Mental Models and Affordances Lecture #5 - February 12th, 2009 213: User Interface Design and Development.

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Presentation transcript:

Mental Models and Affordances Lecture #5 - February 12th, : User Interface Design and Development

Paradox of Technology Technologies start off complex, while designers struggle to balance user needs and technical capabilities Eventually, a simple and elegant design captures the market Competitors introduce new features, at the expense of added complexity…

Today’s Outline 1)Affordances 2)Constraints 3)Mental Models 4)Modes 5)Action Cycle

Donald Norman Trained in CS and Psychology, later a professor of Cognitive Science at UCSD Cognitive approach to user-interface design Focuses on aspects like affordances, constraints, models, feedback and visibility Less emphasis on aesthetics

Affordances

“actual and perceived properties… that determine how the thing could be used.” Based on J.J. Gibson’s term in psychology Focused on immediate cognitive aspects of the environment, as opposed to memory-based information processing

Affordances “Affordances are properties of the World that are compatible with and relevant for people’s interactions” Physical affordances are more relevant for product designers (and for mobile app developers) On a desktop display, perceived affordances, conventions and constraints play a bigger role

Perceived Affordances Useful to separate existence of an affordance with its perception PerceivedNot Perceived AffordancePerceptible Affordance Hidden Affordance No Affordance False Affordance Correct Rejection Source: William Gaver, “Technology affordances”, CHI 1991

Nested Affordances Affordances that are grouped in space, where knowledge of one improves understanding of another

Sequential Affordances “…situations in which acting on a perceptible affordance leads to information indicating new affordances” “Affordances are not passively perceived, but explored… Learning is a matter of attention rather than inference.” Source: William Gaver, “Technology affordances”, CHI 1991

Multi-media Affordances Visual Tactile Auditory (can be sequential)

Mapping Relationship between controls, their movements and results in the World Natural mappings draw upon physical analogies and cultural standards, leading to immediate comprehension

Visibility Make the important functions immediately visible to the user Becomes more difficult when the number of functions exceeds the number of controls

Feedback “Sending information back to the user about what action has been done, what result has been accomplished” Allows the user to understand the incremental results of his actions Source: Donald Norman, Design of Everyday Things

Mapping, Visibility, Feedback Mapping: Maintain logical or semantic correspondence between controls and their effect Visibility: Make relevant parts visible Feedback: Give each action an immediate and obvious effect (Sounds can and should also be used for visibility and feedback)

Constraints

Affordances provide opportunities for action Constraints limit the acceptable actions; allowing the designer to guide the user –Physical constraints –Logical constraints –Cultural constraints

Physical Constraints Physical constraints physically limit the possibilities for action “Closely related to affordances”

Logical Constraints “Use reasoning to determine the alternatives” “Go hand in hand with a good conceptual model”

Cultural Constraints “Rely on accepted cultural conventions” “They evolve and require a community of practice”

Mental Models

Knowledge in the World We don’t have to memorize every detail about what we do, because there are reminders in the world –Labels –Affordances –Constraints –Mappings –Conventions Examples: Hunt-and-Peck Typing, Numonics

The Trouble with Memory It is hard to remember things! (especially arbitrary, detailed things) Short-term memory is small and unreliable Long-term memory is slow and complicated to access It is difficult to get stuff from STM into LTM, and vice versa

Kinds of Memory For Arbitrary Things –Requires rote learning –Cannot be extrapolated Based on Analogy –Analogy to something we know makes it easier to learn and remember –Only need to remember the relation / difference Based on Understanding –Allows for extrapolation –Can be self-evident

Tradeoffs Knowledge in the World Knowledge in the Head RetrievabilityWhenever present in the location Requires memory search or reminder LearningNot neededNeeded EfficiencyRequires finding and interpreting Can be immediate Immediate Usability YesNo, requires learning AestheticsCan be clutteredCan be elegant

GUI vs. Keyboard Shortcuts GUIKeyboard Shortcuts RetrievabilityApparent from the design Requires memorization LearningNot neededNeeded EfficiencyRequires visual search Can be immediate Immediate Usability YesNo, requires learning AestheticsCan be clutteredCan be elegant

Mental Models A mental model allows users to understand and remember the mapping between actions and the resulting effects Affordances, Mapping, Feedback, Constraints, Conventions and Visibility can help users establish such a model People like to understand why things are the way they are

Cooper’s Three Models Implementation Model: The way the thing actually works Conceptual Model: The way the user thinks it works Manifest Model: How the designer intends the user to believe it works Source: Alan Cooper, About Face, Chapter 3

Manifest Models “The closer the manifest model comes the user’s mental model, the easier it will be to use and understand” Most software UIs are designed by engineers, so conform to the implementation model By making the manifest model simpler, we can make it easier to learn and understand Source: Alan Cooper, About Face, Chapter 3

Metaphors Metaphors rely on analogy with some existing concept or idea –“Files”, “Folders”, “Windows”, “Trash”… –User must recognize the metaphor, and understand how to translate it –Can be hit or miss… –Physical world metaphors can limit their virtual equivalents How many of you understand Windows because of its physical analogies?

Idioms “All idioms must be learned. Good idioms only need to be learned once” Idioms focus on being easy to learn and recognize We learn many UI features as idioms, rather then metaphors The WIMP metaphor succeeded because of its visual idioms and limited vocabulary of primitive actions

Modes “A mode is a state the program can enter where the effects of a user’s actions change from the norm” Active (SHIFT) or Passive (CAPS LOCK) Make it easy to change the mode and to see which mode you are in

Action Cycle

Perceive WORLD Interpret Evaluate Execution Sequence Intention Goals EVALUATION EXECUTION EXECUTION: Doing something to the World EVALUATION: Compare what happened with what we wanted

Example: Turning on a Lamp GOAL: Increase light in the room INTENTION: Turn on the lamp SEQUENCE: Walk to lamp, turn knob EXECUTE: [Walk to lamp, turn knob] PERCEIVE: [Hear “click”, see light] INTERPET: Lamp clicked and started emitting light EVALUATE: Light in the room increased. Success! Slide from Jake Wobbrock

Gulf of Execution “What do I do now?” By providing affordances, constraints, visibility and a good mental model, designers can bridge the Gulf of Execution

Gulf of Evaluation “Did I succeed?” By providing feedback and a good mental model, designers can bridge the Gulf of Evaluation

Designing for Errors When a task appears simple or trivial, users will most often blame any errors or mistakes on themselves When this happens repeatedly, the user may decide that they are incapable of performing this task (Norman calls this learned helplessness) Designers should account for errors in their designs

For Next Time Presentations for Assignment 1!