Human Factors in Computing - PowerPoint PPT Presentation

1 / 43
About This Presentation
Title:

Human Factors in Computing

Description:

... down to the level of the opening and closing of doors ... a place to store files. Icons. Manuals. Place of last resort. On-line help (context sensitive) ... – PowerPoint PPT presentation

Number of Views:29
Avg rating:3.0/5.0
Slides: 44
Provided by: ste149
Category:

less

Transcript and Presenter's Notes

Title: Human Factors in Computing


1
Human Factors in Computing
2
Problems with Computers
3
Learning Outcomes
  • Understand the concept of usability in and its
    various sub-concepts in relation to computer
    software
  • Identify and appreciate the functions of typical
    user-interface components and conventions of
    commonly used software

4
Usability
  • A concept in all man/machine interaction even
    down to the level of the opening and closing of
    doors
  • How do we know whether to push or pull a door open

5
Door at the End of the LB Corridor
  • Elements of a Fire Exit
  • Button for Wheelchair Users
  • Sometimes the doors open sometimes not
  • No intuitive sense of how the door works

6
Door (2)
  • No confusion about pushing or pulling
  • No instructions on which door to push
  • No feedback on actions
  • Difficult to work out what does what

7
Affordance
  • Certain materials or the design of them afford
    certain actions with certain consequences
  • Handle affords pulling
  • Pushbutton affords pushing
  • On a web page what affords clicking?
  • Highlighted text, rollover images, change of
    cursor, 3d bevel of an image

8
Visibility
  • Difference between programming a digital display
    alarm clock and an analogue display alarm clock
  • Knowledge in the head and in the world
  • recognition vs recall
  • Difference between using a command language to
    copy a file and a graphical interface

9
Tube Map
10
TV Sets
11
Visibility Matrix
12
Feedback
  • Programming a VCR. Problems are
  • difficulty remembering your place in the sequence
    of actions
  • difficulty remembering what next needs to be done
  • cannot check the information entered to see if it
    was what was intended
  • Essentially a lack of feedback

13
Feedback 2
  • Sound as a form of feedback (rattle)
  • Color to indicate different intensities of
    feedback

14
Mapping
  • The relationship between controls and their
    movements and results in the world

15
Mental Models
  • Mental models allow us to conjecture the
    functioning of a machine such that we can derive
    its behaviour from it
  • My television
  • Allows us to conjecture what might be the
    solution to a never-before-encountered problem
  • How do I get from Bounds Green to Seven Sisters

16
Constraints
  • Cultural Constraints (going into restaurants)
  • Strong constraints (I cannot switch on the
    microwave with the door open)
  • Breaking glass to activate an alarm
  • Graying out of menus in computer applications

17
Standardisation
  • Explicit conventions which are adopted
  • In computers the position of the principle menus
    key commands

18
Designing for Error
  • If we explore - we will make errors
  • To err is human to forgive is divine
  • How can users make errors uncatastrophically?
  • How does a computer stop us deleting files by
    accident?
  • How does a computer allow us to retreat from our
    mistakes?

19
Preventing Error
  • Making choices exclusive
  • Prohibiting certain choices at certain point

20
Task Analysis
  • Things do things
  • Wide and shallow (choosing ice cream)
  • Few levels, a multitude of choices
  • Thin and deep
  • Many levels, not many on each (doing a recipe)
  • Taking an underground journey

21
Models ? Metaphors
  • The typewriter model works to the keyboard
  • Think of various metaphors in use and how they
    work in the real world

22
Icons - Graphical Metaphors
  • Try to design icons for the following interface
    concepts
  • a place to discard files
  • to open
  • to copy
  • a place to store files

23
Icons
24
Manuals
  • Place of last resort
  • On-line help (context sensitive)

25
How Things Work
  • We understand how things work through
  • affordances of materials, visibility of controls,
    natural mapping of controls, feedback to our
    actions, a coherent mental model of the thing
    used, constraints that prohibit us from doing
    undesirable things, adherence to standards and
    conventions in the operation of the thing
  • We explore
  • We read manuals

26
Interaction Styles
  • Command Entry
  • Menus and Navigation

27
Command Entry
  • Normally the name of an executable file or system
    command followed by parameters
  • copy a.txt b.txt (MS-DOS)
  • cp a.txt b.txt (Unix)
  • Parameters can be subdivided by switches (where
    there are a number of possible parameters)
  • gcc processor.c -o processor.exe
  • Wildcards can be used for multiple operations

28
Pros Cons
  • Can be very fast for expert users
  • Commands can be combined into batch files
    (MS-DOS) or shell scripts (Unix) for running a
    particular sequence of commands or the same
    command many times
  • Requires good memory or recourse to a manual if
    the command cannot be found

29
Menu Driven Interaction
  • Builds on a mental model of a system meaning you
    know more or less where you can do something then
    you just find it
  • Can be pop-up or pull down
  • Usually have accelerator keys attached (in case
    your mouse isnt working or for speed)
  • Often used commands can be done with key
    combinations and via icons on the Toolbar

30
Menu Conventions
  • Now the first three menus on most applications
    are File, Edit ,View
  • The last two are usually Window and Help
  • What are typical commands you find within the
    File and Edit menus of most applications?

31
Dialog Boxes
  • Some operations are either too complex or
    specific to be accomplished by a single menu
    command

32
Extended Dialog Boxes- (Wizards)
33
Extended Dialog Boxes- (Tabbed)
34
Natural Language Interaction
  • Advantage - naturalness
  • Disadvantage - comprehension
  • of natural language still
  • very poor by computer
  • Mainly used for searching rather than doing

35
Direct Manipulation
  • Dragging/Drawing/Erasing
  • Direct Manipulation interaction styles are
    characterised by
  • visibility of the objects of interest
  • rapid, reversible, incremental actions
  • replacement of complex command language by direct
    manipulation of the object of interest

36
Components
  • Standardisation of User Interface components aids
    users making knowledge of one application help
    learning the next

37
Buttons
  • Push Buttons
  • Grey 3d, Rollover
  • Usually immediately produce and action when
    clicked
  • Radio Buttons
  • Used for a mutually exclusive choices
  • Used for configuration - not action
  • Check Boxes
  • Used for inclusive choices (more than one of
    each)
  • Used for configuration not action

38
List Boxes/Combo Boxes
  • Single Select List Box
  • Multi Select List Box
  • Combo Box/Drop Down Menu

39
Menus
  • Usually belong to Windowing Systems - not so
    common on web pages
  • Menus and Submenus

40
Text Fields
  • Single Line Text Box
  • Multi-Line Text Box

41
Cursors
  • Indicate both operations that are possible
  • And state of the machine

42
Widgets
  • Sliders
  • Scrollbars
  • Spinner (Spin Buttons)

43
Windows
  • Client Area of Applications
  • Can be tiled, maximised or minimised
Write a Comment
User Comments (0)
About PowerShow.com