Chp.3: Understanding Users - PowerPoint PPT Presentation

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Chp.3: Understanding Users

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Title: Chp.3: Understanding Users


1
Chp.3 Understanding Users
  • Considering (modeling) how humans work
  • want to see what humans are good and bad at and
    use this knowledge to inform interaction design
    to both extend human capabilities and compensate
    their weaknesses
  • often done by modeling human processes and
    offering guidelines for design
  • Apply knowledge from physical world/activities to
    digital domain
  • Use conceptual frameworks for cognition
  • mental models
  • information processing
  • external cognition
  • Informing design principles and guidelines

2
Chp.3.1 Cognition
  • What is it? Cognition is what goes on in our
    heads thinking, reasoning, etc.
  • thinking
  • remembering
  • learning
  • daydreaming
  • decision making
  • seeing
  • reading
  • writing
  • talking

3
Chp.3.2 Cognition
  • Two general modes
  • experiential cogntion when we perceive, act, and
    react to events around us effectively and
    effortlessly (ideally how wed like to use
    interactive devices!!)
  • reflective cognition involves thinking,
    comparing, decision-making (e.g., like when we
    learn to do something new)
  • Specific processes
  • attention
  • perception and recognition
  • memory
  • learning
  • reading, speaking, listening
  • problem solving, planning, reasoning, decision
    making

4
Chp.3.2 Cognition Attention
  • Attention
  • allows us to focus on information relevant to
    what were doing
  • involves auditory and visual senses (i.e., visual
    attention, auditory attention)
  • can be thought of as a filter, e.g., when
    listening to cacophonic noise you can attend to
    one audio stream
  • Attentional process is aided by
  • maintaining goals (e.g., searching for something
    specific)
  • accessing clearly presented information
    (particularly relevant for visual design of
    interfaces)

5
Chp.3.2 Cognition Perception
  • Perception how information is acquired from
    environment, I.e., senses
  • sight, sound, touch, smell, taste
    (hmmsmell-o-vision?)
  • W.r.t. interaction design, want to present
    information that is readily perceived
  • e.g., well structured, organized, highlighted,
    etc.
  • icons and other signage should be easily
    understood (e.g., consider US and universal road
    signs), see for example
  • lthttp//members.aol.com/rcmoeur/signman.htmlgt
  • General design principle
  • represent information in a way which facilitates
    perception and recognition of its underlying
    meaning
  • good example google
  • bad example poor icons (see p.78)

6
Chp.3.2 Cognition Memory
  • Memory involves recalling knowledge that enables
    us to act appropriately
  • Impossible to remember everything we see, hear,
    taste, smell, or touch information gets filtered
    (e.g., via attention)
  • note smell is strongly linked to memory, think
    how (a) certain smells are easily recalled,
    e.g., pine forest, new car smell, skunk, (b)
    how certain smells trigger memory, e.g., certain
    foods may remind you of certain places, events,
  • George Millers magical number 7 or - 2
  • interesting guideline, e.g., chunk information
    if possible,
  • but dont take this too literally (see box on
    p.82)
  • Compare and contrast recall and recognition
  • recognition is often easier/faster
  • interesting example when trying to remember URLs
    (p.83) - automatic sentence completion seems
    like a pretty helpful tool

7
Chp.3.2 Cognition Learning
  • Learning in our context, consider
  • learning how to use computer-based application
  • using computer-based app to learn some concept
  • People prefer to learn by doing
  • hence direct manipulation interfaces and
    tutorials are good tools
  • Learning also to an extent relies on users
    underlying mental model of given device / user
    app (see below)
  • Guidelines
  • encourage exploration
  • dynamically link representations and abstractions
    that need to be learned

8
Chp.3.2 Cognition reading, speaking, listening
  • Reading, speaking, listening are three forms of
    language processing
  • Meaning of written or spoken text can be
    similar, but perception may be different, e.g.,
  • no intonation in written text
  • written text can be re-read, annotated, etc.
  • Many applications developed capitalizing on
    peoples reading, writing and listening skills
  • interactive books (ebooks?)
  • speech-recognition systems
  • speech-synthesis systems
  • natural language recognition systems (Ask Jeeves)
  • various I/O devices facilitating Universal Access
    (fertile research area)

9
Chp.3.2 cognition problem-solving, reasoning,
decision-making
  • Problem-solving, reasoning, decision-making are
    all examples of reflective cognition (as opposed
    to?)
  • Reflective cognition is the slower, more
    difficult form of the two, idea of interaction
    design is to aid this process, e.g., via
    externalizing cognition
  • to reduce memory load (paper TO DO lists or
    electronic TO DO lists on PDAs, e.g., shopping
    lists)
  • to offload computation (e.g., calculators so you
    dont have to compute everything in your head)
  • to allow modification of representations to
    reflect their changing status, e.g.,
  • annotating crossing off TO DO items
  • cognitive tracing restructuring info such as
    desk files into piles

10
Chp.3.3 Applying physical world knowledge
  • Helpful strategy for interaction design is to
  • understand various cognitive processes users
    engage when coping with demands of everyday life
  • emulate this interaction in the digtial world
  • Examples
  • post-it notes
  • electronic TO DO lists (and other things like
    calendars)
  • pile metaphor (piles of files) let users
    organize electronic files in a manner similar to
    how they would organize papers on their real
    desks (in piles of stuff)
  • similar to piles the visual representation of
    paper in email mailbox - signifies new or old
    mail waiting to be processed

11
Chp.3.4 Conceptual frameworks
  • Applying theories and conceptual frameworks to
    interaction design
  • mental models
  • information processing
  • external cognition (mentioned previously)
  • reducing memory load
  • offloading computation
  • allow modification of representations
  • Mental models users developed knowledge of
  • how to use a system
  • how a system works
  • Examples deep and shallow mental models

12
Chp.3.4.1 Mental models
  • Mental models do you have deep or shallow
    models of these systems
  • fridge (recall visibility and affordance picture)
  • car and car engine
  • scanner (e.g., when used as a photocopier)
  • elevator (why do people press button twice??)
  • television
  • programming
  • C/C memory management
  • system-level processes, e.g., numerical
    representations, round-off errors, floating point
    equality (would you use the following if((float)
    x 0.0) ? why or why not?)
  • other computer applications (e.g., Shake vs.
    Final Cut Pro)

13
Chp.3.4.1 Mental models
  • Design guidelines
  • make system internals visible or transparent
    to user (not literally, but rather give user idea
    of how things work)
  • but dont make system too visible at the outset
    (e.g., Googles advanced search)
  • can use training wheels
  • provide useful feedback (so user knows whats
    happening)
  • provide clear and easy-to-follow instructions
  • on-line help, tutorials
  • context-sensitive guidance for users

14
Chp.3.4.2 Information processing
  • Information processing another approach to
    conceptualizing how the mind works
  • the mind as a reservoir (sponge??)
  • telephone network (e.g., switches and
    interconnections)
  • digital computer (e.g., with CPU, memory, etc.)
  • Why bother?
  • to better understand how mind works
  • to be able to make predictions about human
    performance (e.g., GOMS model)
  • Problem with this approach
  • often restricted to modeling mental activities
    happening exclusively inside the head
  • does not take into account environment (e.g.,
    interaction with others, or with other tools,
    e.g., books, documents, devices)

15
Chp.3.5 Informing design from theory to practice
  • Theories, models, conceptual frameworks provide
    abstractions for thinking about phenomena
  • In this chapter, we looked at abstractions of
    humans and human (cognitive) processes
  • Example GOMS (Goals, Operators, Methods,
    Selection rules)
  • describes how user performs computer-based tasks
  • model has been transformed into keystroke level
    method that allows quantitative predictions on
    the amount of time needed for certain methods
    (e.g., so many keystrokes to complete task)
  • Research from cognitive psychology can be applied
    to interaction design (but use care to avoid
    oversimplification and misapplication)
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