Title:
1Proper interface design the design process
- Three key activities
- Understand user requirements (various methods)
- Prototype build the interface (programming
environments software tools) - Evaluate refine (expert reviews, usability
testing and experiments) - But these may be interwoven through iterative
design
2The Traditional Waterfall Model of Systems Design
Requirements
Design
Implement
Test
Maintain
3The Human Centred Design Cycle
Context Users, tasks, hardware, software,
materials, physical and social environments
Plan the user-centred process
From ISO 13407 0 Human Centred Design Process
for Interactive Systems (1999)
Understand and specify the context of use
Specify the user and organisational requirements
Evaluate Designs Against User Requirements
Produce Design Solutions
Meets requirements
4Putting them together user-centred iterative
system design
Iterations
Maintain
Test
Implement
Design
Requirements
Environment
USER
Computers
Task
5Different perspectives on design
Social and organisational perspective Draws on
sociology and management Focuses on
organisational fit, environment, collaboration
and legal and ethical issues
Design perspective Draws on art and design
Considers aesthetic, cultural and marketing
aspects of interaction design
Individual and cognitive perspective Draws on
psychology Focuses on individual capabilities,
task performance and dialogue
User requirements
6Understanding Users
- From an individual cognitive perspective
- From an organisational and social perspective
- From an art and design perspective
7The individual cognitive perspective
- Cognitive capabilities
- Task analysis
- The Keystroke level model
- Fitts Law
8Capabilities of Human Beings - Perception
- Cognitive psychology tells us a great deal about
how we interpret information from our senses - Relevant here is Gestalt Psychology we use five
principles to organise what we see into a
meaningful whole - Proximity
- Similarity
- Symmetry
- Continuity
- Closure
9What do you see?
similarity
continuity
proximity
symmetry
closure
10Design implications from Gestalt Psychology
- Proximity group related items close together
and separate unrelated ones - Alignment place related items along an
imaginary line. Align items of equal importance
and indent subordinate ones - Consistency make related items look the same
- Contrast make unrelated items look different
11Human capabilities - memory
- Hierarchical model of memory
- Sensory memory buffer for sensory data that is
mostly thrown away - Short term memory limited amount of information
for 30 seconds to two minutes - Long-term memory virtually unlimited, but takes
effort - Chunking users can remember seven plus or minus
two chunks of information - www.bestbookbuys.com is three chunks
- It is much easier to recognise information than
to recall it - Interruptions
- Resuming a task after an interruption relies in
short term memory - A delay of more than 8-10 seconds will cause an
interruption
12Design implications arising from human memory
- Minimise load on short term memory by
- Relying on recognition rather than recall
- Helping users chunk information
- Cope with interruptions by
- Keep delays below the critical threshold
- Warning users about how long delays will be
- Providing memory aids to help resume tasks after
interruptions
13Task Analysis
- Methods for understanding the fine details of
tasks that users carry out with a system - Needed for designing and refining interfaces and
preparing documentation and training materials - Capture task related data
- Task listings
- Interrelationships between tasks
(sequence/hierarchy) - Criticality of tasks
- Frequency of tasks
- Difficulty of tasks
- Pacing of tasks
- Information/knowledge required for tasks
14The process of task analysis
- Task elicitation
- Interviews
- Direct observation
- Think aloud
- Task representation
- Using diagrams, pseudo language, tables etc
- Feedback and refinement
- Discuss with users
- Input to design
- Discuss with designers and identify specific
design consequences
15Tasks and subtasks
- E.g., for an email system ..
- Send message
- Read message
- Reply to message
- Forward message
- Save Message
- Keep address book
- Start a new address book
- Add someone to the address book
- Change information about someone
- Remove someone from the address book
16Sequence
- User Fred Bloggs
- Write letter
- Get envelope
- Address envelope
- Put stamp on envelope
- Put letter in envelope
- User Freda Bloggs
- Get envelope
- Address envelope
- Write letter
- Put letter in envelope
- Put stamp on envelope
17GOMS
- Model human problem solving strategies in terms
of a hierarchy of - GOALS - users overall goals and memory points
- OPERATORS the basic actions that the interface
supports (select menu item, press button) - METHODS - different routes to achieving a goal
- SELECTION- rules to say which method a given user
will select under particular circumstances
18Example 1
1. Borrow a book from the Library
Selection rule Do 1.2 if the book is not found
on the expected shelf
1.1. Go to the Library
1.2. Use catalogue to find book
1.3. Retrieve book from shelf
1.4. Take book to the counter
Selection rule Do 1.2.2 and 1.2.3 if the book is
not directly visible on browsing the catalogue
listing
1.2.1 Access catalogue
1.2.2 Select search screen
1.2.5. Note location
1.2.3. Enter search criteria
1.2.4. Identify required book
19 Example 2
- GOAL ICONIZE-WINDOW
- select GOAL USE-CLOSE-METHOD
- MOVE-MOUSE-TO-WINDOW-HEADER
- POP-UP-MENU
- CLICK-OVER-CLOSE-OPTION
- GOAL USE-L7-METHOD
- PRESS-L7-KEY
- User Sam
- Rule 1 Use the CLOSE-METHOD unless another rule
applies - Rule 2 If the application is blocks use the
L7-METHOD
20Other information about tasks
Task Criticality Difficulty Frequency
Prepare food H M H
Put meal in oven H L H
Select programe H M/H H
Set autosensor H M M/H
Set to defrost M M L
Set timer H H M
Listen for bell M L H
21User and task requirementscognitive models -
keystroke level model
- Predict performance times for common operations
based on knowledge of human motor system - 7 basic operators
- K - keystroking - actually striking keys
- B - pressing a mouse button
- P - pointing, moving the mouse at a target
- H - homing - switching the hand between mouse and
keyboard - D - drawing lines using the mouse
- M - mentally preparing for physical action
- R - system response (may be ignored)
22M-operators in KLM
- Initiating a task pause while user considers
what should be done - Making a strategy decision which option to
take? - Remembering something e.g., a filename
- Finding something on the screen (here the
location is not well known) - Verifying that what has been done or is about to
be done is correct
23Typical KLM times
Operator K B P H D M R
Remarks Press key good typist (90 wpm)
average typist (40 wpm) non-typist Mouse button
press down or up click Point with mouse
Specific movement Average movement Home hands
to/from keyboard Drawing Mentally
prepare Response from system
Time (s) 0.12 0.28 1.20 0.10 0.20 Fitts
law 1.10 0.40 domain dependent 1.20 measure
24Example of KLM
- Deleting a file from the desktop on a Mac
- Method 1 drag to the wastebasket
- Operator sequence
- Initiate the deletion (M)
- Find the file icon (M)
- Point to file icon (P)
- Press and hold mouse button (B)
- Drag file icon to wastebasket (P)
- Release mouse button (B)
- Total predicted time 2M 2P 2B 4.8 secs
25Example of KLM
- Deleting a file from the desktop on a Mac
- Method 2 using an accelerator key
- Operator sequence
- Initiate the deletion (M)
- Find the file icon (M)
- Point to the file icon (P)
- Click i.e., press and release mouse button (BB)
- Move hand to keyboard (H)
- Press Apple and Delete keys (KK)
- Move hand back to mouse (H)
- Total predicted time 1P 2B 2 2KM 2H 5.1
seconds
26Fitts Law
- Predicts the time taken to move a pointer to hit
a target on the screen - Movement time a b log2 ( distance / size 1)
- distance is distance to the target on the screen
- size is size of the target on the screen
- a and b are empirically determined constants that
differ for different devices typically 50 and
150 respectively - time is in milliseconds
Target
D
X (initial cursor position)
S
27Design implications
- Task analysis provides generally useful
information to support the design of - Menu structures
- Groupings of items on the display
- Short-cuts
- The need for customisation
- Error prevention and handling
28The Organisational and Social Perspective
- Socio-technical methods (e.g., UTMS)
- Legal and ethical issues
- Ethnography
- Participatory Design
29Different perspectives on design
Social and organisational perspective Draws on
sociology and management Focuses on
organisational fit, environment, collaboration
and legal and ethical issues
Design perspective Draws on art and design
Considers aesthetic, cultural and marketing
aspects of interaction design
Individual and cognitive perspective Draws on
psychology Focuses on individual capabilities,
task performance and dialogue
User requirements
30Socio-technical models
- Methods that take account of organisational
factors - Identify the different stakeholders a system
- Identifies the requirements of each through
interviews and structured meetings - Benefits from the output
- Specification of particular requirements for a
product - A specification of overall context of use of a
product - Early understanding of requirements for
evaluation/testing - Benefits from the process
- Helps to ensure a shared view among design team
- Buy in from stakeholders
31User Skills and Task Match (UTSM)
- Identify the stakeholders
- Primary those who directly use the system
- Secondary those who provide input to it or
receive output from it - Tertiary those who are otherwise affected by
the system - Facilitating those who are involved in
development or support
32Key questions for each stakeholder
- What do they have to achieve?
- How is success measured?
- Sources of job satisfaction and stress
- What knowledge and skills do they have
- Their attitude to work and computers
- Frequency and fragmentation of tasks
- Issues affecting responsibility, security or
privacy - Physical work conditions
33Ethnographic observation
- An ethnographer participates, overtly or
covertly, in peoples daily lives for an extended
period of time, watching what happens, listening
to what is said, and asking questions - aim to understand the situatedness of
interaction - what actually happens (versus what people say
happens) - trained observers take notes, collect materials
and video - they then analyse them
- used in debriefings and data sessions
34Example ethnographic study Air Traffic Control
(Bentey et al, 1992)
- The air traffic control system is (deliberately)
organised to minimise explicit coordination and
cooperation between controllers. For example, so
long as flights are as planned, the handover of a
plane from a controller in one sector to a
controller in an adjacent sector does not require
any communication between them. A task-based
systems analysis would therefore fail to reveal
the subtle and complex cooperation which is
actually going on. This cooperation only became
apparent through the ethnographic studies.
35Participatory design
- Involve users as members of the design team from
the start of the process (rather than as
experimental subjects of passive participants) - Aims to ensure buy-in from users
- Highly iterative
- Originated in Scandinavia where it is promoted in
law and widely used - Less practised elsewhere, perhaps due to cost and
power issues
36Participatory design methods
- Brainstorming ideas
- Rapid and open
- Non-judgemental neutral facilitator
- Some on-the-fly structuring of ideas
- Role play designers take on the role of users
and vice versa - Storyboarding express the design in cartoon
style
37Participatory design methods
- No tech prototyping mocking up the system
with pen, paper, cardboard, glue etc - Low tech prototyping e.g., storyboarding the
outward appearance of a system using common tools
(e.g., Powerpoint) - Body-storming and wizard-of-oz interfaces
- Software Prototyping
38Which prototyping method?
- Location in the design cycle
- Resources available
- Costs associated with getting it wrong
Cost-benefit comparison of approaches (Hall, 2001)
Method Time to construct and evaluate Number and of major problems revealed Average number of problems revealed/user
Cardboard prototype Approx 3 days 14 (67) 8.5
Software with touch-screen Approx 3 weeks 19 (90) 13.5
39Legal and ethical issues?
40Different perspectives on design
Social and organisational perspective Draws on
sociology and management Focuses on
organisational fit, environment, collaboration
and legal and ethical issues
Design perspective Draws on art and design
Considers aesthetic, cultural and marketing
aspects of interaction design
Individual and cognitive perspective Draws on
psychology Focuses on individual capabilities,
task performance and dialogue
User requirements
41Art and Design Perspective
- Aim to understand peoples broader aspirations and
values - Various techniques from art, design and marketing
- Emerging directions for interfaces ambiguous,
provocative and reflective
42Focus Groups
- Structured discussion meetings with small groups
of people to test attitudes towards particular
issues - Groups carefully chosen to reflect a broader
population - Gender, age, income, location
- Results feedback through briefings and documents,
often along with an analysis that proposes key
concepts
43Cultural Probes
- The artistdesigner approach is openly
subjective, only partly guided by any objective
problem statement. Thus we were after
inspirational data with the probes, to
stimulate our imaginations rather than define a
set of problems. - We werent trying to reach an objective view of
the elders needs through the probes, but instead
a more impressionistic account of their beliefs
and desires, their aesthetic preferences and
cultural concerns. - Using official-looking questionnaires or formal
meetings seemed likely to cast us in the role of
doctors, diagnosing user problems and prescribing
technological cures.
44Probe pack
45Inspires new street furniture
46Ambiguous interfaces
- Ambiguity is traditionally seen as a problem in
interface design - And yet for hundreds of years artists have
deliberately been using ambiguity to provoke and
engage audiences and lead them to reflect - As a broad guideline, three kinds of ambiguity
- Ambiguity of information
- Ambiguity of context
- Ambiguity of relationship
47Ambiguity of Information
Leonardo Da Vincis Mona Lisa sfumato
48Ambiguity of context
Marcel DuChamps Fountain
49Ambiguity of relationship
Van Lieshouts Bais-ô-Drôme
50Ambiguity in systems design?
- Mobile phones - connection status and face saving
- Mobile games Uncle Roy All Around You
- Ambiguous information (clues)
- Ambiguous relationships
- To the game
- To remote players
- To bystanders