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Topics |
Book |
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Reverse Engineering
- First: Self assessment sheet
- Main topic: If this web page was the result, what were the Requirements?
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Introduction to HCI
- Class business -- books, ..., minor forms, ...
- Web pages
- Class mailing list
- Yesterday's experience...
- Project 1
- Projects and class provide experiences as well as facts
- KISS
- Choice of material
- Reminder: Show the video!
Course goals/outcomes -- what you'll see/do/learn
- Small design decisions have
major effects on users
- Technology isn't the primary
concern
- Sensitivity to HCI issues is
key
- You need to confirm the "obvious"
- What's HCI?
- HCI has contributions from many areas (eg. CS, Psych., Art, AI, etc.)
- "It's Obvious!"
Really? needs knowledge, trade-offs, experiments.
- It's about "Design" -- algorithms + software eng + interfaces
- Design factors -- incl. user, task, hardware, interaction, ...
- Goals for a good User Experience
- Goals for Usability
- list
- They must be measurable! (i.e., metrics)
- How are these goals related?
- Normal people vs CS Majors
- Extensive computer knowledge/experience
leads to different abilities and expectations
- We're not normal!
- The moral:
design for users and their task, not yourself
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Models of Design
- HCI is mostly concerned with the Design of interfaces.
- Models of Design
- Identify Needs, Establish Requirements (with User & Task Analysis)
- Developing Alternative Designs (Conceptual, Physical)
- Build Interactive Versions of Designs (prototyping)
- Paper Prototype; Rough Computer Prototype; Detailed Prototype
- vary by
- Materials - e.g., paper, computer, special device.
- Resolution/level - e.g., simplified sketch, screens, final product.
- Scope - e.g., single feature, feature subset, full set.
- e.g.,
Paper prototyping
- Evaluation (Metrics, Questionnaires, Interviews, Heuristic
Evaluation, etc.)
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Decide, evaluate, decide, evaluate, decide, evaluate, ...
- Design Ingredients:
needs, requirements, constraints, preferences, evaluation
criteria.
- Multidimensional search in a Search Space.
- Generate many alternative conceptual designs, then evaluate and select.
- Least commitment
- Make Evaluation Criteria explicit & measurable, with importance.
- Concept scoring matrix
- Understand uncertainty of evaluation
- Design models: waterfall, spiral, star, ...
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Models: Figs 1.8, 1.9, 1.10;
Conceptual design: ch8.
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HCI tasks & Metrics
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What gets produced/used by HCI professionals?
- Theories, Principles & models
(i.e., what people do in different situations & why; how they
process information; best practices; ...)
(e.g., Universal Principles of Design)
- Guidelines for interface design
- Analysis & evaluation of empirical data
-- design & carry out experiments
* gather data
* i.e., a design choice produces what effects?
-- analysis to find patterns/features
* hypotheses by induction (using data)
* or confirm a given hypothesis
-- evaluation to determine quality
-- e.g., evaluation by usability testing
Does it meet the interface design requirements?
- Invent/Design/Use Software-based methods
-- menus, forms, commands, messages, ...
-- use of sound, graphics, animation, speech, ...
-- interaction techniques
- Invent/Design/Use Hardware-based methods
-- keyboards, displays, other devices
-- e.g., eye tracking; "mole"; ...
- Tutorials, manuals, demonstrations
- Design elements: icons, layouts, color schemes
- Questionaires (e.g., determine user's satisfaction)
- Growth of number of devices with interfaces (examples???)
--
makes HCI more vital. +
-- responsive
design +: sharing an interface across devices (issues???)
- Remember, HCI is about Human Performance
- Poor interfaces cause...???
- General goals for interface development
-- deliver functionality!
-- discover by task analysis
e.g., action frequencies; too many/few functions
-- avoid & respond to potential errors
-- others
(e.g., portability, standardization, reliability, consistency, ...)
-- still more goals make it very hard!
-- need to make trade offs: e.g, consistency versus...?
- The basic Metrics:
- Speed of performance
- Rate of errors by user
- Time to learn
- Retention over time
- Subjective Satisfaction
- Other metrics??
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Ch.2
Metrics: Ch.6, 21
Table 3.1
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Map
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Human diversity
- What is Human diversity?
- Can we dilute the effects of diversity?
- Reduce diversity - e.g., training
- Reduce demands on user - e.g., less information displayed;
meet expectations
- Reduce sensitivity - e.g., make interface more tolerant to
user input variation
- Increase adjustability - e.g., customization
- Offer variety - e.g., versions for experts, and novices; languages
- Consider the whole "system":
ENVIRONMENT-->USER-->INTERFACE-->SYSTEM
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Environmental factors affect people's interface use
-- what effects do each factor have? (on people and interface)
- Dirt (e.g., Norton abrasives)
- Noise levels (and vibration) (is communication needed?)
- Environment Background Illumination levels (glare)
- Illumination on display (& flicker of display)
- Air quality & movement
- Temperature & humidity
- Electromagnetic pollution
- Space -- Can you move well? Do you need to? Sight lines?
- Safety of environment. Examples???
- Interruption (e.g., loud noises, flashes, smells, alarms) Effect???
- Design workspace & interface to compensate for environment!
- USER-->INTERFACE-->SYSTEM
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User Differences ("know the user"!) - User Analysis
- How/why do different people react to the interface? (and environment)
- Diversity: what differences between people are important?
- What if the user were...
Chinese, left handed, short sighted, 92, very tall, an artist?
- Abilities: e.g., perceptual, memory, cognitive, motor, physical,...
- Human Mental & Physical abilities map to design requirements & constraints!
--- N.B., lack of abilities correspond to limitations
- Physical factors: e.g., size & reach
- importance? keyboard, screen, other devices...
- why not design for average person???
-- so how do you handle that???
- static measurements not enough, Why???
-- e.g., speed, force, accuracy of mvt., endurance, reaction.
- ergonomics -- work surfaces, chairs, controls, ...
- interaction of IMGD & Robotics with these issues???
- Social factors
- Interruption
- Privacy
- Collaboration
- Social interaction vs. isolation
- Personal space
- Trade-offs???
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Ch.3, Ch.4, Table 4.4
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Abilities: Perception, Memory, Cognition
- More about "Abilities"...
- Perception & Cognition ("know the user")
- Reaction time
-- simple reaction;
-- hands faster than feet
-- choice reaction;
-- depends on
stimulus-response compatibility.
- Visual system
- Touch -- why relevant???
- Hearing -- range of frequencies
- Factors affecting perception & cognition
-- emotional arousal (fear/stress vs. errors);
-- mental load (read while counting backwards);
-- attention.
- Model Human Processor
(also at)
(STM, LTM, Chunking, Processors)
- types of memory (VIS, AIS, STM/WM, LTM)
- STM: chunking, decay time & 5-9 chunk capacity.
- Perceptual Processor -- cycle time
-- role in perception of movement (e.g., film)
- Cognitive Processor -- recognize-act cycle.
- Motor Processor -- discrete control of movement.
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Ch.3
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Perception, Memory, Cognition (continued)
- Principles of Operation (handout)
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Fitts Law
-- predicts time to move hand
-- sensitive to distance moved and target size
-- "bit" = amount of information (reduces uncertainty).
- Power Law of Practice
-- predicts time to do task
-- practice improves performance
-- has lower bound.
- Hicks Law
-- choice reaction
-- time increases with uncertainty
-- assumes equally probable alternatives
-- consider the buttons under lights example.
- Rationality Principle
-- rational action is the best given current knowledge
-- influenced by
Goals, Task, Operators, Inputs,
Knowledge, Process-limits.
- Problem Space Principle
-- "design space" is an example.
Personality & culture
- Human Diversity -- personality & cultural ("know the user")
- Personality types --
introvert/extrovert,
MBTI,
risk & uncertainty avoidance,
locus of control
(test)
- Cultural (linguistic, icons, formats, formality, ...)
- Cultural
dimensions and global Web user-interface design +
- Linguistic
-- alphabets, words, syntax (verb position)
-- Yummy! Pocari Sweat
-- reading/writing direction
impact of L-to-R & Top-to-Btm ????
- Icons (covered later)
- Standard formats
-- US vs. UK date (24th September 1987)
-- order of items in an address
-- names (e.g., Li Xiang and Brown David)
- Formality & respect
Other User Issues
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Ch.3, 9 App.3
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Map
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T/P/G/M intro. & User Models
- Theory, Principles, Guidelines, Models
- What's a Theory?
- an organized, well tested system of accepted knowledge
that applies in a variety of circumstances
to explain or predict a specific set of phenomena.
- what are the key words in that definition???
- why is a theory useful???
- What's a Principle?
- A basic generalization that is accepted as true and that can
be used as a basis for reasoning or conduct.
- e.g., "Relationships and patterns between variables can be
detected easily by allowing comparisons."
- Design Principles
- User
Interaction Design Principles +
- why are Principles useful???
- What's a Guideline?
- A rule that provides guidance to appropriate
behaviour.
- A rule of thumb, i.e., usually helpful
- The essence of experience
- e.g., "Respect the
rules of human conversation"
- Sample Guidelines
- Note 'style guidelines'.
- why are guidelines useful???
- What's a Model?
- A hypothetical description of a complex entity or process.
- Often describes structure, behavior and/or function
- e.g., Four level model (below)
- Have we seen one recently?
- why are models useful???
- Some models:
- Taxonomies
-- the simplest model
-- provides types/classes, ordering & grouping
-- e.g., types of user
-- why is it useful???
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Four level model
-- conceptual, semantic, syntactic, lexical
-- useful for design or evaluation
- Conceptual level -- designer's (intended) model of system.
- Semantic level -- meanings (e.g., of I/O, of icons, ...)
- Syntactic level -- structure of items on screen
- Lexical level -- primitive ingredients (e.g., icons,
windows, prompts, ...)
- Connection between Conceptual Model &
User's Mental Model
(slide).
What the designer wants the user to think about how the
system works versus what users
actually do think about how the system works!
- Guidelines for Designing
Conceptual Models
- Sample mental model -- changing text size in browser.
- User's Mental model
-- incomplete, hard to run, unstable, no firm
boundaries, etc.
-- can be structural model (how it works)
-- can be functional model (how to use it)
-- allows user to try to predict & interpret system action.
- Mental models can dramatically change expectations
e.g., Scrolling Text in window example/experiment
- Model 1 - scroll bar indicating direction of window's text movement.
- Model 2 - scroll bar indicating what part of the window's text you want
to see.
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Ch.5, 4, 9
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GOMS, keystroke model; Seven stages
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Ch.10
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Feedback; Consistency; Syntactic & Semantic Knowledge
- Feedback (Principle)
- vital!
- small scale & large scale
- examples ???
- if none or delayed ???
- within expected time period?
- when is user willing to wait?
- feedback during long delays?
-- 2 seconds in human conversation
-- 0.1 to 10 seconds
- related to Norman's 7 stages of user action ???
- Consistency (Principle)
- e.g., of naming, order, action, icons, ...
- consequence: affects user's expectations
-- why important ???
- consequence: could learn from a single example
-- why important ???
- Use of a grammar (rules) for syntax
- Consistency leads to few rules
- Fewer rules, easier to learn
- Examples for naming, order, action, icons ???
- Modelling User's Knowledge
- Four level model again
-- conceptual, semantic, syntactic, lexical
- Before, we were modeling the interface
- It can also be a model of what the user needs to know
- There's an impact on user learning
- Syntactic knowledge
-- structure: order, layout, grouping, symmetry
-- low level details
-- many details
-- hard to learn & easy to forget
-- small variations lead to problems
--- S = Save or Send ?
--- To From or From To order ?
-- try to avoid/reduce/hide!
- Semantic knowledge
--
Computer Concepts & Task Concepts
-- each has
Actions & Objects
-- i.e., four categories (CC.A, CC.O, TC.A, TC.O)
- These concepts introduced by designer's conceptual model.
- These concepts form "expectations" -- why important???
- Computer concepts ??? (actions & objects)
-- "normal" people may have trouble with them.
-- if visible then should match task concepts well.
- Task concepts ??? (actions & objects)
-- "normal" people should know them.
- Impact of strong vs. weak knowledge
and task vs. computer semantic knowledge
-- what kind of person?
-- what do they need to help them perform well?
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Ch.4, 9
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Map
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User analysis, Task analysis
- "Know the User" --
User Analysis (UA)
- User Profile Checklist
-- plus other items if appropriate (e.g., IQ, RT)
- Novice
-- how to define???
-- how to recognize???
-- what do they know???
-- what do they need???
- Intermittent
-- how to define???
-- how to recognize???
-- what do they know???
-- what do they need???
- Expert
-- how to define???
-- how to recognize???
-- what do they know???
-- what do they need???
- Accelerators (for Experts)
- Macros
- Abbreviations
- Shortcuts through information (such as menus)
- Denser presentation of information
- Customization (how, when????)
-- helps put the user in control
- "Know the Task" --
Task Analysis (TA)
- Tasks & subtasks
- Task action grouping
- Task action sequences
- Task frequencies
- why do we care???
- note 80-20 rule (slide)
- List Task Actions & Task Objects
- Appropriate level for atomic user actions?
- Match user actions to task actions
- Output of TA
- Objects/artifacts used
- Use cases that describe user's work
- Results from cognitive walkthrough
-- relates to human action cycle
- Any "work arounds" used
- All other task information (see above)
- "Know the Domain"
-- what does the user need to know about the domain?
-- how can the interface help?
- "Know the Enviroment"
-- how might the environment affect the use of the interface?
-- physical and social issues
-- how can the interface help?
- Start Design Process...
- Collect general Requirements (+ve) & Constraints (-ve) regarding:
- users
- task
- domain
- environment
- social/organizational setting
- usability
- find explicit constraints, preferences, trade-offs
- Build Conceptual Model
-- e.g., a Content Diagram
-- remember Guidelines for Designing Conceptual Models
i.e., what kind of mental model do you want the user to have?
- Select Interaction Style
and relevant
Interaction
Design + issues.
- Identify all other relevant
principles +,
guidelines, models and metrics.
- Make prototypes (low/high fidelity, partial/complete scope)
- Evaluate!
- Refine and repeat...
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Ch.3, 4, 6, 11
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Map
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Interface Evaluation:
... Principles and Rules for Evaluation (but also Design)
- Check Principles+
from Psychological p.o.v.
- Users see what they expect to see
-- especially when rushing/stressed/distracted
-- generate and reinforce expectations (How ???)
- principle of Consistency
- principle of exploiting Prior Knowledge
-- use metaphors (e.g., calculator)
-- use task knowledge
- Users can't easily focus on more than one activity at a time
-- but many have to: guide the user
- principle of Perceptual Organization (grouping)
- principle of Importance
-- prominence: position/size/color/fading/overlap...
- It's easier to perceive a structured layout
- law of Proximity (relationships)
- law of Similarity (relationships)
- law of Closure (fill the gap)
- law of Continuity (lines of dots)
- law of Symmetry (suggests grouping)
-- men think asymmetry is worse than women do
- Figure-ground (cows, dogs & zebra)
- It's easier to recognize than to recall
- principle of Recognition
-- don't make the user remember
- Check Principles+
from Design p.o.v.
- principle of Simplicity
-- natural, simple subtasks, uncluttered (KISS)
-- note that everything on the screen provides information,
so don't make them have to filter stuff out!
- principle of Structure
-- grouping, layout (for Task)
- principle of Consistency
-- uniformity, fewer rules, learnability, reuse of kn.
- principle of Tolerance
-- i.e., a tolerant system
-- prevent errors
-- provide error recovery (undo, help)
-- possibly 'understand' errors and then guide user
- Check Principles + for Experience
- principle of Visibility
-- can you see the possible controls to use?
-- can you see system status?
- principle of Affordance
-- what action does a control suggest?
- principle of Feedback
-- do you know that the control was used?
- Check Eight Golden Rules of Interface Design
- Check
Ten general usability heuristics (Heuristic Evaluation)
- Check Data Display Guidelines
- Check Data Entry Guidelines
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Ch.5, 9
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Usability metrics
... for Evaluation (and Design)
- Let's try it for a layout example...
- Uses of & requirements for metrics -
slides (pdf)
- Usability metrics from Constantine & Lockwood 1999 (Handout).
- Essential Efficiency, Task Concordance, Task Visibility,
Layout Uniformity, Visual Coherence.
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Ch.6, 21
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Map
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Interaction Techniques: Menus intro
- Intro to Menus and Forms
-- for controls, info provision and data input.
- Info for selection, reduces memory load, good for inexperienced
users, provides structure, relates to task.
*Design Issues: intra- and inter-menu organization
- When Menus are
appropriate
- Textual or graphical.
-- EKG machine; ATM
- Semantic Organization:
- menus & their grouping must relate to user's task
- must provide correct expectations (i.e., locus of control)
- comprehensive & distinctive categories;
- Mechanisms for movement within and between menus
(e.g., up, down, top, other) how???
- Various menu types: single, linear, hierarchy, network
- Will need menu aids for experts. Why???
- Consistency in all things!
- Single Menus
- what is a single menu???
- Remember...
-- consistent format
-- show default
-- show previous selection
-- show what is not selectable
-- reading direction biases???
- Pop-up: in response to pointing device, at cursor.
-- advantages??? disadvantages??? role of Fitts law???
- Pull-down: typically from menu bar.
-- advantages??? disadvantages???
-- can be extended to a menu of menus.
- Permanent: always available.
-- advantages??? disadvantages???
-- where to place it and why?
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Ch.11, 16
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Menus (continued)
- Single Menus (continued)
- Multiple items: single selection vs. multiple selections.
- Radio button & Check boxes as metaphor?
- How to set default (use previous selection?)
- How to indicate that nothing has been selected?
- How to show that you are finished?
- Pie Menu -
- Linear sequence
- set of items, actions or choices, all to be seen/done.
- e.g., parameter setting or feature selection
- task related order and grouping
- need to be able to reverse and/or undo
- provide summary at end before confirmation
- could use "multi-menu" instead (group)
- Tree structured (hierarchy)
- Best shape & why???
- Problems due to hierarchy??? (slides)
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Ch.11
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Menus (continued)
- Organization of menu items
-- semantic, alpha, etc.
-- grouping & sequence (slides)
- Experts and menus
-- shortcuts, typeahead, direct access, menu macros.
-- In menu aids for experts: Mnemonic, letter shortcuts
(e.g., control+P = Print )
- Menu Titles & Items
- Selection & Activation
-- textual & graphical
- Designing Menu Systems
Fill-In Forms
- Fill-In Forms
- self-explanatory
- require little memory
- effective use of screen space
- allows input of parameters with many values
- provides visible context
- changes are visible (e.g., new field)
BUT
- assumes knowledge of valid inputs
- assumes typing skill
- assumes knowledge of special keys
- can be inflexible and system in control
- When Fill-In Forms are appropriate
- Designing Fill-In Forms
- Fairmont
Hotels Case Study +
- Boingo &
BA Case Study +
- General Guidelines include:
- using standard elements
- consistency -- internal, external
- avoid disorganization, crowding, interference
- avoid spatial tension
- use good figure/ground contrast
- group using layout
- whitespace is important
- design to a grid
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Ch.11, 16
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Command Languages
- Command languages appropriate for...? (slide)
- Characteristics
-- immediate effect
-- user in control!
-- brief input
-- typing skill
-- puts load on user's memory (due to syntax)
-- for expert & frequent users (if not???)
- Language design goals (slide)
- Supporting user's task
- provide functionality
- enough power provided (can do task?)
- too much power?
-- slows learning
-- increases chance of error
-- more help & manuals req'd
-- 80-20
- need to do task analysis to determine commands needed
- transition diagrams used to describe effects of commands
- Command organization
- simple
-- one per task
- command+args
-- position vs. keyword
-- defaults assumed?
- command+options+args
-- difference between options and args?
-- extras add complexity
-- tax memory
-- increase errors
-- command language macho! (slide)
- hierarchical
-- MOVE ROBOT FORWARDS
-- note "congruent" (insert/delete)
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Ch.11
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Commands (continued)
- Naming
-- be specific ("insert", not "add")
-- familiar terms & task terms
-- congruent terms
-- mnemonic (memory aid)
-- distinct (print vs. primp)
-- good abbreviations
- What to do with very high frequency commands ?
- Prompting & completion
- Abbreviations
-- requirements???
-- good methods for production???
- Designing Command Languages
Command naming experiment
- Command naming: can we agree?
- maybe only 20% of the time
- try using most frequent choice
- allow customization
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Natural Language
- input vs. output; spoken vs. textual
- when appropriate???
-- input text vs. output text
-- input spoken vs. output spoken
- what's possible???
-- input text vs. output text
-- input spoken vs. output spoken
- strengths & weaknesses???
-- natural
-- training needed???
-- is subset natural???
-- good for commands and queries
-- ambiguous
-- typing leads to errors
-- noise can lead to errors
-- can train user with (NL) feedback
-- users make incorrect assumptions about system abilities
Direct manipulation
- WIMP interfaces (Windows, Icons, Menus and Pointing device)
-- WIMP may not be Direct Manipulation
- Direct Manipulation
- visible actions and objects
- manipulate directly
- emphasize task, minimize computer concepts
- minimize syntax (and typing)
- learning enhanced by action
- natural cursor control (for task)
-- hands, eyes, fingers
-- eyetracking
+
-- 3D gesture
+
- Metaphors (to suggest a similarity with a real thing/process)
- Affordances (principle)
- Reinforce conceptual model (affecting users mental model)
- Extreme Direct Manipulation:
BumpTop
desktop +
- Tangibles: Toy blocks
that "think" +
- why it works
- user in the task: tool vanishes
- representation of reality
- direct involvement
- physical/graphical representations can enhance p-s.
- visual representations encourage retention
- its problems
- icons/diagrams may be confusing
- abstracted reality isn't real (behavior)
- e.g., users may infer incorrect properties
-- what's on real desk top?
-- what if I tilt the desk?
-- trash can has weight?
-- if trash can full?
- text has higher density of information
- typing often faster
- best for few objects & actions
- bad match for looping/searching
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Ch.10
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- Direct Manip.: Impact of video games
- sophisticated sound & graphics
- challenging tasks (more "interesting")
- significant user base
- abstractions of reality (expectations)
- use of natural controls (special devices)
- immediate feedback (high involvement)
- learning by doing
- games vs. applications!
Icon Design
- what is an icon ???
- icon examples
- Icon design
- lexical
- syntactic
- semantic
- pragmatic
- dynamics
- impact on "gulf of execution" and "gulf of evaluation".
- icon design schemes
- resemblance
- symbolic
- exemplar (typical example)
- analogy (e.g., cut = scissors)
- more icon examples
- icon guidelines
- international aspects
- Summary:
Designing Direct Manipulation Interfaces
- Dialog styles (reminder)
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Ch.16
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Map
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Device evaluation
- Interaction Devices
Key question -- how do we know that they are any good?
- What are the interaction devices ???
- for "normal" computer applications?
- for games?
- for
VR? +
- for life? (ubiquitous)
- How to Evaluate
-
what are the evaluation factors for comparison ????
-- in addition to basic metrics
- Role of Fitts' Law ???
- Pointing device tasks
-- how does each device do each task ????
- Select
- Position
- Orient
- Path
- Quantify
- Text manipulation
- Direct vs. Indirect
- direct
- touch screen, pen/stylus (on screen only)
- strengths & weaknesses ????
-- e.g., touch screen
--
e.g., beyond
the touch screen +
- indirect
- mouse, trackball, joystick, graphics tablet (off screen)
- strengths & weaknesses ????
-- e.g., mouse
- What type is keyboard? (strengths & weaknesses?)
-- arrow keys
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Ch.12
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Keyboards
- Consider a device we know a lot about
...what can we learn about device design issues from it?
-
What do we know: left handed typists???
- Keyboard history
- Why would you need to design a keyboard ???
- Keyboard design
- Fn keys
- types
- cursor keys
- grouping/labelling
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Map
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Error messages
- Errors due to
- lack of knowledge (what to do??)
- incorrect understanding (what to do??)
- inadvertent slips (what to do??)
- Fatal
error, buddy. That input really sucked! +
- Errors lead to feelings of ....??
- What type of users makes errors??
- In what situations??
- When do you need to get the user's attention?? how?? how often??
- Prevent Errors
User's make lots of mistakes! (30%?)
- Design strategies
- Fail Safe -- safe shut down at system failure
- Monitoring -- provide early signs of error/failure
- Protection -- protect user from consequences of error/failure
- Warning -- about impending problems
- Interlocks -- make sure that conditions are right for action
- Things to do
- Constructive error msgs
- Undo, Cancel
- Avoid "modes"
- Consistency
- Provide feedback
-- gently reinforce correct behavior?
- Require confirmation. OK?
- Reduce typing
- Reduce ambiguity
- Reduce memory load
- Avoid distractions.
- Help with "standard forms" and conventions (e.g., date, SS#, US state)
- Reinforce Conceptual Model
- Make computers/people do what each does better!
- Error messages
- guidelines for error msgs
- clear, precise, soothing, helpful
-- i.e., what does the user need?
- specificity (what, where) (mark error)
- guidance (how to fix)
-- might need to describe the "rule" being violated
-- i.e., train the user
- tone (be positive, not alarmist)
- good language (based on TA&UA)
- user centered: user in control
-- e.g., avoid imperatives
-- e.g., variable verbosity
- format (not all caps)(indicate error msg type)
- placement (standard place)(near error)
- when to present (disturbing?)(after closure??)
(N.B. The memory release sense of "closure")
- quality control (guidelines/standards)(usability tests)
- avoid anthropomorphism (system isn't a person)
- analyse error frequencies & distribution!
-- then make adjustments to interface
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Ch.3, 9, 13, 16
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Color
- Color
- intro: color examples and confusions (slides)
- uses for color
-- emphasis, warning, grouping, distinctions, attractiveness
- color wheels
- color
schemes
-
color deficiency /
blindness
- Color pairs
-- Red and Blue
-- Red and Red?
-- Red and Green
-- Color in context
- Grouping methods -- line, white space, color, shape.
- Contrast for readability
- use black with light colors, and white with dark
colors.
- color/color contrasts can be increased by adding
white to make a tint, or adding black to make a
shade.
- color meanings
e.g., Red for {heat, anger, power, danger, emotion, importance}
or other meanings
(Red)
- use of color -- Guidelines
- Asian Color Symbolism (cultural impact)
Red: Happiness, marriage, prosperity
Pink: Marriage
Yellow: Against evil, for the dead, geomantic blessings
Green: Eternity, family, harmony, health, peace, posterity
Blue: Self-cultivation, wealth
Purple: Wealth
White: Children, marriage,
mourning, peace, purity, ...
Gold: Strength, wealth
Gray: Helpful people, travel
Black: Career, evil influences, knowledge, mourning,
penance, ...
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Ch.3, 9, 13, 16
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