Interaction Frameworks COMPSCI 345 S1 C and SoftEng 350 S1 C Lecture 3 Chapter 2.1-2.2 (Heim)

Slides:



Advertisements
Similar presentations
Testing Relational Database
Advertisements

Interaction Techniques Level 2 Prepared by: RHR First Prepared on: Nov 23, 2006 Last Modified on: Quality checked by: MOH Copyright 2004 Asia Pacific Institute.
CS0004: Introduction to Programming Visual Studio 2010 and Controls.
Design Concepts and Principles
The Interaction. Overview Interaction Models understand human-computer communication Ergonomics Physical characteristics of interaction Context Social.
1 Ch. 3: Interaction Introduction – 3.1 (Reading Assignment – RA) Introduction – 3.1 (Reading Assignment – RA) Models – 3.2, 3.3 (RA) Models – 3.2, 3.3.
1http://img.cs.man.ac.uk/stevens Interaction Models of Humans and Computers CS2352: Lecture 7 Robert Stevens
CISB213 Human Computer Interaction Introduction and Overview.
What is Design? Professor: Tapan Parikh TA: Eun Kyoung Choe
Good Design Visibility is key to interaction design Take advantage of affordances/constraints Provide a good conceptual model for the user.
Human Computer Interface. HCI and Designing the User Interface The user interface is a critical part of an information system -- it is what the users.
SIMS 213: User Interface Design & Development
Requirements Analysis 8. 1 Storyboarding b508.ppt © Copyright De Montfort University 2000 All Rights Reserved INFO2005 Requirements Analysis Human.
Vermelding onderdeel organisatie 1 MKT project 1 & Mens-Machine-Interactie slides chapter 3 Dix et al. The interaction Charles van der Mast.
What is usability? Usability (1): effective, efficient and satisfactory Usability (2): Ease of learning (faster the second time and so on) Recall (remember.
Semester wrap-up …the final slides.. The Final  December 13, 3:30-4:45 pm  Closed book, one page of notes  Cumulative  Similar format and length to.
Mental Models and Affordances Lecture #5 - February 12th, : User Interface Design and Development.
4. Interaction Design Overview 4.1. Ergonomics 4.2. Designing complex interactive systems Situated design Collaborative design: a multidisciplinary.
Chapter 1 Program Design
Chapter 4 Cognitive Engineering HCI: Designing Effective Organizational Information Systems Dov Te’eni Jane M. Carey.
Basic Concepts The Unified Modeling Language (UML) SYSC System Analysis and Design.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Frameworks for understanding interaction Coping with complexity Jim Warren.
The psychology of design: Models
CSE 303 – Software Design and Architecture
1 Brief Review of Research Model / Hypothesis. 2 Research is Argument.
◦ Goals, Tasks, and Actions  Task Characteristics: The Nature of the Work  Task Sequences: There May Be More Than One Way to Do a Task  Goal: the end.
Material from Authors of Human Computer Interaction Alan Dix, et al
Human-Computer Interaction (HCI)
SOFTWARE DESIGN.
COMPSCI 345 S1 C and SoftEng 350 S1 C Interaction Styles Lecture 4 Chapter 2.3 (Heim)
Design of Everyday Things. Grade summaries Assignments 1-4 (out of 10) P0 (out of 10) P1 group grade (out of 100) P1 individual grade (out of 50) Midterm.
Design Rules-Part B Standards and Guidelines
CompSci 345 Interaction 1 The Interaction Interaction models Ergonomics Interaction styles Dix chapter 3.
Human – Computer Interaction
SE: CHAPTER 7 Writing The Program
Extended Cognitive Walkthrough Judy Kay CHAI: Computer human adapted interaction research group School of Information Technologies.
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition.
Chapter 1 Program design Objectives To describe the steps in the program development process To introduce the current program design methodology To introduce.
User interface design and human computer interaction Xiangming Mu.
The Design of Everyday Things Darn these hooves! I hit the wrong switch again! Who designs these instrument panels, raccoons?
Editors And Debugging Systems Other System Software Text Editors Interactive Debugging Systems UNIT 5 S.Sharmili Priyadarsini.
1 ITM 734 Introduction to Human Factors in Information Systems Cindy Corritore This material has been developed by Georgia Tech HCI faculty,
Interaction Tasks Select Position Orient Quantify Text.
Understanding Users Cognition & Cognitive Frameworks
Object-Oriented Modeling: Static Models. Object-Oriented Modeling Model the system as interacting objects Model the system as interacting objects Match.
User and Task Analysis © Ed Green Penn State University Penn State University All Rights Reserved All Rights Reserved 12/5/2015User and Task Analysis 1.
Theories and Practice of Interactive Media 13 October 2003 Kathy E. Gill.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition.
Human-Computer Interaction Design process Task and User Characteristics Guidelines Evaluation ISE
Mouse Trackball Joystick Touchpad TroughputError rate T roughput (bps) Error r ate (%) Image by MIT.
Programming Logic and Design Fourth Edition, Comprehensive Chapter 14 Event-Driven Programming with Graphical User Interfaces.
Human Computer Interaction Introduction. Subject : Learning Outcomes At the end of this semester, the student should be able to: Identify the basic concept.
Software Development Process CS 360 Lecture 3. Software Process The software process is a structured set of activities required to develop a software.
TRAINING PACKAGE The User Action Framework Reliability Study July 1999.
Virtual University - Human Computer Interaction 1 © Imran Hussain | UMT Imran Hussain University of Management and Technology (UMT) Lecture 36 Behavior.
The Design of Everyday Things Donald A. Norman. The psychopathology of everyday things Doors Doors Light switches Light switches Taps Taps Telephones.
Program Design. Simple Program Design, Fourth Edition Chapter 1 2 Objectives In this chapter you will be able to: Describe the steps in the program development.
Copyright 2006 John Wiley & Sons, Inc Chapter 5 – Cognitive Engineering HCI: Developing Effective Organizational Information Systems Dov Te’eni Jane Carey.
MANAGEMENT INFORMATION SYSTEM
Design Engineering 1. Analysis  Design 2 Characteristics of good design 3 The design must implement all of the explicit requirements contained in the.
Chapter 5 – Cognitive Engineering
Chapter 3 Understanding users
The User Lecture 2 DeSiaMore
Model based design.
Chapter 15 User Interface Design
COMP444 Human Computer Interaction Understanding Interaction
The interaction.
Week: 05 Human-Computer Interaction
Human-Computer Interaction
Presentation transcript:

Interaction Frameworks COMPSCI 345 S1 C and SoftEng 350 S1 C Lecture 3 Chapter (Heim)

Interaction Frameworks Frameworks for Understanding Interaction Execution/Evaluation Action Cycle (Norman’s model) Interaction Framework (Abowd & Beale’s) Coping with Complexity Mental models Mapping Semantic & Articulatory Distance Affordances 2 © Heim 2008

Frameworks for Understanding Interaction A framework is basically a structure that provides a context for conceptualizing something We can use these frameworks to: Structure the design process Help us to identify problematic areas within the design Help us to conceptualize the problem space as a whole 3 © Heim 2008

Execution/Evaluation Action Cycle (EEC) Donald Norman’s model concentrates on user’s view of the interface The structure of an action has four basic part: Goals: We begin with some idea of what we want to happen; this is our goal. Execution: We must then execute an action in the world. World: To execute and action, we must manipulate objects in the world. Evaluation: Finally, we must validate our action and compare the results with our goal. 4 © Heim 2008

Execution/Evaluation Action Cycle (EEC) Goals do not specify particular actions Goals and intentions do not have a one-to-one, relationship “Delete text” goal Intention that involves the Edit menu Intention that involves the Delete key Each intention involves a sequence of actions Goal > Intention > Actions > Execution 5 © Heim 2008

Execution/Evaluation Action Cycle (EEC) Evaluate Results Perceive new state Interpret what we perceive Evaluate new state with goal (compare results with the goal) Perceive > Interpret > Evaluate 6 © Heim 2008

Execution/Evaluation Action Cycle (EEC) Seven Stages of Action 7 © Heim 2008

Execution/Evaluation Action Cycle (EEC) The seven stages form a cycle The cycle can be initiated at any point Some goals are data-driven - initiated when an environmental event is perceived (formulated ad hoc as opportunity arises) Others are goal-driven - initiated when the person conceives of a new goal (thought out in advance) 8 © Heim 2008

Gulf of Execution User’s formulation of actions ≠actions allowed by the system Does the interface allows us to carry out the actions required by the intention? Goal = save a file Intention = use the file menu Action = click the save option Is there a save option in the file menu? 9 © Heim 2008

Gulf of Evaluation User’s expectation of changed system state ≠actual presentation of this state Given a particular interface design, how easily can you: Determine the function of the device? Determine what actions are possible? Determine mapping from intention to physical movement? Perform the action? Determine whether the system is in the desired state? Determine the mapping from system state to interpretation? Determine what state the system is in? (Norman, 1990) 10

11 Human error - slips and mistakes The model affects user errors slip understand system and goal correct formulation of action incorrect action mistake may not even have right goal! Fixing things? slip – better interface design mistake – better understanding of system © 2004 Dix et al.

Interaction Framework Abowd and Beale expanded on the EEC to include the system System (S)— Uses its core language (computational attributes related to system state) User (U)— Uses its task language (psychological attributes related to user state) Input (I)— Uses its input language Output (O)— Uses its output language each has its own unique language interaction  translation between languages problems in interaction = problems in translation 12 S core U task O output I input PresentationObservation PerformanceArticulation © Heim 2008

Interaction Framework / EEC Execution Phase Articulation—The user formulates a goal, which is then articulated using the input language. Performance—The input language is translated into the core language (operations that the system will carry out). Presentation—The system manifests the result of the core-language operations using the output language. Evaluation Phase Observation—The user interprets the results on the screen and reconciles them with the original goal. 13 S core U task O output I input PresentationObservation PerformanceArticulation © Heim 2008

Interaction Framework general framework for understanding interaction not restricted to electronic computer systems identifies all major components involved in interaction allows comparative assessment of systems an abstraction 14 © Heim 2008

Coping with Complexity Mental Models Mapping Semantic and Articulatory Distance Affordances 15 © Heim 2008

Mental Models A mental model is a cognitive representation of something that defines a logical and believable estimation as to how a thing is constructed or how it functions Transparent objects expose their functions Bicycles Opaque objects hide their functions Computers Designs that align with a user’s mental model will be easier for him or her to use 16 © Heim 2008

Mental Models Mental models are: Unscientific—They are often based on guesswork and approximations. Partial—They do not necessarily describe whole systems, just the aspects that are relevant to the persons who formulate them. Unstable—They are not concrete formulations, but evolve and adapt to the context. Inconsistent—They do not necessarily form a cohesive whole; some parts may be incompatible with other parts of the same model. Personal—They are specific to each individual and are not universal concepts that can be applied generically. 17 © Heim 2008

Mapping The concept of mapping describes how we make connections between things Proper mapping can increase the usability of an interface Use natural mapping whenever possible Arbitrary mapping Arbitrary mapping Natural mapping improved 18 © Heim 2008

Semantic and Articulatory Distance Semantic Distance The distance between what people want to do and the meaning of an interface element. Articulatory Distance The distance between the physical appearance of an interface element and what it actually means. 19 © Heim 2008

Affordances The affordances of some interfaces can be intuitively understood: a steering wheel affords turning, and a door bell affords pushing. These connections allow us to make predictions about the results of our actions and help us to create usable mental models. 20 © Heim 2008

Affordances Affordance Confusion - when certain aspects of an object do not work in a way in which we assume they should Norman considers an affordance to be a relationship between an object and a user, not a property of an object 21 © Heim 2008

Affordances What may be an affordance to one person may not be to another The perception of affordance fosters usability The affordances a user may need must be present Affordances must not contradict the user’s expectations 22 © Heim 2008

Summary General lesson If you want someone to do something Make it easy for them Understand their values Can use interaction frameworks to help you design your system Consider ways in which you can help users to cope with complex environments Next lecture: Interaction Styles (Heim Ch. 2.3), We will use the frameworks we have learned about today to look at different interaction styles 23

Questions Describe the “Gulf of Execution” with an example and give a reason as to its importance in the development of software interaction? 24