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Foundations of HCI

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Review some fundamentals of human psychology. Illustrate ... Fame: Apple Front Row. What rocks about Front Row. Consistency with existing UIs and programs ... – PowerPoint PPT presentation

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Title: Foundations of HCI


1
Foundations of HCI
  • Loren Terveen
  • CS 5115, Fall 2008
  • September 15

2
Objectives for today
  • Review some fundamentals of human psychology
  • Illustrate their application to interface design
  • Will do another Hall of Fame/Shame at end
  • A little more project planning

3
Announcements
  • Hall of Fame/Shame schedule
  • Your teams/preferences due by Wednesday
  • First two weeks set
  • Group Info Forms will be up on the web site
    today due by Wednesday noon
  • Note on Open House constraints
  • Remember 4-5 unannounced quizzes
  • Immediately after the HoF/S presentations

4
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5
Human Cognition
  • Its Human-Computer Interaction, User Interface
    Design so we need to understand something about
    human capabilities
  • so a brief overview of human cognitive
    capabilities as relevant to HCI
  • Goal use this knowledge to guide design of
    interfaces that extend peoples abilities and
    compensate for weaknesses

6
Human Cognition
  • Attention
  • Perception and recognition
  • Memory
  • Learning
  • Problem solving and reasoning

7
Attention
  • 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

8
Attention 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

9
Attention - Example
  • Consider two interfaces that support web search
    evaluate both from the perspective of being able
    to focus on where to enter your query

10
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11
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12
Two more examples
13
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14
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15
Perception
  • Acquiring information from the environment using
    different senses
  • Results in internal experience of external events
  • Vision is dominant sense for sighted people

16
Perception 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

17
Perception - Example
  • My goal is to read new messages in an online forum

18
Icons are their meanings clear?
Attention easy to focus on the right stuff?
19
Memory
  • 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

20
Memory (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

21
Memory 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.)?

22
More than 7 - 2 items in menu bad?
What about a voice menu?
23
Visual representation of contacts recognition,
not recall
Spatial organization of information
Pictures
24
Learning
  • Acquiring new knowledge or skills
  • Exploratory learning learning by doing
  • Scaffolding or training wheels

25
Learning 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

26
Examples
  • Graphical editors
  • Simulation environments

27
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28
Problem solving and reasoning
  • Conscious reflective
  • Thinking over ones options
  • Figuring out the best option or solution
  • Making a plan
  • Weighing pros and cons

29
Task Structure
30
Problem solving Design Implications
  • Provide the proper information and aids
  • But, even better design to make problem-solving
    and reasoning unnecessary

31
Spreadsheet
32
Tax Preparation Software
  • User doesnt have to do computation
  • User doesnt have to figure out which form to use
  • Instead, software poses questions that users are
    likely to be able to answer

33
Example
  • Whats the best flight from Vancouver to
    Montreal?
  • Time
  • Layovers
  • Plane changes
  • Price

34
Representation 1
Time zones van-cal ? 1 cal tor, mon ? 2
35
Representation 2
7
9
11
13
15
17
Vancouver
Cdn 321
AC 117
8
10
12
14
16
18
Calgary
Cdn 355
AC 123
20
Toronto
10
12
14
16
18
Montreal
36
Hall of Shame/Fame
  • Brian Terlson
  • Fall 2006 student

37
Shameful The Godfather
38
Why The Godfather is Terrible
  • Poor visibility and poor focus
  • The interface tries to do too much in one screen.
  • Eg. There are so many scroll bars that it can
    take quite some time to simply find the right
    one!
  • Completing simple tasks requires scanning
    everything in the UI and toggling every button
    and moving every scroll bar (since items may be
    hidden) or memorizing it beforehand.
  • Tab interface not consistent with Windows
    standard. Tabs just look like any other button.
  • Icons are not good and often meaningless.
  • Can accomplish the same thing on multiple screens
    such as changing the title tag, can be done in
    no less than 3 different screens and in two
    different pop-up dialogs.

39
Fame Apple Front Row
40
What rocks about Front Row
  • Consistency with existing UIs and programs
  • The icons are all recognizable items from OS X
  • The menus for music and pictures are the same as
    those in iTunes and iPhoto.
  • The DVD player and video playing interface is
    familiar to anyone who has used a DVD player
    before.
  • Natural mapping between buttons action desired
    and buttons on remote rotating icons around,
    scrolling through lists are natural.
  • Remote is simple and does all required functions
    easy to learn and retain functions even in
    short term memory.
  • Program gives great feedback when items are
    selected or moved both sound and visual.
  • The program is easy to use and easy to learn a
    great UI!
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