Title: Interfaces for Staying in the Flow
1Interfaces for Staying in the Flow
- Benjamin B. Bederson
- Computer Science Department
- Human-Computer Interaction Lab
- University of Maryland
- www.cs.umd.edu/hcil
- bederson_at_cs.umd.edu
2Human Goals
- Life Goal Happiness
- Work Goal productivity, creativity, recognition,
etc.
3Flow Folk Definition
- To move or run freely in the manner
characteristic of a fluid - Concentrate to the exclusion of all else
- To be in the zone
- Counter example Writer w/ writers block
4Flow Psychology Definition
- Optimal Experience see Flow by Mihaly
Csikszentmihalyi (1990) - Started by interviewing experts
- Then used Experience Sampling Method
- gt Characteristics of optimal experience
- gt Flow is universal, and is a combination of
activity, individual and state of mind
51. Challenge and Require Skill
- Person must expend effort to acquire skills, and
then apply them - Examples
- Tennis
- Programming
- Not passive or relaxing
- Not go with the flow
62. Concentrate
- Ability to focus attention at length is crucial
- Focusing enables tuning out of other input
- People w/ A.D.D. at real disadvantage
- Examples
- Reading
- Painting
73. Clear Goals and Feedback
- Must define success up front
- Clearly measure progress along path
- Examples
- Surgery
- Factory work
84. Maintain Control
- Minimize loss of objective control
- Maximize subjective control
- Examples
- Mountain climbing
- Counter example Driving in traffic
95. Transformation of Time
- Time flies
- Or, can slow down
- Examples
- Pottery
- New romantic interest
10Our Goal
- Build computer systems that work as a tool to
support optimal experience - ? But computers could never be that good. Youve
described only simple tools. - ? But isnt flow a fuzzy, unmeasurable and
unscientific concept? And even if you could
measure it, is it really important?
11Interfaces for Staying in the Flow
- How do these characteristics of flow apply to
interface design?
121. Challenge and Require Skill
- Interfaces should be
- neither so difficult as to discourage users
- nor so easy as to be boring
FlowChannel
DemoTimeSearcher
Anxiety
Challenges
Boredom
Skills
132. Concentrate
- Avoid interruptions
- Stay in task domain, not interface domain
Three levels of interaction 1. Learn from the
interface 2. Feedback from the interface 3.
Autonomous interaction (no feedback necessary)
142. Concentrate (cont.)
- Maintain object constancy
- Save short-term memory
DemoPhotoMesa
153. Clear Goals and Feedback
- Help user to specify what they are doing
- And how they are getting there
- Many e-commercewebsites
164. Maintain Control
- Challenge of Expert vs. Novice interfaces
(controls vs. wizards) (Microsoft vs. Apple
philosophy) - Emacs vs. IDEs (Visual Studio Eclipse)
- Difficulty of learning
- Keyboard vs. mouse control
- Home keys vs. arrow/nav keys
- Integrated shell, grep, directory, etc.
- Filename completion, command history
174. Maintain Control (cont.)
- Problem w/ adaptive interfaces
- Unpredictable
- Loss of objective control
- Leads to frustration and slow performance
- Encourage controllable,configurable interfaces
DemoFavorite Folders
185. Transformation of Time
- Based on pyschology principle
- When interrupted, people will overestimate time
- Relative Subjective Duration (RSD) Czerwinski et
al., Subjective Duration Assessment A New
Metric for HCI, HCI 2001 - Avoids positive bias of subjective preference
DemoDateLens
19Summary
- Maintain lofty goals
- Computer as toolshould be an extension of our
body - Dont underestimate the importance of speed in
supporting - creativity
- quality
- enjoyment
20Design Principles
- Human memory is limited
- Modes are bad
- Input device switches are bad
- Maintain object constancy
- Minimize use of interface
- Balance features vs. ease-of-use
21Challenge
- Design for novices and experts is really hard,
but important - Dont forget the expert!
22Suggestion
- Add Relative Subjective Duration (RSD) to
standard list of metrics - gt Minimizing cognitive load and improving
subjective satisfaction can help achieve optimal
experience