Professor John Canny Fall 2004

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Presentation transcript:

Professor John Canny Fall 2004 CS 160: Lecture 26 Professor John Canny Fall 2004 11/28/2018

Preamble Team work assignment. Extension on Final report to Monday Dec 6. Final exam time is Monday Dec 20th from 8-11am in 105 Northgate. Review sessions as per Scott’s email. 11/28/2018

Final Exam The final exam will break down as: 33% on the material before the midterm 67% on the material since the midterm 11/28/2018

Big Ideas This lecture will cover the big ideas from the course. Your task is to fill in the gaps, ask questions, and relate the material to your needs for it in future. 11/28/2018

Understanding people HCI is a challenge because People are not all the same - values very different Identity (traits) are both individual and collective Tension between designing too narrowly and too broadly So far you have probably studied lots about Computers, but little about Humans and Interaction. This course will concentrate on how these three areas come together. 11/28/2018

Personae A rich portrait of a character Why do we do this? Name: Occupation: Values: Likes: Dislikes:… Why do we do this? 11/28/2018

Personae Answer: Narrative detail is generative It helps you generate design ideas based on your experience helps you anticipate user needs and wants With multiple personae, you can cover a range of user backgrounds 11/28/2018

UI Design Cycle Design Prototype Evaluate 11/28/2018

Why do we do this? Design Prototype Evaluate 11/28/2018

UI Design cycle A: We can’t model human behavior well enough to predict UI performance. Evaluation allows us to measure performance, and highlights weaknesses. Rapid prototyping allows us to complete more iterations, and achieve better designs. 11/28/2018

Contextual Inquiry Select some representative tasks. Interview using Master-Apprentice model. Watch for critical incidents, take notes. ? 11/28/2018

Contextual Inquiry Why do we do things this way? ? 11/28/2018

Human Learning Piaget and Vygotsky – Constructivism and social learning ZPD – Zone of Proximal Development Facilitating Transfer Meta-cognition 11/28/2018

Human Learning Contrast “concrete” vs. “abstract” knowledge in Piaget’s framework. 11/28/2018

The Task Analysis Questions Who is going to use system? What tasks do they now perform? What tasks are desired? How are the tasks learned? Where are the tasks performed? What’s the relationship between user & data? 11/28/2018

Task Analysis Questions (cont.) What other tools does the customer have? How do customers communicate with each other? How often are the tasks performed? What are the time constraints on the tasks? What happens when things go wrong? 11/28/2018

Rapid Prototyping Support fast iterations, encourage changes. Low fidelity techniques paper sketches cut, copy, paste video segments UI builders Fusion, NeXT, Visual Café, Denim,… Fantasy Basketball 11/28/2018

Teams Teams: common purpose, mutual accountability. Smaller is better (3-10 is ideal). Positive conflict helps creativity. Short-term goals help motivation. 11/28/2018

Budget usability methods Scenarios. Simplified thinking aloud. Heuristic evaluation ** : Based on real user studies. “Top-10” list of bugs. Add severity/cost ratings. Use ~5 evaluators. 11/28/2018

Human models Model Human Processor. Fitt’s law. Memory model. 11/28/2018

Human models What are some limitations of cognitive models? What are they useful for? 11/28/2018

Cognitive models Structural vs. Functional models. Metaphors (e.g. desktop). Other Cognitive Models. 11/28/2018

Cognitive models Contrast cognitive models with metaphors. Give an example of a system with a clean cognitive model that is not a metaphor. 11/28/2018

Break Extension on Final Report Deadline: to Monday Dec 6th. Final exam time is Monday Dec 20th from 8-11am in 105 Northgate. Review sessions as per Scott’s email. Final presentations in reverse order 10,9,8,… 11/28/2018

Model-View-Controller Architecture for interactive apps introduced by Smalltalk developers at PARC Partitions application in a way that is scalable maintainable Model View Controller 11/28/2018

Model-View-Controller Should there be the same number of views and controllers? Model View Controller 11/28/2018

Aesthetic Principles Simplicity Scale, Contrast, Proportion Organization and Visual Structure Grid-based Design 11/28/2018

Design Patterns Originated in architecture (Alexander). Codify design knowledge, include problem, solution, and context. Well-matched to iterative design. Why? 11/28/2018

Quantitative Evaluation Used to measure differences (b/w UIs). Dependent and independent variables. Within vs. Between subjects experiments. Q: which is better with few subjects? 11/28/2018

Social Psychology Mere presence influences speed, error rates, improves well-learned tasks. Attributions of behavior have an actor-observer effect. Groups influence our perception of self and others through norms (reference groups). 11/28/2018

CSCW Asynchronous groupware: email, etc. Synchronous groupware: video, audio,.. Issues with videoconferencing. Face-to-face vs. email. Grudin’s 8 challenges for CSCW. 11/28/2018

Information design and viz. Information tasks (4). OAI model, action/object hierarchies. 4-phase search pattern. Viz techniques: 2D projection: MDS Focus+Context 3D viz 11/28/2018

Error Handling Error recovery is a “normal” process. Types of errors: slips and mistakes; Capture and description errors. Five responses to errors: Gag, warn etc. Recovery. 11/28/2018

Help systems 4 Types of help: Minimalist help systems. quick reference, task-oriented, full explanation, tutorial Minimalist help systems. Adaptive help - user modeling - knowledge representation. Design/implementation issues. 11/28/2018

Multimodal systems Multi-modal systems provide advantages in certain environments and for certain users. Speech and pointing are complementary. Early vs. late fusion, advantages/ disadvantages. 11/28/2018

That’s it! Remember to study “forwards” as well as “backwards”: i.e. “where will I use these ideas again?” 11/28/2018

That’s it! 11/28/2018