Title: CS459559 HumanComputer Interaction
1CS459/559Human-Computer Interaction
- Usability of Handheld Products
- 9-10-2007
- Prof. Searleman, jets_at_clarkson.edu
2Outline
- Presentation HW1 Handheld products
- usability user experience
- design usability principles
- Reading assignment start Chapter 3
- HW2 posted, due Friday 9/14
- Activity2 posted, also due Friday 9/14
- write a brief description for your HCI project,
including your team members - PR1 posted, due Friday 10/05
3Usability of handheld electronic devices
- To date we have seen presentations on
- 4G iPod
- Chinese/English dictionary
- Motorola cell phone
- TI89 titanium graphing calculator
- Olympus 770 SW digital camera
- iPhone
- wiimote
- Label maker
- RCA TV remote control
4Summary points
- Need to have a good understanding of the problem
space - specifying what it is you are doing, why, and how
it will support users in the way intended - A conceptual model is a high-level description of
a product - what users can do with it and the concepts they
need to understand how to interact with it - Decisions about conceptual design should be made
before commencing any physical design
5Summary points
- Interface metaphors are commonly used as part of
a conceptual model - Interaction types (e.g., conversing, instructing)
provide a way of thinking about how best to
support the activities users will be doing when
using a product or service
6Theories, models and frameworks
- Are used to inform and inspire design
- A theory is a well-substantiated explanation of
some aspect of a phenomenon - A model is a simplification of some aspect of
humancomputer interaction intended to make it
easier for designers to predict and evaluate
alternative designs - A framework is a set of interrelated concepts
and/or a set of specific questions
7Main differences
- Theories tend to be comprehensive, explaining
humancomputer interactions - Models tend to simplify some aspect of
humancomputer interaction - Frameworks tend to be prescriptive, providing
designers with concepts, questions, and
principles to consider
8Chapter 3 Understanding users
9Overview
- What is cognition?
- What are users good and bad at?
- Describe how cognition has been applied to
interaction design - Theories of cognition
- Mental models, theory of action
- Information processing
- External cognition, distributed cognition
10Why do we need to understand users?
- Interacting with technology is cognitive
- We need to take into account cognitive processes
involved and cognitive limitations of users - We can provide knowledge about what users can and
cannot be expected to do - Identify and explain the nature and causes of
problems users encounter - Supply theories, modelling tools, guidance and
methods that can lead to the design of better
interactive products
11What goes on in the mind?
12Core cognitive aspects
- Attention
- Perception and recognition
- Memory
- Reading, speaking and listening
- Problem-solving, planning, reasoning and
decision-making, learning - Most relevant to interaction design are
attention, perception and recognition, and memory
13Attention
- Selecting things to concentrate on at a point in
time from the mass of stimuli around us - Allows us to to focus on information that is
relevant to what we are doing - Involves audio and/or visual senses
- Focussed and divided attention enables us to be
selective in terms of the mass of competing
stimuli but limits our ability to keep track of
all events - Information at the interface should be structured
to capture users attention, e.g. use perceptual
boundaries (windows), color, reverse video, sound
and flashing lights
14Activity Find the price of a double room at the
Holiday Inn in Bradley
15Activity Find the price for a double room at the
Quality Inn in Columbia
16Activity
- Tullis (1987) found that the two screens produced
quite different results - 1st screen - took an average of 5.5 seconds to
search - 2nd screen - took 3.2 seconds to search
- Why, since both displays have the same density of
information (31)? - Spacing
- In the 1st screen the information is bunched up
together, making it hard to search - In the 2nd screen the characters are grouped into
vertical categories of information making it
easier
17Design implications for attention
- Make information salient when it needs attending
to - Use techniques that make things stand out like
color, ordering, spacing, underlining, sequencing
and animation - Avoid cluttering the interface - follow the
google.com example of crisp, simple design - Avoid using too much because the software allows
it
18An example of over-use of graphics
19Perception and recognition
- How information is acquired from the world and
transformed into experiences - Obvious implication is to design representations
that are readily perceivable, e.g. - Text should be legible
- Icons should be easy to distinguish and read
20Is color contrast good? Find italian
21Are borders and white space better? Find french
22Activity
- Weller (2004) found people took less time to
locate items for information that was grouped - using a border (2nd screen) compared with using
color contrast (1st screen) - Some argue that too much white space on web pages
is detrimental to search - Makes it hard to find information
- Do you agree?