Hci-Unit 2
Hci-Unit 2
• design:
• what it is, interventions, goals, constraints
• users
• who they are, what they are like …
• scenarios
• rich stories of design
• navigation
• finding your way around a system
WHAT IS DESIGN?
5 WHAT IS DESIGN?
• goals - purpose
• who is it for, why do they want it
• constraints
• materials, platforms
• trade-offs
6 GOLDEN RULE OF DESIGN
• understand computers
• limitations, capacities, tools, platforms
• understand people
• psychological, social aspects
• human error
• accident reports ..
• aircrash, industrial accident, hospital mistake
• enquiry … blames … ‘human error’
• but …
• concrete lintel breaks because too much weight
• blame ‘lintel error’ ?
… no – design error
we know how concrete behaves under stress
• human ‘error’ is normal
• we know how users behave under stress
• so design for it!
• treat the user at least as well as physical materials!
9 CENTRAL MESSAGE …
the user
10 THE PROCESS OF DESIGN
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis precise
ethnography specification
design
what is there
vs. dialogue implement
what is wanted notations and deploy
evaluation
prototype
heuristics architectures
documentation
help
11 STEPS …
• requirements
• what is there and what is wanted …
• analysis
• ordering and understanding
• design
• what to do and how to decide
• usability?
• finding problems and fixing them?
• deciding what to fix?
USER FOCUS
KNOW YOUR USER
PERSONAE
CULTURAL PROBES
14 KNOW YOUR USER
• details matter
• makes her ‘real’
16 EXAMPLE PERSONA
Betty is 37 years old, She has been Warehouse Manager for five years and worked for
Simpkins Brothers Engineering for twelve years.
She didn’t go to university, but has studied in her evenings for a business diploma. She has
two children aged 15 and 7 and does not like to work late.
She did part of an introductory in-house computer course some years ago, but it was
interrupted when she was promoted and could no longer afford to take the time.
Her vision is perfect, but her right-hand movement is slightly restricted following an
industrial accident 3 years ago.
She is enthusiastic about her work and is happy to delegate responsibility and take
suggestions from her staff.
However, she does feel threatened by the introduction of yet another new computer system
(the third in her time at SBE).
17 CULTURAL PROBES
• direct observation
• sometimes hard
• in the home
• psychiatric patients, …
• probe packs
• items to prompt responses
• e.g. glass to listen at wall, camera, postcard
• given to people to open in their own environment
they record what is meaningful to them
• used to …
• inform interviews, prompt ideas, enculture designers
18
SCENARIOS
STORIES FOR DESIGN
• linearity
• time is linear - our lives are linear
• but don’t show alternatives
20 SCENARIOS …
• step-by-step walkthrough
• what can they see (sketches, screen shots)
• what do they do (keyboard, mouse etc.)
• what are they thinking?
Brian would like to see the new film “Moments of Significance” and wants to invite
Alison, but he knows she doesn’t like “arty” films.
He decides to take a look at it to see if she would like it and so connects to one of
the movie sharing networks.
He uses his work machine as it has a higher bandwidth connection, but feels a bit
guilty. He knows he will be getting an illegal copy of the film, but decides it is OK
as he is intending to go to the cinema to watch it.
After it downloads to his machine he takes out his new personal movie player. He
presses the ‘menu’ button and on the small LCD screen he scrolls using the arrow
keys to ‘bluetooth connect’ and presses the select button.
On his computer the movie download program now has an icon showing that it
has recognised a compatible device and he drags the icon of the film over the icon
for the player.
On the player the LCD screen says “downloading now”, a percent done indicator
and small whirling icon. … … …
22 ALSO PLAY ACT …
• mock up device
• pretend you are doing it
• internet-connected swiss army knife …
but where is that thumb?
• explore interaction
• what happens when
• explore cognition
• what are the users thinking
• explore architecture
• what is happening inside
24 USE SCENARIOS TO ..
• express dynamics
• screenshots – appearance
• scenario – behaviour
25 LINEARITY
Pros:
• life and time are linear
• easy to understand (stories and narrative are natural)
• concrete (errors less likely)
Cons:
• no choice, no branches, no special conditions
• miss the unintended
• So:
• use several scenarios
• use several methods
26
the systems
NAVIGATION DESIGN
add user remove user
main remove
confirm
screen user
add user
27 LEVELS
• widget choice
• menus, buttons etc.
• screen design
• application navigation design
• environment
• other apps, O/S
28 THE WEB …
• within a screen
• later ...
• local
• looking from this screen out
• global
• structure of site, movement between screens
• wider still
• relationship with other applications
31
LOCAL
FROM ONE SCREEN LOOKING OUT
32 GOAL SEEKING
goal
start
33 GOAL SEEKING
goal
start
goal
start
goal
start
live links
to higher
levels
38 BEWARE THE BIG BUTTON TRAP
GLOBAL
BETWEEN SCREENS
the system
• parts of application
• screens or groups of screens
the systems
• deep is difficult!
• misuse of Miller’s 7 ± 2
• short term memory, not menu size
• optimal?
• many items on each screen
• but structured within screen
see /e3/online/menu-breadth/
44 THINK ABOUT DIALOGUE
• marriage service
• general flow, generic – blanks for names
• pattern of interaction between people
• computer dialogue
• pattern of interaction between users and system
• but details differ each time
46 NETWORK DIAGRAMS
main remove
confirm
screen user
add user
main remove
confirm
screen user
add user
48
WIDER STILL
BETWEEN APPLICATIONS
• style issues:
• platform standards, consistency
• functional issues
• cut and paste
• navigation issues
• embedded applications
• links to other apps … the web
50
Dix , Alan
Finlay, Janet
Abowd, Gregory
Beale, Russell
ALIGNMENT
ABCDEFGHIJKLM
NOPQRSTUVWXYZ
51 BASIC PRINCIPLES
• ask
• what is the user doing?
• think
• what information, comparisons, order
• design
• form follows function
52 AVAILABLE TOOLS
• grouping of items
• order of items
• decoration - fonts, boxes etc.
• alignment of items
• white space between items
53 GROUPING AND STRUCTURE
Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
54 ORDER OF GROUPS AND ITEMS
• instructions
• beware the cake recipie syndrome!
… mix milk and flour, add the fruit
after beating them
55 DECORATION
ABCDEFGHIJKLM
NOPQRSTUVWXYZ
56 ALIGNMENT - TEXT
Alan Dix
Janet Finlay
Gregory Abowd
Dix , Alan
Finlay, Janet
Russell Beale Abowd, Gregory
Beale, Russell
Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
58 ALIGNMENT - NUMBERS
532.56
think purpose!
179.3
256.317
which is biggest?
15
73.948
1035
3.142
497.6256
59 ALIGNMENT - NUMBERS
627.865
visually:
1.005763
long number = big number
382.583
2502.56
align decimal points 432.935
or right align integers 2.0175
652.87
56.34
60 MULTIPLE COLUMNS
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
61 MULTIPLE COLUMNS - 2
• use leaders
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
62 MULTIPLE COLUMNS - 3
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
63 MULTIPLE COLUMNS - 4
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
64 WHITE SPACE - THE COUNTER
• grouping of items
• defrost
defrost settings
settings
• type of food
type of food
• time to cook
time to cook
67 PHYSICAL CONTROLS
• grouping of items
• order of items
1) type of
1) heating
type of heating
1
2) 2) temperature
temperature
3) 3)cook
time to time to cook
4) start 2
4) start
3
4
68 PHYSICAL CONTROLS
• grouping of items
• order of items
• decoration
• different
different colours colours
for different
functionsfor different functions
• lines around related
buttons
lines around related
buttons (temp up/down)
69 PHYSICAL CONTROLS
• grouping of items
• order of items
• decoration
• alignment
• centered text in buttons
centred text in buttons
? easy to scan ?
? easy to scan ?
70 PHYSICAL CONTROLS
• grouping of items
• order of items
• decoration
• alignment
• white space
• gaps to aid grouping
KNOWING WHAT TO DO
AFFORDANCES
72 ENTERING INFORMATION
Name: Alan Dix
Address: Lancaster
• forms, dialogue boxes
• presentation + data input
• similar layout issues Name: Alan Dix
• alignment - N.B. different label lengths Address: Lancaster
• logical layout
• use task analysis (ch15)
• groupings
• natural order for entering information
?
Name: Alan Dix
Address: Lancaster
APPROPRIATE APPEARANCE
PRESENTING INFORMATION
COLOUR AND 3D
• 3D effects
• good for physical information and some graphs
• but if over used …
e.g. text in perspective!! 3D pie charts
79 BAD USE OF COLOUR
81
PROTOTYPING
82
ITERATION AND
PROTOTYPING
GETTING BETTER …
OK?
design prototype evaluate done!
re-design
84 PITFALLS OF PROTOTYPING
• Design rationale
87 THE SOFTWARE LIFECYCLE
Requirements
Requirements
specification
specification
Architectural
Architectural
design
design
Detailed
Detailed
design
design
Coding
Coding and
and
unit
unit testing
testing
Integration
Integration
and
and testing
testing
Operation
Operation and
and
maintenance
maintenance
89 ACTIVITIES IN THE LIFE CYCLE
Requirements specification
designer and customer try capture what the system is expected to provide can
be expressed in natural language or more precise languages, such as a task
analysis would provide
Architectural design
high-level description of how the system will provide the services required
factor system into major components of the system and how they are
interrelated needs to satisfy both functional and nonfunctional requirements
Detailed design
refinement of architectural components and interrelations to identify modules
to be implemented separately the refinement is governed by the nonfunctional
requirements
90 VERIFICATION AND VALIDATION
Real-world
requirements
and constraints The formality gap
Verification
designing the product right
Validation
designing the right product
Detailed
Detailed
design
design
Coding
Coding and
and
unit
unit testing
testing
Operation
Operation and
and
maintenance
maintenance
92 USABILITY ENGINEERING
The ultimate test of usability based on measurement of user experience
Usability specification
• usability attribute/principle
• measuring concept
• measuring method
• now level/ worst case/ planned level/ best case
Problems
• usability specification requires level of detail that may not be
• possible early in design satisfying a usability specification
• does not necessarily satisfy usability
93 PART OF A USABILITY
SPECIFICATION FOR A VCR
• effectiveness
• can you achieve what you want to?
• efficiency
• can you do it without wasting effort?
• satisfaction
• do you enjoy the process?
95 SOME METRICS FROM ISO 9241
Usability Effectiveness Efficiency Satisfaction
objective measures measures measures
• Prototypes
• simulate or animate some features of intended system
• different types of prototypes
• throw-away
• incremental
• evolutionary
• Management issues
• time
• planning
• non-functional features
• contracts
97 TECHNIQUES FOR PROTOTYPING
Storyboards
need not be computer-based
can be animated
Types of DR:
• Process-oriented
• preserves order of deliberation and decision-making
• Structure-oriented
• emphasizes post hoc structuring of considered design
alternatives
• Two examples:
• Issue-based information system (IBIS)
• Design space analysis
100 ISSUE-BASED INFORMATION
SYSTEM (IBIS)
• basis for much of design rationale research
• process-oriented
• main elements:
issues
– hierarchical structure with one ‘root’ issue
positions
– potential resolutions of an issue
arguments
– modify the relationship between positions and issues
• gIBIS is a graphical version
101 STRUCTURE OF GIBIS
supports
Position Argument
responds to
Issue
responds to
objects to
Position Argument
specializes
Sub-issue generalizes
questions
Sub-issue
Sub-issue
102 DESIGN SPACE ANALYSIS
• structure-oriented
Criterion
Option
Option
Criterion
… Consequent …
Question
Question
104 PSYCHOLOGICAL DESIGN
RATIONALE
• to support task-artefact cycle in which user tasks are affected by the
systems they use
• aims to make explicit consequences of design for users
• designers identify tasks system will support
• scenarios are suggested to test task
• users are observed on system
• psychological claims of system made explicit
• negative aspects of design can be used to improve next iteration of
design
105 SUMMARY
• Principles of usability
• general understanding
• Design patterns
• capture and reuse design knowledge
108 TYPES OF DESIGN RULES
• principles
• abstract design rules
• low authority
• high generality
increasing generality
Guidelines
increasing generality
• standards
• specific design rules
• high authority
• limited application Standards
• guidelines
• lower authority
• more general application increasing authority
increasing authority
109 PRINCIPLES TO SUPPORT
USABILITY
Learnability
the ease with which new users can begin effective interaction
and achieve maximal performance
Flexibility
the multiplicity of ways the user and system exchange
information
Robustness
the level of support provided the user in determining successful
achievement and assessment of goal-directed behaviour
110 PRINCIPLES OF LEARNABILITY
Predictability
• determining effect of future actions based on past interaction history
• operation visibility
Synthesizability
• assessing the effect of past actions
• immediate vs. eventual honesty
111 PRINCIPLES OF LEARNABILITY
(CTD)
Familiarity
• how prior knowledge applies to new system
• guessability; affordance
Generalizability
• extending specific interaction knowledge to new situations
Consistency
• likeness in input/output behaviour arising from similar
situations or task objectives
112 PRINCIPLES OF FLEXIBILITY
Dialogue initiative
• freedom from system imposed constraints on input dialogue
• system vs. user pre-emptiveness
Multithreading
• ability of system to support user interaction for more than one task
at a time
• concurrent vs. interleaving; multimodality
Task migratability
• passing responsibility for task execution between user and system
113 PRINCIPLES OF FLEXIBILITY
(CTD)
Substitutivity
• allowing equivalent values of input and output to be substituted for
each other
• representation multiplicity; equal opportunity
Customizability
• modifiability of the user interface by user (adaptability) or system
(adaptivity)
114 PRINCIPLES OF ROBUSTNESS
Observability
• ability of user to evaluate the internal state of the system from its
perceivable representation
• browsability; defaults; reachability; persistence; operation visibility
Recoverability
• ability of user to take corrective action once an error has been
recognized
• reachability; forward/backward recovery; commensurate effort
115 PRINCIPLES OF ROBUSTNESS
(CTD)
Responsiveness
• how the user perceives the rate of communication with the system
• Stability
Task conformance
• degree to which system services support all of the user's tasks
• task completeness; task adequacy
116 USING DESIGN RULES
increasing generality
Guidelines
increasing
generality
Standards
Design rules
• suggest how to increase usability
increasing authority
increasing authority
• differ in generality and authority
117 STANDARDS
• Characteristics of patterns
• capture design practice not theory
• capture the essential common properties of good examples of design
• represent design knowledge at varying levels: social, organisational,
conceptual, detailed
• embody values and can express what is humane in interface design
• are intuitive and readable and can therefore be used for communication
between all stakeholders
• a pattern language should be generative and assist in the development of
complete designs.
124 SUMMARY
• Evaluation
• tests usability and functionality of system
• occurs in laboratory, field and/or in collaboration with
users
• evaluates both design and implementation
• should be considered at all stages in the design life
cycle
127 GOALS OF EVALUATION
EVALUATING DESIGNS
COGNITIVE WALKTHROUGH
HEURISTIC EVALUATION
REVIEW-BASED EVALUATION
129 COGNITIVE WALKTHROUGH
• Example heuristics
• system behaviour is predictable
• system behaviour is consistent
• feedback is provided
• Model-based evaluation
• Advantages:
• specialist equipment available
• uninterrupted environment
• Disadvantages:
• lack of context
• difficult to observe several users cooperating
• Appropriate
• if system location is dangerous or impractical for constrained
single user systems to allow controlled manipulation of use
135 FIELD STUDIES
• Advantages:
• natural environment
• context retained (though observation may alter it)
• longitudinal studies possible
• Disadvantages:
• distractions
• noise
• Appropriate
• where context is crucial for longitudinal studies
EVALUATING
IMPLEMENTATIONS
REQUIRES AN ARTEFACT:
SIMULATION, PROTOTYPE,
FULL IMPLEMENTATION
137 EXPERIMENTAL EVALUATION
• Subjects
• who – representative, sufficient sample
• Variables
• things to modify and measure
• Hypothesis
• what you’d like to show
• Experimental design
• how you are going to do it
139 VARIABLES
• prediction of outcome
• framed in terms of IV and DV
• null hypothesis:
• states no difference between conditions
• aim is to disprove this
• Type of data
• discrete - finite number of values
• continuous - any value
143 ANALYSIS - TYPES OF TEST
• parametric
• assume normal distribution
• robust
• powerful
• non-parametric
• do not assume normal distribution
• less powerful
• more reliable
• contingency table
• classify data by discrete attributes
• count number of data items in each group
144 ANALYSIS OF DATA (CONT.)
Problems with:
• subject groups
• choice of task
• data gathering
• analysis
146 SUBJECT GROUPS
difficult to timetable
options:
• creative task e.g. ‘write a short report on …’
problems:
• synchronisation
• sheer volume!
one solution:
• record from each perspective
149 ANALYSIS
solutions:
• within groups experiments
• micro-analysis (e.g., gaps in speech)
• anecdotal and qualitative analysis
Contrast:
psychology – controlled experiment
sociology and anthropology – open study and rich data
151
OBSERVATIONAL METHODS
THINK ALOUD
COOPERATIVE EVALUATION
PROTOCOL ANALYSIS
AUTOMATED ANALYSIS
POST-TASK WALKTHROUGHS
152 THINK ALOUD
• Advantages
• simplicity - requires little expertise
• can provide useful insight
• can show how system is actually use
• Disadvantages
• subjective
• selective
• act of describing may alter task performance
153 COOPERATIVE EVALUATION
• Additional advantages
• less constrained and easier to use
• user is encouraged to criticize system
• clarification possible
154 PROTOCOL ANALYSIS
• Workplace project
• Post task walkthrough
• user reacts on action after the event
• used to fill in intention
• Advantages
• analyst has time to focus on relevant incidents
• avoid excessive interruption of task
• Disadvantages
• lack of freshness
• may be post-hoc interpretation of events
156 POST-TASK WALKTHROUGHS
QUERY TECHNIQUES
INTERVIEWS
QUESTIONNAIRES
158 INTERVIEWS
• Advantages
• can be varied to suit context
• issues can be explored more fully
• can elicit user views and identify unanticipated problems
• Disadvantages
• very subjective
• time consuming
159 QUESTIONNAIRES
• Advantages
• quick and reaches large user group
• can be analyzed more rigorously
• Disadvantages
• less flexible
• less probing
160 QUESTIONNAIRES (CTD)
• Styles of question
• general
• open-ended
• scalar
• multi-choice
• ranked
161
PHYSIOLOGICAL METHODS
EYE TRACKING
PHYSIOLOGICAL MEASUREMENT
162 EYE TRACKING
• equitable use
• flexibility in use
• simple and intuitive to use
• perceptible information
• tolerance for error
• low physical effort
• size and space for approach and use
167 MULTI-SENSORY SYSTEMS
• Will cover
• general terminology
• speech
• non-speech sounds
• handwriting
The 5 senses (sight, sound, touch, taste and smell) are used by us every day
• each is important on its own
• together, they provide a fuller interaction with the natural world
• Multi-media systems
• use a number of different media to communicate information
e.g. a computer-based teaching system:may use video, animation, text and still
images: different media all using the visual mode of interaction; may also use
sounds, both speech and non-speech: two more media, now using a different mode
170 SPEECH
phonemes
• 40 of them
• basic atomic units
• sound slightly different depending on the context they are in,
these larger units are …
allophones
• all the sounds in the language
• between 120 and 130 of them
• these are formed into …
morphemes
• smallest unit of language that has meaning.
172 SPEECH (CONT’D)
Other terminology:
• prosody
• alteration in tone and quality
• variations in emphasis, stress, pauses and pitch
• impart more meaning to sentences.
• co-articulation
• the effect of context on the sound
• transforms the phonemes into allophones
e.g. even if “Errr.... I, um, don’t like this” is recognised, it is a fairly useless piece of information
on it’s own
174 THE PHONETIC TYPEWRITER
a a a ah h æ æ ø ø e e e
o a a h r æ l ø y y j i
o o a h r r r g g y j i
o o m a r m n m n j i i
l o u h v vm n n h hj j j
l u v v p d d t r h hi j
. . u v tk k p p p r k s
. . v k pt t p t p h s s
176 SPEECH RECOGNITION: USEFUL?
Useful
• natural and familiar way of receiving information
Problems
• similar to recognition: prosody particularly
Additional problems
• intrusive - needs headphones, or creates noise in the workplace
• transient - harder to review and browse
178 SPEECH SYNTHESIS: USEFUL?
Examples:
• screen readers
• read the textual display to the user
utilised by visually impaired people
• warning signals
• spoken information sometimes presented to pilots whose visual and haptic skills are
already fully occupied
179 NON-SPEECH SOUNDS
• family earcons
similar types of earcons represent similar classes of action or similar objects:
the family of “errors” would contain syntax and operating system errors
• haptic interaction
• cutaneous perception
• tactile sensation; vibrations on the skin
• kinesthetics
• movement and position; force feedback
• Technology
• Handwriting consists of complex strokes and spaces
• Captured by digitising tablet
• strokes transformed to sequence of dots
• large tablets available
• suitable for digitising maps and technical drawings
• smaller devices, some incorporating thin screens to display the
information
• PDAs such as Palm Pilot
• tablet PCs
187 HANDWRITING RECOGNITION
(CTD)
• Problems
• personal differences in letter formation
• co-articulation effects
• Breakthroughs:
• stroke not just bitmap
• special ‘alphabet’ – Graffeti on PalmOS
• Current state:
• usable – even without training
• but many prefer keyboards!
188 GESTURE
• applications
• gestural input - e.g. “put that there”
• sign language
• technology
• data glove
• position sensing devices e.g MIT Media Room
• benefits
• natural form of interaction - pointing
• enhance communication between signing and non-signing users
• problems
• user dependent, variable and issues of coarticulation
189 USERS WITH DISABILITIES
• visual impairment
• screen readers, SonicFinder
• hearing impairment
• text communication, gesture, captions
• physical impairment
• speech I/O, eyegaze, gesture, predictive systems (e.g. Reactive keyboard)
• speech impairment
• speech synthesis, text communication
• dyslexia
• speech input, output
• autism
• communication, education
190 … PLUS …
• age groups
• older people e.g. disability aids, memory aids, communication tools to
prevent social isolation
• children e.g. appropriate input/output devices, involvement in design
process
• cultural differences
• influence of nationality, generation, gender, race, sexuality, class,
religion, political persuasion etc. on interpretation of interface features
• e.g. interpretation and acceptability of language, cultural symbols,
gesture and colour