Conceptual & Mental Models UserDesigner Conceptual Model Mental Model System model/image System Instantiated in Mental model of mental model Invokes existing.

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Presentation transcript:

Conceptual & Mental Models UserDesigner Conceptual Model Mental Model System model/image System Instantiated in Mental model of mental model Invokes existing knowledge and/or Affordances guide action Test hypotheses

Mental models User’s understanding (internal rep) of a system – How to use the system (what to do next) (functional knowledge) – What to do with unfamiliar systems or unexpected situations (how the system works) (Structural knowledge) People make inferences using mental models of how to carry out tasks Involves unconscious and conscious processes, where images and analogies are activated

The UI Design Process User-Centered Design This material has been developed by Georgia Tech HCI faculty, and continues to evolve. Contributors include Gregory Abowd, Jim Foley, Diane Gromala, Elizabeth Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Comments directed to are encouraged. Permission is granted to use with acknowledgement for non-profit purposes. Last revision: January

The Tao of UCD DESIGN IMPLEMENT USE & EVALUATE

UCD Nine-Step Overview 1. Understand constraints/context 2. User analysis 2. Task analysis 4. Function allocation 5. Define usability criteria 6. Design UI - including help and documentation 7. Build & test prototypes 8. Build & test the real application 9. Release, update and maintain Req. Definition

1. Define the Context Context: the “type” of uses, applications – Life critical systems, applications – Industrial, commercial, military, scientific, consumer – Office, home, entertainment – Exploratory, creative, cooperative – General functionality of system Pragmatics – Costs and schedule – Technical constraints - equipment, OS, memory, disk Customer - makes the buying decision (not the user) – …Design Impacts?…

2. Describe the User Physical attributes (age, gender, size, reach, visual angles, etc…) Physical work places (table height, sound levels, lighting, software version…) Perceptual abilities (hearing, vision, heat sensitivity…) Cognitive abilities (memory span, reading level, musical training, math…) Personality and social traits (likes, dislikes, preferences, patience…) Cultural and international diversity (languages, dialog box flow, symbols…) Special populations, (dis)abilities

Design Implications PopulationImplications Users yrsRange of text sizes Range of grip strength Some French speakers Multilingual interface Astronaut usersExtensive training available Military contextAesthetics less of an issue Ruggedness is critical

3. Task Analysis Talk to and observe users (NOT customers) List each and every TASK Break tasks down into STEPS ABSTRACT into standard tasks

4. Function Allocation Consider the whole system! Decide who or what is best suited to perform each task (or each step) – e.g., system remembers login id, and reminds the user, but user remembers the password Allocation constraints: Effectiveness; Cognitive/affective; Cost; Mandatory …Don’t forget the design implications!…

5. Define Usability Criteria – Task X should take less than Z seconds – New user should be able to edit document within 30 minutes – Error rates should be less than X% – User satisfaction measurements – Workload measures – Accuracy measures

6. Design the UI Summary of the components and their basic design Cross-check with any Requirements Documents; Human Factors refs; Hardware specs; Budgets; Laws (ADA); etc. Ensure that the system will support the design and comply with constraints (Verification and Validation, in the language of software engineering)

Design Design is driven by requirements What the artifact is for … Not how it is to be implemented Design represents the artifact – Storyboards or screen sketches – Task flow diagrams - more detailed than in task analysis stage – Executable prototypes Representations should always simplify

Get Informal Feedback ASAP! Present prototype to users Do a quick questionnaire Watch (quietly) as user struggles with your terrible design

Design fixation Keep an open mind Don’t get wedded to an idea Don’t let design review become about whose idea wins Honor the truth. People come first not your ego

Iterate on Design Redesign system – In light of initial user impressions – Pay attention to common complaints Be prepared to abandon bad ideas!! It’s just an idea, not a measure of your worth!

Formative Evaluation Techniques Use while “forming” the design Apply design principles - heuristic evaluation – Consistency, don’t set the user up, etc etc … Apply design rules / standards / style guides – Java look and feel, Mac look and feel, etc Cognitive walkthrough Key-stroke level model, NGOMSL analyses

7. Build & Test Prototypes “Informed Brainstorming” RAPIDLY mock up the user interfaces for testing with real people Pen and paper or whiteboard to start Iterate, iterate, iterate!! Increasingly functional & closer to final reality List audio & visual details at same levels of detail in the prototypes – (i.e. don’t forget either of them)

7. Prototyping Storyboards Paper simulations of application Wizard of Oz experiment Prototyping tools Cheap!

7. Summative Evaluation Techniques Empirical / laboratory evaluation – Discount usability - can be very effective, using fewer subjects, more rapid results Expert review Field study Client review

8. Build & Test the Real App. Repeat cycles of testing and reworking the system, subject to cost/time constraints Focus on Functionality First ! Plan for several versions during development

9. Release, Update & Maintain In-the-field feedback, telemetry, user data, logs, surveys, etc. Analyze and make iterative redesign/test recommendations Updates and maintenance plan as part of the design! – (design it so it can be fixed or updated)

Focusing Your Efforts There are real-world constraints Cutting out steps is not the way to economize! Optimize the efficiency of each step

Quotable Quotes “The secret to having good ideas is to have many ideas” -- Bill Buxton “You’ve got 100,000 bad drawings inside you. You’re here at art school to get them out.” -- Chuck Jones Design takes practice!!

Design How do we come up with new (good) designs for interactive systems? Why is it so difficult?

Idea Creation Ideas come from – Imagination – Analogy – Observation of current practice – Observation of current systems Borrow from other fields – Animation – Theatre – Information displays – Architecture –... » … metaphor How do we create and develop new interface ideas and designs?

Design Exercise