UNDERSTANDING USERS: MODELING TASKS AND LOW- LEVEL INTERACTION Human-Computer Interaction
Agenda Project Part 1 notes Task analysis review An overview of HCI design Fitts’s Law Project group time
Project Part 1 Problem or task description, revised and refined Description and justification of how the information above was collected Description of the users and their tasks related to the problem, including a task analysis of a single task Description of the larger system and environment Analysis of the existing systems and tools used in the problem Initial list of three usability criteria you will focus on, with justification Support your claims with specific data and examples! Prepare a poster about your work
Task Analysis review
Task analysis Hierarchical Task Analysis (HTA) Knowledge-Based Task Analysis
Hierarchical Task Analysis (HTA) Two parts Task breakdown – a listing of all tasks broken down into subtasks Plans – specifications of the order of subtasks within the supertask Often represented as a graphical diagram for clarity Example: changing a light bulb
Hierarchical Task Analysis
Knowledge-based analysis: TAKD Focused on categorizing objects by action, function, or other properties List all objects associated with the task Build taxonomy using AND, OR, and XOR branching
Knowledge Based Analysis Kitchen item AND shape XOR dished mixing bowl, saucepan, soup bowl, glass flat plate, chopping board, frying pan function OR preparation mixing bowl, saucepan eating XOR for food plate, soup bowl for drink glass
Knowledge-based analysis TAKD – Task Analysis for Knowledge Description Taxonomic - unique categorizations of items, characteristics, and functions Good for understanding a problem language or an environment
Task analysis When to use which?
Design process basics
Why is HCI Design Difficult? Difficult to deeply analyze human behavior May be too close to the domain Multiple clients with different needs Co-evolution of technology and users
Software life cycles – Waterfall Model Requirements Specification Architectural Design Detailed Design Coding and Unit Testing Integration and Testing Operation and Maintenance
Limitations of the waterfall model
You can’t determine all requirements from the start Some tasks will only be known after the user has interacted with the system Users will perform tasks that weren’t intended by the designer Doesn’t support the user’s perspective of the system
Software Life cycles – Iterative Waterfall Model Requirements Specification Architectural Design Detailed Design Coding and Unit Testing Integration and Testing Operation and Maintenance
Iterative design
Applying HCI in the cycle Formative Strategies to build a better interface prior to creating the technology Summative Assessing an existing interface after creating the technology
Formative techniques Apply principles “Don’t assume the user is right-handed” Build prototypes Apply design rules / standards Java look and feel Create usability specifications The XYZ dialog takes < 5 sec. Study potential users to understand their needs
Summative techniques Empirical / laboratory evaluation Expert review Field study or deployment
Iterative design
Understanding users: Modeling
Modeling takes many forms Interaction Low-level/physical actions Complex activities/tasks Cognitive Contextual
What is a model?
A constructed representation intended to help understand and reason about the world Abstracted and simplified Generalized Not necessarily reflective of how the world actually works
Fitts’s Law – Modeling physical actions
Physical modeling: Using Fitts’s Law Models movement time for selection tasks Quantitative modeling technique A summative technique
Fitts’s Law Live!
Fitts’s Law demo Tap back and forth between the two rectangles as quickly as you can! Don’t worry about where in the rectangle you tap- just tap as many times as you can somewhere within the shape
Basics Movement time (MT) is proportional to Index of Difficulty (ID) of a selection task
The big picture The movement time for a well-rehearsed selection task: increases as the distance A to the target increases; and decreases as the size of the target W increases
Index of difficulty (ID) Measure difficulty of selection task ID = log 2 (2A/W) “bits” A = distance between targets W = target width
Movement time (MT) MT = a + b ID (a=0 if line passes through the origin) MT Difficulty
How MT is determined Empirical measurement establishes constants a and b Different for different devices and different ways the same device is used.
Original application of Fitts’s Law 1-dimensional selection task
Original application of Fitts’s Law W A
Extending to 2D What is W when we consider 2 dimensions of movement? θ
Extending to 2D What is W when we consider 2 dimensions of movement? Same as usual? θ W’
Extending to 2D What is W when we consider 2 dimensions of movement? Smallest dimension? θ W’
Extending to 2D What is W when we consider 2 dimensions of movement? Distance from edge to centroid? θ W’
Application of Fitts’s law? When does it apply? When does it not?
Application of Fitt’s law? When does it apply? When does it not? Used for predicting performance low-level physical actions Automated tasks and actions Minimal cognition – you don’t have to “think” about it
A possible example
How is Fitts’s Law used in UI design? Predicting performance with an interface May substitute for empirical testing, particularly in early stages Comparing alternative UI layouts
KLM- another way of modeling physical action
Keystroke-Level Model (KLM) Another way of doing physical modeling Decompose tasks into low-level elements with time values Calculate prediction for total execution time Best for automated behavior
Keystroke-Level Model (KLM) K – striking keys B – pressing a mouse button P – pointing (dragging a pointer to a target) H – homing – switching the hand between the mouse and keyboard D – drawing lines using the mouse M – mentally preparing for a physical action R – system response time
Keystroke-Level Model (KLM) Calculate time required for individual generic actions Decompose tasks into individual actions Calculate the total time for a task as a sum of the time for each action Can be used for comparing alternate ways of executing a task Does not take time for cognition into account
For next week Read “The Model Human Processor” by Card, Moran, and Newell