Recall
Partial, good enough descriptions stored
55To err is human
- Slips errors in automatic actions easy to
detect - Capture errors
- Description errors
- Data-driven errors
- Associative action errors
- Loss of activation errors
- Mode errors
- Mistakes errors in intention or logic hard to
detect
56Preventing errors
- Avoiding slips
- Different things should look different
- Consistent confirmation is not useful
- Immediate confirmation may not be useful
- Simplify tasks
- Make task structure narrow or shallow
57Oops, I opened my trunk
Controls to open trunk and access gas tank are
right next to each other
58More ways to prevent errors
- Support recovery
- Undo and backups
- Support exploration toward a goal
- Prevent errors with forcing functions failure
in one step means later steps cant be done - Make illegal actions unavailable
- Disable buttons or menus
- Turn illegal actions into legal ones
59Last resort - standardization
- Fewer things to memorize
- Quicker to learn
- Clocks should run clockwise
- But note that standards are culture-dependent!
60Standards and cultures
- What does the color red mean?
- US danger, warning,
- India purity
- What color should a wedding dress be?
- US white
- India red yellow
- How do you turn on a faucet?
- US counter-clockwise
- UK clockwise
- Icons mailboxes, trashcans,
- India washing machines, cereal
61A usable design - scissors
- Affordances
- Holes for something to be inserted
- Constraints
- Big hole for several fingers, small hole for
thumb - Mappings
- Between holes and fingers suggested and
constrained by appearance - A cultural standard
- Conceptual model
- Implications of actions clear feedback is
immediate
62A problematic design digital watch
- Affordances
- 4 buttons to push, but not clear what they do
- Constraints, mappings
- Unknown no natural relations or constraints
- Transfer
- Little/none from analog watches
- Standardization
- Still quite variable
63More examples
64Setting Options in MS Word
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67Design Principle
- Conceptual model What happened?!?
68Which string turns on the fan, which turns on the
light?
69Design Principle
70Summary Design Checklist
71Design Checklist
- Affordances
- Do interface objects afford their operations?
- Do interface objects afford illegal operations?
- Is it easy to tell what can be done with objects?
72Design Checklist
- Visibility of Controls
- Are all controls clearly visible on the screen or
in menus? - Is it easy to tell how to do something?Are there
critical parameters hidden away?
73Design Checklist
- Feedback
- Does every input provide appropriate feedback?
- Is it easy to determine the effect after an
operation?
74Design Checklist
- Conceptual Models
- What is the users model of the application?
- How will the user get a correct model?
75Design Checklist
- Mappings
- Are there clear correspondences between controls
and their objects? - Is graphical layout exploited (horizontal,vertical
)?
76Design Checklist
- Constraints
- Does the application constrain the user to legal
operations? - Do constraints help the user simplify the problem?
77Design Checklist
- Knowledge in the World
- Is the user expected to remember many things?
- Is the user expected to remember things from
screen to screen? - Is relevant information kept on the screen?
78Design Checklist
- Error Avoidance/Handling
- Is there an undo operation? Multi-level undo?
- Are irreversible actions harder to perform?
- Do forcing functions prevent errors?
79Design Checklist
- Standardization
- When making choices, does the application follow
existing standards? - Is there a standard look-and-feel?
- Was the application built using a standard set of
tools?
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81Project Groups and Ideas
- The redundancy principle
- Make sure your group is one person larger than
you need
82Project Proposal
- Essential elements
- Identification of a need
- Users
- Lack of adequate current tools
- Identification of an advantage
- Special insight into problem
- Unique skills
83First Steps
- Figure out the domain of the project
- Identify at least two willing users
- Brainstorm as a group on your initial approach
84The Proposal Itself
- What is the domain or problem?
- Who are the users and what do you know about them
and their activities or tasks? - What are the best alternatives out there, and why
arent they good enough? - What is your approach/insight?
85Process
- Now
- Projects needing people
- People with project ideas
- Next week
- Rapid feedback
- Serious concerns
- Immediate issues