Usability paradigms and principles

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Presentation transcript:

Usability paradigms and principles IACT 403 IACT 931 CSCI 324 Human Computer Interface Lecturer: Gene Awyzio Room: 3.117 Phone: 4221 4090 Email: gene@uow.edu.au

Overview Designing for maximum usability is the goal of design History of interactive system design provides paradigms for usable designs Principles of usability are more general means of understanding usability

Introduction Concerns Approaches How can an interactive system be developed to ensure its usability? How can the usability of an interactive system be demonstrated or measured? Approaches Paradigms for usability examples of successful interactive techniques Principles for usability theoretically driven from psychological, computational and sociological knowledge Primary concern of interaction systems is to allow the user to achieve particular goals in some application domain.

Historical perspective on interactive system design Time-sharing 40s and 50s – explosive technological growth 60s – need to channel the power J.C.R. Licklider at ARPA single computer supporting multiple users Video Display Units more suitable medium than paper 1962 – Sutherland's Sketchpad computers for visualizing and manipulating data one person's contribution could drastically change the history of computing Time

Paradigms for usability Programming toolkits Engelbart at Stanford Research Institute 1963 – ‘augmenting man's intellect’ 1968 NLS/Augment system demonstration the right programming toolkit provides building blocks to producing complex interactive systems Augmenting Man’s Intellect : Increasing the capability of a person to approach a complex problem Ideas developed included Wordprocessing and the mouse The ‘secret’ to producing computing systems which aided human problem solving abilities was in providing the right toolkit. Concentrated research on developing sets of programming tools required to build complex interactive systems

Paradigms for usability Personal computing 70s – Papert's LOGO language for simple graphics programming by children Demonstrated that a system is more powerful as it becomes easier to user Future of computing in small, powerful machines dedicated to the individual Kay at Xerox PARC – the Dynabook (small hand held device) as the ultimate personal computer LOGO: used a turtle to DRAW (dragged a pen along a surface) Turtle was controlled by typing English phrases (eg GO FORWARD, TURN LEFT)

Paradigms for usability Window systems and the WIMP interface Humans can pursue more than one task at a time Windows used for dialogue partitioning, to "change the topic“ 1981 – Xerox Star first commercial windowing system Windows, icons, menus and pointers now familiar interaction mechanisms

Paradigms for usability: The Metaphor Relating computing to other real-world activity is effective teaching technique LOGO's turtle dragging its tail file management on an office desktop word processing as typing financial analysis on spreadsheets virtual reality – user inside the metaphor Problems Some tasks do not fit into a given metaphor Metaphor can get in the way of understanding what the computer is doing Cultural bias

Paradigms for usability: Direct manipulation 1982 – Shneiderman describes appeal of graphically-based interaction visibility of objects incremental action and rapid feedback reversibility encourages exploration syntactic correctness of all actions replace language with action 1984 – Apple Macintosh The model-world metaphor: Interface is the system What You See Is What You Get (WYSIWYG)

Paradigms for usability: Language versus Action Direct Manipulation interfaces can make some tasks more difficult if not impossible Actions do not always speak louder than words Direct Manipulation Interface replaces underlying system Language paradigm Interface as mediator Interface acts as intelligent agent Programming by example is both action and language

Paradigms for usability: Hypertext 1945 – Vannevar Bush and the memex An innovative and and futuristic information storage and retrieval system Key to success in managing explosion of information Mid 60s – Nelson describes hypertext as non-linear browsing structure Hypermedia and multimedia Nelson's Xanadu project still a dream today

Paradigms for usability: Hypertext 1945 – Vannevar Bush and the memex An innovative and and futuristic information storage and retrieval system A desk with the ability to store and retrieve photographic copies of information with links between them Key to success in managing explosion of information

Paradigms for usability: Hypertext Mid 60s – Nelson describes hypertext as non-linear browsing structure Coined the term hypertext to reflect a non-linear structure to reading Hypermedia and multimedia extend this Nelson's Xanadu project still a dream today

Paradigms for usability: Multimodality A mode is a human communication channel Emphasis on simultaneous use of multiple channels for input and output Computer Supported Cooperative Work CSCW removes bias of single user/single computer system Can no longer neglect the social aspects Electronic mail is most prominent success

Principles to support usability A structured presentation of general principles to apply during design of an interactive system. Learnability the ease with which new users can begin effective interaction and achieve maximal performance Flexibility the multiplicity of ways the user and system exchange information Robustness the level of support provided the user in determining successful achievement and assessment of goal-directed behaviour

Principles of Learnability Predictability determining effect of future actions based on past interaction history operation visibility Synthesizability assessing the effect of past actions immediate vs. eventual honesty

Principles of learnability Familiarity how prior knowledge applies to new system guessability; affordance Generalisability extending specific interaction knowledge to new situations Consistency likeness in input/output behaviour arising from similar situations or task objectives

Principles of flexibility Dialogue initiative freedom from system imposed constraints on input dialogue system vs. user pre-emptiveness Multithreading ability of system to support user interaction for more than one task at a time concurrent vs. interleaving; multimodality

Principles of flexibility Task migratability passing responsibility for task execution between user and system Substitutivity allowing equivalent values of input and output to be substituted for each other representation multiplicity; equal opportunity Customizability modifiability of the user interface by user (adaptability) or system (adaptivity)

Principles of robustness Observability ability of user to evaluate the internal state of the system from its perceivable representation browsability; defaults; reachability; persistence; operation visibility Recoverability ability of user to take corrective action once an error has been recognized reachability; forward/backward recovery; commensurate effort

Principles of robustness Responsiveness how the user perceives the rate of communication with the system Stability Task conformance degree to which system services support all of the user's tasks task completeness; task adequacy

Summary Paradigms for usability Principles for usability the history of computing contains examples of creative insight that enhanced interaction Principles for usability repeatable design for usability relies on maximizing benefit of one good design by abstracting out the general properties which can direct purposeful design The success of designing for usability requires both creative insight (new paradigms) and purposeful principled practice