Prof. James A. Landay University of Washington Autumn 2008 Conceptual Models & Interface Metaphors October 23, 2008.

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Prof. James A. Landay University of Washington Autumn 2008 Conceptual Models & Interface Metaphors October 23, 2008

CSE 440 User Interface Design, Prototyping, and Evaluation 2 Interface Hall of Fame or Shame? Tabbed dialog for setting options in MS Web Studio –more tabs than space to display them Clicking on the right arrow once gives

CSE 440 User Interface Design, Prototyping, and Evaluation 3 Interface Hall of Shame! Tabbed dialog for setting options in MS Web Studio –more tabs than space to display them Clicking on the right arrow once gives: Inconsistent display of possible tabs –Where did the “Editor” tab go? Position of arrows awkward (split to each side?) –also, small targets near each other (Fitts’ Law)

Prof. James A. Landay University of Washington Autumn 2008 Conceptual Models & Interface Metaphors October 23, 2008

CSE 440 User Interface Design, Prototyping, and Evaluation 5 Outline Review Meetings Design of Everyday Things Conceptual models Interface metaphors Ubiquitous computing

Human Abilities Review Color can be helpful, but pay attention to ? –how colors combine –limitations of human perception –people with color deficiency Model Human Processor ? –perceptual, motor, cognitive processors + memory –model allows us to make predictions e.g., perceive distinct events in same cycle as one Memory ? –three types: sensor, WM, & LTM –interference can make hard to access LTM –cues in WM can make it easier to access LTM Key time to remember? –100 ms (~processor cycle time & memory access) Fitts’ Law ? –moving hand is a series of microcorrections predicted by D & S T pos = a + b log 2 (D/S + 1) –time to move hand depends only on relative precision required CSE 440 User Interface Design, Prototyping, and Evaluation 6

CSE 440 User Interface Design, Prototyping, and Evaluation 7 Design of Everyday Things By Don Norman (UCSD, Apple, HP, NN Group) Design of everyday objects illustrates problems faced by designers of systems Explains conceptual models –doors, washing machines, digital watches, telephones,... Resulting design guides  Highly recommend this book

CSE 440 User Interface Design, Prototyping, and Evaluation 8 Conceptual Models Mental representation of how an artifact works & how interface controls affect it People may have preconceived models that are hard to change –(4 + 5) vs. (4 5 +) –dragging to trash? deletes file but ejects disk Interface must communicate model –visually (& possibly physically or using sound) –online help and documentation can help, but shouldn’t be necessary

CSE 440 User Interface Design, Prototyping, and Evaluation 9 Affordances as Perceptual Clues Well-designed objects have affordances –clues to their operation –often visual, but not always (e.g., speech) What affordances do you see here?

CSE 440 User Interface Design, Prototyping, and Evaluation 10 Affordances as Perceptual Clues Siemens Pocket PC Phone Pen input, no keypad Handspring Treo Pen input/keypad input

CSE 440 User Interface Design, Prototyping, and Evaluation 11 Affordances as Perceptual Clues Poorly-designed objects –no clues or misleading clues French artist Jacques Carelman Crazy design for a screw punch!

CSE 440 User Interface Design, Prototyping, and Evaluation 12 Refrigerator Problem: freezer too cold, but fresh food just right freezer fresh food

CSE 440 User Interface Design, Prototyping, and Evaluation 13 Refrigerator Controls What is your conceptual model? Normal SettingsC and 5 Colder Fresh FoodC and 6-7 Coldest Fresh FoodB and 8-9 Colder FreezerD and 7-8 Warmer Fresh FoodC and 4-1 OFF (both)0 A B C D E

CSE 440 User Interface Design, Prototyping, and Evaluation A B C D E A Common Conceptual Model independent controls cooling unit cooling unit

CSE 440 User Interface Design, Prototyping, and Evaluation 15 Actual Conceptual Model Can you fix the problem? Possible solutions –make controls map to customer’s model –make controls map to actual system A B C D E cooling unit

CSE 440 User Interface Design, Prototyping, and Evaluation 16 Design Model & Customer Model Customers get model from experience & usage –through system image What if the two models don’t match? Design Model Customer Model System Image

CSE 440 User Interface Design, Prototyping, and Evaluation 17 Conceptual Model Mismatch Mismatch between designer’s & customer’s conceptual models leads to… –slow performance –errors –frustration –...

CSE 440 User Interface Design, Prototyping, and Evaluation 18 Notorious Example

CSE 440 User Interface Design, Prototyping, and Evaluation 19 Car Example

CSE 440 User Interface Design, Prototyping, and Evaluation 20 Design Guides Provide good conceptual model –customer wants to understand how UI controls impact object Make things visible –if object has function, interface should show it Map interface controls to customer’s model –infix vs. postfix calculator – whose model is that? Provide feedback –what you see is what you get! (WYSIWYG)

CSE 440 User Interface Design, Prototyping, and Evaluation 21 Make Things Visible Refrigerator (?) –make the A..E dial something about percentage of cooling between the two compartments? Controls available on watch w/ 3 buttons? –too many and they are not visible! Compare to controls on simple car radio –#controls = #functions –controls are labeled (?) and grouped together

CSE 440 User Interface Design, Prototyping, and Evaluation 22 Which is better for car dashboard speaker front / back control? Control should mirror real-world Map Interface Controls to Customer’s Model Dashboard 1 2

CSE 440 User Interface Design, Prototyping, and Evaluation 23 Map Interface Controls to Customer’s Model

CSE 440 User Interface Design, Prototyping, and Evaluation 24 Map Interface Controls to Customer’s Model

CSE 440 User Interface Design, Prototyping, and Evaluation 25 Metaphor Definition ? –“The transference of the relation between one set of objects to another set for the purpose of brief explanation.” Lakoff & Johnson, Metaphors We Live By –“...the way we think, what we experience, and what we do every day is very much a matter of metaphor.” –in our language & thinking – “argument is war” … he attacked every weak point … criticisms right on target … if you use that strategy We can use metaphor in interface design to leverage existing conceptual models

CSE 440 User Interface Design, Prototyping, and Evaluation 26 Desktop Metaphor Suggests a conceptual model –not really an attempt to simulate a real desktop –a way to explain why some windows seemed blocked –leverages existing knowledge about files, folders, & trash

CSE 440 User Interface Design, Prototyping, and Evaluation 27 Example Metaphors Global metaphors –personal assistant, wallet, clothing, pens, cards, telephone, eyeglasses Data & function –rolodex, to-do list, calendar, applications documents, find, assist Collections –drawers, files, books, newspapers, photo albums

CSE 440 User Interface Design, Prototyping, and Evaluation 28 How to Use Metaphor Develop interface metaphor tied to conceptual model Communicate that metaphor to the user Provide high-level task-oriented operations, not low-level implementation commands 28 User Interface Design, Prototyping, and Evaluation

CSE 44010/5/2006 User Interface Design, Prototyping, and Evaluation 29 Is Consistent Always Better? PDA example: should “new appointment” & “delete appointment” be in the same place? New (add) is common, but delete is not NO

CSE 440 User Interface Design, Prototyping, and Evaluation 30 Is Consistent Always Better? NO Early Palm design (like desktop version) Streamlined design

CSE 440 User Interface Design, Prototyping, and Evaluation 31 Is Consistent Always Better? NO Firefox 3 Back/Forward Buttons

CSE 440 User Interface Design, Prototyping, and Evaluation 32 Ways of Being Consistent Interfaces should be consistent in a meaningful way –E.g., ubiquitous use of same keys for cut/copy/ paste Types of consistency –consistent internally e.g., same terminology and layout throughout –consistent with other apps ex. works like MS Word, uses keyboard conventions design patterns (across many apps) –consistent with physical world

CSE 440 User Interface Design, Prototyping, and Evaluation 33 Summary Conceptual models ? –mental representation of how the object works & how interface controls effect it Design model should equal customer’s model ? –mismatches lead to errors –use customer’s likely conceptual model to design Design guides ? –make things visible –map interface controls to customer’s model –provide feedback Design Model Customer Model System Image

CSE 440 User Interface Design, Prototyping, and Evaluation 34 Further Reading Design of Everyday Things, Donald Norman Design as Practiced, Donald Norman –Talks about failure to make changes to Macintosh – Computing the Case Against User Interface Consistency, Jonathan Grudin –Talks about why interfaces should not always be consistent –

CSE 440 User Interface Design, Prototyping, and Evaluation 35 Ubiquitous Computing?

CSE 440 User Interface Design, Prototyping, and Evaluation 36 Context-Awareness Modern computers divorced from our reality –unaware of who, where, and what around them –mismatch between expectations and functionality –also limits what we can do with computers Context-Aware Computing –one line of ubiquitous computing research –making computers more aware of the physical and social situations they are embedded in

CSE 440 User Interface Design, Prototyping, and Evaluation 37 Why Context-Aware Computing? Context TypesExisting ExamplesHuman Concern Room ActivityAuto Lights On / OffConvenience Personal Identity & Time File SystemsFinding Info TimeCalendar RemindersMemory Activity Finding Info Safety Time Location Activity Health Alert Tag Photos History Identity Proximity Efficiency Service Fleet Dispatching Context Types Potential ExamplesHuman Concern

CSE 440 User Interface Design, Prototyping, and Evaluation 38 Technology Trends Location, Location, Location –FCC’s E911, location for cell phones Lots of potential apps here –electronic tour guides –locating restaurants / gas stations / etc –keeping track of a group of friends –location-based games But many technological barriers as well –reliability –indoor location

CSE 440 User Interface Design, Prototyping, and Evaluation 39 Sample Context-Aware Apps ParcTabs ParcTabs Xerox PARC Want, Schilit, et al Proximate selection –display nearby objects Auto-diaries –people, places, and time Triggers –remind me to talk to John next time I see him –turn off oven when I leave –notify me on new coffee

CSE 440 User Interface Design, Prototyping, and Evaluation 40 Sample Context-Aware Apps ParcTabs

CSE 440 User Interface Design, Prototyping, and Evaluation 41 Sample Context-Aware Apps ParcTabs ParcTabs Xerox PARC Want, Schilit, et al Proximate selection –display nearby objects Auto-diaries –people, places, and time Triggers –remind me to talk to John next time I see him –turn off oven when I leave –notify me on new coffee

CSE 440 User Interface Design, Prototyping, and Evaluation 42 Sample Context-Aware Apps ParcTabs

CSE 440 User Interface Design, Prototyping, and Evaluation 43 Sample Context-Aware Apps ParcTabs ParcTabs Xerox PARC Want, Schilit, et al Proximate selection –display nearby objects Auto-diaries –people, places, and time Triggers –remind me to talk to John next time I see him –turn off oven when I leave –notify me on new coffee

CSE 440 User Interface Design, Prototyping, and Evaluation 44 Ambient Interfaces ambient bus display (Mankoff)Ambient Devices stock orb

CSE 440 User Interface Design, Prototyping, and Evaluation 45 Next Time Heuristic Evaluation Read –Lewis & Rieman Lewis & Rieman –Nielsen HE chapter (read 5 links under "Jakob Nielsen's Online Writings on Heuristic Evaluation")Nielsen HE chapter 45 User Interface Design, Prototyping, and Evaluation