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CS459559 HumanComputer Interaction

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Title: CS459559 HumanComputer Interaction


1
CS459/559Human-Computer Interaction
  • Usability of Handheld Products
  • 9-10-2007
  • Prof. Searleman, jets_at_clarkson.edu

2
Outline
  • 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

3
Usability 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

4
Summary 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

5
Summary 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

6
Theories, 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

7
Main 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

8
Chapter 3 Understanding users
9
Overview
  • 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

10
Why 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

11
What goes on in the mind?
12
Core 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

13
Attention
  • 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

14
Activity Find the price of a double room at the
Holiday Inn in Bradley
15
Activity Find the price for a double room at the
Quality Inn in Columbia
16
Activity
  • 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

17
Design 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

18
An example of over-use of graphics
19
Perception 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

20
Is color contrast good? Find italian
21
Are borders and white space better? Find french
22
Activity
  • 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?
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