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CS459559 HumanComputer Interaction

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you need to insert your room card in the slot by the buttons to get the elevator to work! ... Press gas pedal, feel car accelerate. Mappings: perceived state ... – PowerPoint PPT presentation

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Title: CS459559 HumanComputer Interaction


1
CS459/559Human-Computer Interaction
  • Usability User Experience
  • 8-31-2007
  • Prof. Searleman, jets_at_clarkson.edu

2
Outline
  • Usability vs. the User Experience
  • Usability Goals vs. Usability Criteria
    (objectives)
  • User Experience Goals
  • Design Principles
  • Usability Principles
  • HW1 posted, due next Wednesday, 9/5/07

3
Recap Usability goals ID2
  • Effective to use
  • Efficient to use
  • Safe to use
  • Have good utility
  • Easy to learn
  • Easy to remember how to use

ID2 refers to the textbook Interaction Design,
2nd Edition
4
Recap Usability Goals
  • Enable you to set goals before starting the
    project
  • Technology can then be measured against usability
    goals during evaluations
  • Provide ways of comparing different designs

5
Recap User experience goals
  • satisfying aesthetically pleasing
  • enjoyable supportive of creativity
  • engaging supportive of creativity
  • pleasurable rewarding
  • exciting fun
  • entertaining provocative
  • helpful surprising
  • motivating enhancing sociability
  • challenging emotionally fulfilling
  • boring annoying
  • frustrating cutsey

6
Design principlesconceptualizing usability
  • Generalizable abstractions for thinking about
    different aspects of design
  • The dos and donts of interaction design
  • What to provide and what not to provide at the
    interface
  • Derived from a mix of theory-based knowledge,
    experience and common-sense

7
The Design of Everyday Things
  • Don Norman pioneering book from 1988
  • Originally published as The psychology of
    everyday things
  • Motivates and explains usability principles
  • Norman, Donald A. (2002). The Design of Everyday
    Things. New York Basic Books.

8
Usability Principles
  • Visibility
  • Feedback
  • Constraints
  • Mapping
  • Affordance

9
Visibility
  • This is a control panel for an elevator.
  • How does it work?
  • Push a button for the floor you want?
  • Nothing happens. Push any other button? Still
    nothing. What do you need to do?
  • It is not visible as to what to do!

From www.baddesigns.com
10
Visibility
you need to insert your room card in the slot by
the buttons to get the elevator to work! How
would you make this action more visible?
  • make the card reader more obvious
  • provide an auditory message, that says what to
    do (which language?)
  • provide a big label next to the card reader that
    flashes when someone enters

make relevant parts visible make what has to
be done obvious
11
What do I do if I am wearing black?
  • Invisible automaticcontrols can make it more
    difficult to use

12
Visibility
  • Know state of device and actions available
  • Natural design
  • No explanations needed
  • What can I do with this technology?
  • What is it doing?

13
Visibility
  • Poor visibility
  • Boeing 757 Flight Management System did not show
    names of beacons when selecting where to navigate
  • Good visibility
  • Google search page makes it clear where you can
    enter search text

14
Usability Principles
  • Visibility
  • Feedback
  • Constraints
  • Mapping
  • Affordance

15
Feedback
  • Sending information back to the user about what
    has been done
  • Includes sound, highlighting, animation and
    combinations of these
  • e.g. when screen button clicked on provides sound
    or red highlight feedback

ccclichhk
16
Feedback
  • What action has been performed?
  • Needs to be immediate
  • Imagine writing with a pen and waiting for the
    ink to show up on paper
  • Helps users detect errors
  • Helps users explore technologies

17
Feedback
  • Poor feedback
  • Boeing 757 Flight Management System provided no
    feedback on what beacon was selected
  • Good feedback
  • Typing on keyboard (assuming no delays)

18
Usability Principles
  • Visibility
  • Feedback
  • Constraints
  • Mapping
  • Affordance

19
Constraints
  • Restricting the possible actions that can be
    performed
  • Helps prevent user from selecting incorrect
    options
  • Three main types (Norman, 1999)
  • physical
  • cultural
  • logical

20
Physical constraints
  • Refer to the way physical objects restrict the
    movement of things
  • E.g. only one way you can insert a key into a
    lock
  • How many ways can you insert a CD or DVD disk
    into a computer?
  • How physically constraining is this action?
  • How does it differ from the insertion of a floppy
    disk into a computer?

21
Logical constraints
  • Exploits peoples everyday common sense reasoning
    about the way the world works
  • An example is the logical relationship between
    physical layout of a device and the way it works
    as the next slide illustrates

22
Logical or ambiguous design?
  • Where do you plug the mouse?
  • Where do you plug the keyboard?
  • top or bottom connector?
  • Do the color coded icons help?

From www.baddesigns.com
23
How to design them more logically
  • (i) A provides direct adjacent mapping between
    icon and connector
  • (ii) B provides color coding to associate the
    connectors with the labels

From www.baddesigns.com
24
Cultural constraints
  • Learned arbitrary conventions like red
    triangles for warning
  • Can be universal or culturally specific

25
Which are universal and which are
culturally-specific?
26
What do these mean?
  • Road sign in Mexico

From www.baddesigns.com
27
Constraints
  • Restrict user actions to valid actions
  • Eliminate need for perfect knowledge
  • Recognition over recall

28
Constraints
  • Poor use of constraints
  • Tokyo Stock Exchange software did not prevent
    trader from making an outrageous trade
  • Command line systems force you to remember
    spelling and syntax of commands
  • Good use of constraints
  • Click on icons to invoke commands
  • Gray out unavailable actions

29
Usability Principles
  • Visibility
  • Feedback
  • Constraints
  • Mapping
  • Affordance

30
Mappings
  • Natural mappings no explanations needed

31
Mapping
  • Relationship between controls and their movements
    and the results in the world
  • Why is this a poor mapping of control buttons?

32
Mapping
  • Why is this a better mapping?
  • The control buttons are mapped better onto the
    sequence of actions of fast rewind, rewind, play
    and fast forward

33
Activity on mappings
  • Which controls go with which burners?

34
Why is this a better design?
35
Mappings intentions actions
  • User intentions to available actions
  • Is there a natural mapping between what users
    want to do and what appears possible?
  • Do users stare at technology for sometime before
    they take action?
  • Or do they immediately know what to do?
  • Simplicity can help

36
Mappings intentions actions
  • User intentions to available actions
  • Poor mapping
  • Stove top controls
  • Clustered light switches
  • Good mapping
  • Consistent play, rewind, fast forward, stop
    controls on media devices
  • Clearly visible and labeled power buttons

37
Mappings actions state
  • Available actions to perceived system state
  • The user should not be surprised with what
    happened after they completed an action
  • Technologies should behave in expected ways
  • Quick feedback is very important
  • Problems more likely if the mappings between user
    intentions and available actions were not good

38
Mappings actions state
  • Available actions to perceived system state
  • Poor mapping
  • Pull from a door knob when you were supposed to
    push
  • Try to close an application that wont close
  • Good mapping
  • Press gas pedal, feel car accelerate

39
Mappings perceived state actual state
  • Perceived system state to actual system state
  • Users think the technology is doing one thing
    when it really is doing something else
  • Users unlikely to quickly detect problems

40
Mappings perceived state actual state
  • Perceived system state to actual system state
  • Poor mapping
  • 757 Flight Management System had pilots thinking
    they were traveling towards different beacon
  • Good mapping
  • Well-implemented progress bars

41
Mappings actual state user intentions
  • Actual system state to user intentions
  • Does the system allow states that users would
    never want?
  • Difficult to implement
  • Important for critical systems

42
Mappings actual state user intentions
  • Actual system state to user intentions
  • Poor mapping
  • Boeing 757 did not disengage brakes when
    accelerating and pulling up to clear mountain
  • Tokyo Stock Exchange software sold stocks far
    below market price (and more than were available)
  • Good mapping
  • Voting systems that allow you to select only one
    candidate for President

43
Usability Principles
  • Visibility
  • Feedback
  • Constraints
  • Mapping
  • Affordance

44
Affordances to give a clue
  • Refers to an attribute of an object that allows
    people to know how to use it
  • e.g. a mouse button invites pushing, a door
    handle affords pulling
  • Norman (1988) used the term to discuss the design
    of everyday objects
  • Since has been much popularised in interaction
    design to discuss how to design interface objects
  • e.g. scrollbars to afford moving up and down,
    icons to afford clicking on

45
Affordances
  • Poor affordances
  • Doors
  • Push or Pull?
  • Where to push?
  • Good affordances
  • Buttons that appear clickable

46
What does affordance have to offer interaction
design?
  • Interfaces are virtual and do not have
    affordances like physical objects
  • Norman argues it does not make sense to talk
    about interfaces in terms of real affordances
  • Instead interfaces are better conceptualised as
    perceived affordances
  • Learned conventions of arbitrary mappings between
    action and effect at the interface
  • Some mappings are better than others

47
Affordances
  • Perceived or actual properties of objects
  • What can you do with it?
  • Should you click it, drag it, is it part of the
    background?
  • Can you tell what parts of a user interface are
    interactive?

48
Activity
  • Virtual affordances
  • How do the following screen objects afford?
  • What if you were a novice user?
  • Would you know what to do with them?

49
Summary of Terms
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