Lecture 3 – Interaction Fundamentals

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Presentation transcript:

Lecture 3 – Interaction Fundamentals Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006

Learning Goals Have an overview of the conceptual framework for HCI Understand how the distinctions among utility, usability, and experience affect design priorities Understand the conceptual interaction cycle, including issues of direct manipulation, inconsistent models, distance, and engagement

Good and Bad Interfaces

Going Beyond Common Sense Conceptual tools Language for analysis Principles Standards Guidelines Operational tools Systems and toolkits that embody concepts in use Methods for analyzing designs and making tradeoffs

Basic Goals of Interaction Design Utility Does it do something that fulfills a need or desire for some user group Usability Can the intended users make effective use of its capabilities Experience Does it create an enjoyable experience

Command-based interaction login as: winograd winograd@graphics's password: Last login: Tue Sep 20 15:22:48 2005 from xtz.stanford.edu *********************** * Welcome to SULinux! * * Authorized Use Only * Hint: run /usr/sbin/sulinux to reconfigure at any time Graphics> echo "hello world" hello world Graphics> connect to the web connect: Command not found. Graphics> help help: Command not found. Graphics> rm –R * Graphics>

Direct Manipulation – Smalltalk on the Alto (1974)

Direct Manipulation Interfaces Ben Shneiderman, 1982

Direct and Indirect coexist

What is directness? Directness is an impression or feeling about an interface Directness is not a quality of the interface alone, but involves a relationship between the task that the user has in mind, and the way that task can be accomplished via the interface. Directness is associated with lower cognitive load! distance: between user’s goals and how to specify them to system

Seven Stages of Action

The Interaction Cycle

Conceptual Model of A System Design Model The model the designer has of how the system works User’s Model How the user understands how the system works System Image How the system actually works The structure and behavior of the system The most important thing to design is the user’s model. Everything else should be subordinated to making that model clear, obvious, and substantial. That is almost exactly the opposite of how most software is designed. David Liddle

The Gulfs - where thought is required The gulf of evaluation is the thinking required to understand what is being perceived -- turning the raw sensory data into an understanding of objects, properties and events. The gulf of execution is the thinking required to figure out how to get something done - turning the high-level intention into specific physical actions

Distance - the measure of how big the gulf is Semantic Distance relationship between intentions and meanings of expressions Articulatory Distance relationship between the meanings of expressions and their physical form

Example – Moving an image on a page “Nudge” Menu Item (PowerPoint) “Position Picture” (Word) Articulatory Distance - “dw” in vi for “delete word” is not direct even though you may do it automatically (just ask a newbie). automatization may feel like direct control, but gives the system credit for the user’s learning effort. “grep the newspaper” piano more direct for simple note production, but violin more direct to create subtle vibrato effects Drag and Drop (PowerPoint) Insert spaces (Word) Semantic Distance

Engagement the feeling of involvement directly with a world of objects, rather than of communicating through an intermediary In direct manipulation the user is engaged with the objects themselves (e.g., drawing elements) In a conversational system, the user is engaged in conversation with the system, which in turn acts on the objects of interest (e.g., giving a command line to move files) Requires: Directness Compatible I/O languages Responsiveness, and Unobtrusiveness

Affordances “...the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used.” [Norman88] “...affordances of the environment are what it offers the animal...” [Gibson77] design with labels is often bad design generally true for sw UIs as well exception: complex, abstract functions (no simple physical affordances possible) Die Form eines Stuhls suggeriert, sich darauf zu setzen Auch andere Aktionen sind möglich (hochheben, sich daraufstellen etc.) Aber: Sie sind nicht die durch das Design naheliegendsten Ein einfacher Stuhl ist intuitiv „benutzbar“ Keine Beschriftung nötig („Hier setzen“)

Perceived affordances - Visibility Norman's work is primarily concerned with perceived affordances - what the user understands the affordances to be The correct parts must be visible and they must convey the correct message If you can't see it (or find it) you can't use it Perceived affordance is a combination of what you see, and what you know

Natural mapping What makes a design natural? taking advantage of physical analogies and cultural standards Physical properties (stove burner layout) Metaphorical/linguistic (on is up) Analogous function (playback control buttons) “Natural” is individual and culture-dependent

Constraints and Feedback - Avoiding error Constraints: Physical, logical, and cultural Interactivity - expectation of behavior Modes and mixed expectations Normal human error Error anticipation Error correction/compensation

Recap of the Concepts Direct Manipulation Gulfs Distance [semantic and articulatory] Engagement Perceived affordances Natural mappings Constraints Feedback Avoiding error

How does the iPod stack up? Direct Manipulation Reducing Distance Engagement Perceived affordances Natural mappings Constraints Feedback Avoiding Error

Negative Examples Bad human factors designs By Michael J. Darnell The Interface Hall of Shame