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15. Human-Computer Interaction

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Presentation on theme: "15. Human-Computer Interaction"— Presentation transcript:

1 15. Human-Computer Interaction

2 THE TROUBLE WITH COMPUTERS AND SOFTWARE DESIGN

3 SOFTWARE DESIGN CYCLE: UNDERSTAND, DESIGN, AND EVALUATE

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5 UNDERSTAND SYSTEM AND USER CHARACTERISTICS

6 Functionality -- creeping featurism
Balance between functionality and ease of use Frequency of use Mandatory vs. discretionary use knowledge level of the user

7 DESIGN USING THEORIES AND MODELS

8 Foley and van Dam (1990) Conceptual level Semantic level
Provides a mental model Semantic level Meaning/desired function Syntactic level How the semantic command is formed Lexical level Sequence of actions

9 Seven Stages of Action (Norman, 1986)
Figure 15.2 Bridging the gulf of execution and gulf of evaluation

10 Models of User Performance for Design: GOMS
Card, Moran, & Newell (1983) Model Human Processor

11 Keystroke Level Model (KLM) GOMS
Six execution phase operators Physical motor: K – keystroking 0.28 P – pointing 1.1 H – homing 0.4 B – press mouse button 0.1 Mental M – mental preparation 1.35 System R – response Times are empirically determined Texecute = Tk + Tp + Th + Tb+ Tm+ Tr

12 Models of User Performance for Design: GOMS
Design A: drag the file into the trash can[29] Design B: use the short cut “control + T”[30] method encoding (operator sequence)[31] method encoding (operator sequence)[32] initiate the deletion (M) find the file icon (M) point to file icon (P) press and hold mouse button (B) drag file icon to trash can icon (P) release mouse button (B) point to original window (P) find the icon for the to-be-deleted file (M) press mouse button (B) move hand to keyboard (H) press control key (K) press T key (K) move hand back to mouse (H) Total time 3P + 2B + 2M = 3*1.1 sec + 2*.1 sec+ 2*1.35 sec = 6.2 sec P + 2B + 2H + 2K + 2M = 1.1 sec + 2*.1 sec + 2*.4 sec + 2*.2 sec + 2*1.35 sec = 5.2 sec

13 DESIGN TO SUPPORT MENTAL MODELS WITH CONCEPTUAL MODELS AND METAPHORS

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15 Making invisible parts and processes visible to the user
Providing feedback Building in consistency Presenting functionality through a familiar metaphor

16 DESIGN USING PRINCIPLES AND GUIDELINES

17 General Usability Guidelines

18 Basic Screen Design Dialog Style Menus Fill-in forms Question-answer
Command language Function keys Direct manipulation Natural language

19 DESIGN OF USER SUPPORT

20 EVALUATE WITH USABILITY HEURISTICS

21 EVALUATE WITH USABILITY TESTS AND METRICS

22 Prototypes Usability Metrics

23 Number of Users and Data Interpretation

24 Pitfalls of Usability Testing

25 INFORMATION TECHNOLOGY

26 Hypertext, Hypermedia, and the Internet Information Database Access
Mediated retrieval Intelligent agents Spatially organized database Virtual and Augmented Reality Affective Computing

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