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Interfaces for Staying in the Flow

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Interfaces for Staying in the Flow Benjamin B. Bederson Computer Science Department Human-Computer Interaction Lab University of Maryland www.cs.umd.edu/hcil – PowerPoint PPT presentation

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Title: Interfaces for Staying in the Flow


1
Interfaces 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

2
Human Goals
  • Life Goal Happiness
  • Work Goal productivity, creativity, recognition,
    etc.

3
Flow 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

4
Flow 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

5
1. 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

6
2. 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

7
3. Clear Goals and Feedback
  • Must define success up front
  • Clearly measure progress along path
  • Examples
  • Surgery
  • Factory work

8
4. Maintain Control
  • Minimize loss of objective control
  • Maximize subjective control
  • Examples
  • Mountain climbing
  • Counter example Driving in traffic

9
5. Transformation of Time
  • Time flies
  • Or, can slow down
  • Examples
  • Pottery
  • New romantic interest

10
Our 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?

11
Interfaces for Staying in the Flow
  • How do these characteristics of flow apply to
    interface design?

12
1. 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
13
2. 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)
14
2. Concentrate (cont.)
  • Maintain object constancy
  • Save short-term memory

DemoPhotoMesa
15
3. Clear Goals and Feedback
  • Help user to specify what they are doing
  • And how they are getting there
  • Many e-commercewebsites

16
4. 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

17
4. Maintain Control (cont.)
  • Problem w/ adaptive interfaces
  • Unpredictable
  • Loss of objective control
  • Leads to frustration and slow performance
  • Encourage controllable,configurable interfaces

DemoFavorite Folders
18
5. 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
19
Summary
  • Maintain lofty goals
  • Computer as toolshould be an extension of our
    body
  • Dont underestimate the importance of speed in
    supporting
  • creativity
  • quality
  • enjoyment

20
Design 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

21
Challenge
  • Design for novices and experts is really hard,
    but important
  • Dont forget the expert!

22
Suggestion
  • Add Relative Subjective Duration (RSD) to
    standard list of metrics
  • gt Minimizing cognitive load and improving
    subjective satisfaction can help achieve optimal
    experience
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