CSC 8570 -- USI Class Meeting 2 August 30, 2006
The Players User – the player with choice System – the player with a program Interface – the player who enhances communication between the user and the system Designer – the player who anticipates the user’s choices
Some Interface Styles GUI DMI WIMP Command line Graphical User Interface DMI Direct Manipulation Interface WIMP Windows, Icons, Menus, Pointer Command line
Partnerships Form learning pairs, someone different from your partner last week.
Task Analysis What did you do to find the western end of US 30? Explain your strategy to your partner in enough detail so that your partner can explain it to the class. Have the explanation take on an algorithmic flavor
Interface Examples Focus on battery operated devices on last week’s list. Remote car lock control Watch Cell phone IPod Calculator PDA Laptop computer Secure ID generator Wireless mouse
Interface Models (2) Look at: Physical interface Operations of physical interface Task set Error cost
Notation How should we describe interactions with (or actions taken with) the interface devices? What are the components of these devices? What are these actions?
MTF Chapter 2: Design as Applied Perception Join up with your partner What are the design principles included in the chapter? (Come to an agreement on the list.) What are examples of the design principles in action? Or violations of them in action? (Choose your best example for each design principle.)
Design Principles Make a symbol distinctive from those around it by enhancing a particular attribute of the symbol. (MTF p.15) Make colors of widgets coincide with the visual processing model for ubiquitous displays. (MTF p.26) Facilitate pattern perception by using symmetry, continuity and proximity. Make 3-D patterns easier to perceive by using geons rather than charts. Always display detail with luminance contrast. (MTF p.14)
Design Principles (2) Make interface interactions similar to real-world interactions. Use attractive meaningful symbols. Use grey-scale (color intensity) to show increasing value. Limit the amount of information shown in one area.
Chapter 2 Concepts
Perceptual Models Information psychophysics—seeing simple information patterns Paths in graphs Groups of symbols Three-stage model of visual system Preattentive processing theory Theory of structured object perception (Biederman)
Evidence for Perceptual Models How are the models implemented in common systems?
HCI Research Research project description Look at MacKenzie, Kauppinen, Silfverberg Look at Oniszczak and MacKenzie
Next time Read Carroll, Chapter 3 Using the CMap tool, create a concept map for Chapter 3 Choose research project team and topic area. Report these to the instructor by Tuesday, September 5 at noon.