Human-Computer Interaction Design Principles & Task Analysis.

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Presentation transcript:

Human-Computer Interaction Design Principles & Task Analysis

Additional Readings Don Norman The Design of Everyday Things. Jacob Nielsen Usability Engineering

Design Principles can be divided into 3 groups: learnable, effective and accommodating.

Learnability Help people access, learn and remember the system: 4 principles Visibility Consistency Familiarity Affordance

Effectiveness Give users sense of being in control, knowing what to do and how to do it: 5 principles Navigation Control Feedback (The following principles are for safety and security as well) Recovery Constraint

Accommodation The interfaces are made in a way that suit users: 3 principles Flexibility Style Conviviality – polite, friendly and generally pleasant

Design for Windows applications WIMP interface: windows, icons, menus and pointer  Graphical User Interface. Very much based on the design principles you have just seen

Task Analysis: The Cheap Shop Catalog Store In Cheap Shop, people shop by browsing paper catalogs scattered around the store. When people see an item they want, they enter its item code from the catalog onto a form. People give this form to a clerk, who brings the item(s) from the back room to the front counter. People then pay for the items they want. Item code Amount

Phase 1: Identify users + tasks Get in touch with real people who will be potential users of your system prototypical categories extremes Learn about their real tasks articulate concrete, detailed examples of tasks they perform or want to perform that your system should support routine infrequent but important infrequent and incidental

Phase 1: Identify users + tasks How do you identify tasks? Immerse yourself in a real person’s environment Observe people in their actual work context Interview people as they do their work Shadow a person over the course of his or her day Serve people’s requests …

Phase 1: Identify users + tasks If there are no real users or tasks… think again, there probably are! Jeff Hawkins, the inventor of the Palm Pilot, was said to have carried a small block of wood around in his shirt pocket … As various everyday situations arose, he would take out the block of wood and imagine how he would use the device. 1 The same technique can be used to evoke a response from expected end-users 1 see Sato and Salvador, interactions 6(5)

Phase 1: Identify users + tasks If all else fails… describe your expected set of users, describe your expected set of tasks These will become your ‘assumed users and tasks’ verify them later as information comes in modify them as needed

Phase 1: Developing good task examples 1.Says what the user wants to do but does not say how they would do it no assumptions made about the interface can be used to compare design alternatives in a fair way 2. Are very specific says exactly what the user wants to do specifies actual items the user would somehow want to input

Phase 1: Developing good task examples 3. Describes a complete job forces designer to consider how interface features work together contrasts how information input / output flows through the dialog where does information come from? where does it go? what has to happen next? Do not create a list of simple things the system should do present a sub-goal independent of other sub-goals

Phase 1: Developing good task examples 4. Says who the users are name names, if possible says what they know Why? design success strongly influenced by what users know can go back and ask them questions later reflects real interests of real users helps you find tasks that illustrate functionality in that person’s real work context

Phase 1: Developing good task examples 5.Are evaluated Circulate descriptions to users, and rewrite if needed ask users for corrections omissions clarifications suggestions 6.As a set, identifies a broad coverage of users and task types the typical ‘expected’ user, typical routine tasks the occasional but important user, infrequent but important tasks the unusual userunexpected or odd tasks

Phase 2: Requirements Which user types will be addressed by the interface? designs can rarely handle everyone! includes why particular users are included / excluded Which tasks will be addressed by the interface? designs can rarely handle all tasks requirements listed in terms of how they address tasks Absolutely must include: Should include Could include: Exclude: Discussion includes why items are in those categories

Phase 3: Design as Scenarios Develop designs to fit users and specific tasks ground interfaces in reality Use tasks to get specific about possible designs consider the real world contexts of real users consider how design features work together what would the user do / see step-by-step when performing this task?

Phase 4: Walk-through Evaluation Good for debugging an interface Process 1 Select one of the task scenarios 2 For each user’s step/action in the task: a)can you build a believable story that motivates the user’s actions? b)can you rely on user’s expected knowledge and training about system? c)if you cannot: you’ve located a problem in the interface! note the problem, including any comments assume it has been repaired d)go to the next step in the task

Screen 1 Screen 2 Cheap Shop

Interface Analysis