Title: Design and evaluation Cognition, Communication, and Collaboration
1Design and evaluationCognition, Communication,
and Collaboration
- Victor Kaptelinin
- October 31, 2006
2Outline
- The process of interaction design (contd)
- Cognition
- (designing for) Communication and collaboration
3The process of interaction design
4Design and SDLC
design
Early prototype(s)
Formative evaluation
Advanced prototype(s)
Concept
Summative evaluation
Requirement specification
Implementation
Problem identification
Deployment
User studies
Adoption
PRACTICE (real world)
5Lifecycle models
- Show how activities are related to each other
- Lifecycle models are
- management tools
- simplified versions of reality
- Many lifecycle models exist, for example
- from software engineering waterfall, spiral,
JAD/RAD - from HCI Star, usability engineering
6A simple interaction design model
Identify needs/ establish requirements
(Re)Design
Evaluate
Build an interactive version
Final product
Exemplifies a user-centered design approach
7Traditional waterfall lifecycle
Requirements analysis
Design
Code
Test
Maintenance
8A Lifecycle for RAD (Rapid Applications
Development)
Project set-up
JAD workshops
Iterative design and build
Engineer and test final prototype
Implementation review
9Spiral model (Barry Boehm)
- Important features
- Risk analysis
- Prototyping
- Iterative framework allowing ideas to be checked
and evaluated - Explicitly encourages alternatives to be
considered - Good for large and complex projects but not
simple ones
10Spiral Lifecycle model
From
cctr.umkc.edu/kennethjuwng/spiral.htm
11The Star lifecycle model
- Suggested by Hartson and Hix (1989)
- Important features
- Evaluation at the center of activities
- No particular ordering of activities. Development
may start in any one - Derived from empirical studies of interface
designers
12The Star Model (Hartson and Hix, 1989)
task/functional analysis
Implementation
Requirements specification
Evaluation
Prototyping
Conceptual/ formal design
13Cognition
- What is cognition?
- What are users good and bad at?
- Mental models
- External cognition
- Using this understanding to inform system design
14Core cognitive aspects
- Attention
- Perception and recognition
- Memory
- Reading, speaking and listening
- Problem-solving, planning, reasoning and
decision-making, learning - Here we focus on attention, perception
recognition, memory
15Attention Design implications
- Make information salient when it needs attending
to - Use techniques that make things stand out like
colour, 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
16Memory
- Involves encoding and recalling knowledge and
acting appropriately - We recognize things much better than being able
to recall things - The rise of the GUI over command-based interfaces
- Better at remembering images than words
- The use of icons rather than names
- 7/-2 Misuses
17Mental models
- Craik (1943) described mental models as internal
constructions of some aspect of the external
world enabling predictions to be made - Involves unconscious and conscious processes,
where images and analogies are activated - Deep versus shallow models (e.g. how to drive a
car and how it works) - Transparency
18External cognition
- Concerned with explaining how we interact with
external representations (e.g. maps, notes,
diagrams) and how they extend our cognition - What computer-based representations can we
develop to help even more? - External representations
- Remind us that we need to do something (e.g. to
buy something for mothers day) - Remind us of what to do (e.g. buy a card)
- Remind us when to do something (e.g. send a card
by a certain date)
19Usability principles (Nielsen, PRS ch. 1)
- Visibility of system status
- Match between system and the real world
- User control and freedom
- Consistency and standards
- Help users recognize, diagnose and recover from
errors - Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Aesthetic and minimalist design
- Help and documentation
20Communication and collaboration
- Conversation with others
- Awareness of others
- How to support people to be able to
- talk and socialise
- work together
- play and learn together
21Conversational rules
- turn-taking to coordinate conversation
- Back channeling to signal to continue and
following - Uh-uh, umm, ahh
- farewell rituals
- Bye then, see you, yer bye, see you later.
- implicit and explicit cues
- e.g. looking at watch, fidgeting with coat and
bags - explicitly saying Oh dear, must go, look at the
time, Im late
22Technology-mediated conversation
- Do same conversational rules apply?
- Are there more breakdowns?
- How do people repair them?
- Phone?
- Email?
- Instant messaging
- SMS texting?
23Design implications
- How to support conversations when people are at
a distance from each other - Many applications have been developed
- Email, videoconferencing, videophones, computer
conferencing, instant messaging, chatrooms,
collaborative virtual environments, media spaces - How effective are they?
- Do they mimic or extend existing ways of
conversing?
24Synchronous CMC
- Conversations are supported in real-time through
voice and/or typing - Examples include video conferencing and chatrooms
- Benefits
- Can keep more informed of what is going on
- Video conferencing allows everyone to see each
other providing some support for non-verbal
communication - Chatrooms can provide a forum for shy people to
talk more - Problems
- Video lacks bandwidth
- Difficult to establish eye contact
- People can behave badly when behind the mask of
an avatar
25Asynchronous CMC
- Communication takes place remotely at different
times - Email, newsgroups, computer conferencing
- Benefits include
- Read any place any time
- Flexible as to how to deal with it
- Powerful, can send to many people
- Can make saying things easier
- Problems include
- FLAMING!!!
- Spamming
- Message overload
- False expectations as to when people will reply
26New communication technologies
- Move beyond trying to support face-to-face
communication - Provide novel ways of interacting and talking
- Examples include
- SMS texting via mobile phones
- Online chatting in chatrooms
- Collaborative virtual environments
- Media spaces
27Awareness of others
- Involves knowing who is around, what is
happening, and who is talking with whom - Peripheral awareness
- keeping an eye on things happening in the
periphery of vision - Overhearing and overseeing - allows tracking of
what others are doing without explicit cues - Media spaces
- Notification systems