CSC420 Topic 1: Humans.

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Presentation transcript:

CSC420 Topic 1: Humans

GUI Interactive Vs non-interactive (e.g., a news report) Graphical Vs command line Vs auditory (speech, sounds, etc) Vs multi-media Virtual: on computers (of all sorts) Vs mechanical (e.g., steering wheel) Important: computers have two levels of interfaces!

Why humans? Interfaces (of this type) mediate a conversation between a human and something else A good interface helps humans with the conversation The best interface is unnoticeable (important: exceptions) The purpose of the conversation is to achieve some task To build a good interface, a designer must know humans Empathy Synthesis ...as well as the task Know your target humans!

What are humans? The good Have huge potential Have free will Creative Curious The bad Stupid Ignorant (and want to remain so!) Weak-willed Lazy The ugly Inconsistent

Human Incosistence There is nothing that works for everyone No sense to talk about rules Patterns Common solutions to certain design tensions Best practices in this culture You are humans, too

Human Laziness -> User Intiuitiveness Humans want it easy For GUIs, easy translates to familiar User-intuitive is a fancy word for familiar The only user-intuitive interface is the nipple. It is all learned afterwards Once again: Thou shalt know thy users.

Users: Goals Explore Care for Learn Control/Monitor Create/Design/Construct/Synthesize Converse/Socialize Have fun etc.

Users: Emotions Basic: like/dislike, intuition (ties to familiarity) Preferences Social context Beliefs Values User feelings are, sadly, important. Probably more important (and definitely less scarce) than user thoughts.

Research Your Users Empirical discovery Goals Tasks Language Familiarity with the field Attitudes Direct observation Case studies Surveys Personas

Safe Exploration Do stuff without any consequences Obviously impossible for any meaningful task Undo, revert, back to defaults, etc help In other words, such users want idiot-proof interfaces “The problem with making completely fool-proof plans lies in that people often underestimate the ingenuity of complete fools.” -- Douglas Adams

Instant Gratification “I want it all, I want it now!” -- Queen Immediate results raise confidence In other words, users generally lack long-term thinking, and are greedy (follow greedy algorithms) If you know what the user is likely to do, stick it in his/her face e.g., Google (If you know what the user will do, why the interface?) Don't hide intro functionality behind ads, registrations, anything that postpones the “wohoo” moment

Satisficing (Some) people are willing to accept "good enough" instead of "best" if learning all the alternatives might cost time or effort. I.e., most users will scan an interface and try the first thing that might work. Labels: short and to the point. Users do not like to read. Form and color are preferable to text. Layout should communicate meaning. Navigation (especially “undo”) should be easy and obvious. Know thy users: newbies want simple.

Changing Goals ...in midstream. I am not joking. This is common. Only two ways to deal with this: Always provide global navigation, unless there is a really good reason not to (e.g., wizards) Support very easy (one-click) reentrance at all points of a long-lived task

Deferred Choices Follows from instant gratification Don't put too many choices Of those presented, clearly mark the required ones Use good defaults, and be aware they still have a cognitive cost Support reentrance for the non-required options

Incremental Construction a.k.a. Iterative Refinement Make it possible and obvious to build small parts at a time Quick changes/saves/etc Feedback is critical REPL (read-eval-print loop) Should encourage a sense of flow

Habituation Users expect certain things to just work Know thy users Separate from that: consistency within your interface is paramount It is not good to have a learned action not work in some part of your interface It is incredibly evil to make it do something else under certain conditions

Spatial Memory Users expect to find things where they placed them Users remember controls spatially It is fine to add to an interface, but not fine to move things around Consistency within the application is important Never change the top/bottom (or first/last) control/menu option/whatever

Prospective Memory People who plan want to be able to remind themselves about future intentions Not much you can do about it, except not to get in their way Try (very carefully) giving people the tools they need for such ad-hoc systems This will likely remain unsolved until someone creates a semantic parser (a.k.a. AI)

Non-GUI Patterns Streamlined repetition Can be executed in GUIs with macros and the like, but does not work well Keyboard only Always provide keyboard shortcuts Try to include keyboard-aware controls as much as possible (e.g., a scrollbar that users can move with the arrows rather than one moved with the mouse only) Important for data-entry applications

The Social Factor People like to have impact on the world People are influenced by others' opinions, and like following others' advice Moral: provide for social-aware controls You don't have to encourage users to use them; forcing them is very evil