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Mental Models and Affordances

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Cooper's Three Models. Implementation Model: The way the thing actually works ... Source: Alan Cooper, About Face, Chapter 3. Metaphors ... – PowerPoint PPT presentation

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Title: Mental Models and Affordances


1
Mental Models and Affordances
213 User Interface Design and Development
  • Professor Tapan Parikh (parikh_at_berkeley.edu)
  • TA Eun Kyoung Choe (eunky_at_ischool.berkeley.edu)
  • Lecture 5 - February 5th, 2008

2
Todays Outline
  1. Mental Models
  2. Affordances
  3. Constraints
  4. Modes

3
Knowledge in the World
  • We dont have to memorize every detail about what
    we do, because there are reminders in the world
  • Labels
  • Affordances
  • Constraints
  • Mappings
  • Examples Hunt-and-Peck Typing, Numonics

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6
The Trouble with Memory
  • It is hard to remember things! (Especially
    arbitrary, detailed things)
  • Short-term memory is small and unreliable
  • Long-term memory is slow and complicated to
    access
  • It is difficult to get stuff from STM into LTM,
    and vice versa

7
Kinds of Memory
  • For Arbitrary Things
  • Requires rote learning
  • Cannot be extrapolated
  • Based on Analogy
  • Analogy to something we know makes it easier to
    learn and remember
  • Only need to remember the difference vector
  • Based on Understanding
  • Allows for extrapolation
  • Can be self-evident

8
Tradeoffs
Knowledge in the World Knowledge in the Head
Retrievability Whenever present in the location Requires memory search or reminder
Learning Not needed Needed
Efficiency Requires finding and interpreting Can be immediate
Immediate Usability Yes No, requires learning
Aesthetics Can be cluttered Can be elegant
9
GUI vs. Keyboard Shortcuts
GUI Keyboard Shortcuts
Retrievability Apparent from the design Requires memorization
Learning Not needed Needed
Efficiency Requires visual search Can be immediate
Immediate Usability Yes No, requires learning
Aesthetics Can be cluttered Can be elegant
10
Coopers Three Models
  • Implementation Model The way the thing actually
    works
  • Conceptual Model The way the user thinks it
    works
  • Manifest Model How the designer intends the user
    to believe it works

Source Alan Cooper, About Face, Chapter 3
11
Manifest Models
  • The closer the manifest model comes the users
    mental model, the easier it will be to use and
    understand
  • Most software UIs are designed by engineers, so
    conform to the implementation model
  • By making the manifest model simpler, we can make
    it easier to learn and understand

Source Alan Cooper, About Face, Chapter 3
12
Metaphors
  • Metaphors rely on analogy with some existing
    concept or idea
  • Files, Folders, Windows, Trash
  • User must recognize the metaphor, and understand
    how to translate it
  • Can be hit or miss
  • Physical world metaphors can limit their
    information world equivalents
  • How many of you understand Windows because of its
    physical analogies?

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Idioms
  • All idioms must be learned. Good idioms only
    need to be learned once
  • Idioms focus on being easy to learn and recognize
  • We learn many UI features as idioms, rather then
    metaphors
  • The WIMP metaphor succeeded because of its visual
    idioms and limited vocabulary of primitive
    actions

15
Source Alan Cooper, About Face, Chapter 4
16
Affordances
17
Affordances
  • Affordances are properties of the World that are
    compatible with and relevant for peoples
    interactions
  • Physical affordances are more relevant for
    product designers (and for mobile app developers)
  • On a desktop display, perceived affordances,
    conventions and constraints play a bigger role

18
Perceived Affordances
  • Useful to separate existence of an affordance
    with its perception

Perceived Not Perceived
Affordance Perceptible Affordance Hidden Affordance
No Affordance False Affordance Correct Rejection
Source William Gaver, Technology affordances,
CHI 1991
19
Nested Affordances
  • Affordances that are grouped in space, where
    knowledge of one improves understanding of another

20
Sequential Affordances
  • situations in which acting on a perceptible
    affordance leads to information indicating new
    affordances
  • Affordances are not passively perceived, but
    explored Learning is a matter of attention
    rather than inference.

Source William Gaver, Technology affordances,
CHI 1991
21
Multi-media Affordances
  • Visual
  • Tactile
  • Auditory
  • (can be sequential)

22
Constraints
23
Constraints
  • Affordances provide opportunities for action.
    Constraints limit the acceptable action
    opportunities.
  • Physical constraints
  • Logical constraints
  • Cultural constraints

24
Physical Constraints
  • Physical constraints physically limit the
    possibilities for action
  • Closely related to affordances

25
Logical Constraints
  • Use reasoning to determine the alternatives
  • go hand in hand with a good conceptual model

26
Cultural Constraints
  • rely on accepted cultural conventions
  • they evolve, they require a community of
    practice

27
Mapping, Feedback, Visibility,
  • Mapping Maintain logical or semantic
    correspondence between controls and their effect
  • Visibility Make relevant parts visible
  • Feedback Give each action an immediate and
    obvious effect
  • (Sounds can and should also be used for
    visibility and feedback)

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31
Modes
32
Modes
  • A mode is a state the program can enter where
    the effects of a users actions change from the
    norm
  • Active (SHIFT) or Passive (CAPS LOCK)
  • Make it easy to change the mode and to see which
    mode you are in

33
Where do we stand?
  • Tools for designing usable systems
  • Mental Models, Idioms, Affordances, Constraints,
    Mappings, Feedback, Visibility
  • Methods for understanding and sharing user
    knowledge
  • Contextual inquiry, scenarios, personas
  • focus not on technologies or users alone, but on
    the interactions between the two

34
For Next Time
  • Work on Assignment 1!
  • Readings on Prototyping, Heuristic Evaluation
  • Show Tell - Observations from CI
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