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General Principles Of Human-computer-interaction
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Outline Foundations and theories of HCI
Understanding the User Experience Design principles & guidelines UX engineering processes Conclusion
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Foundations and theories of HCI
Relationship between human users and digital technology Models: How does a user work, so we can predict how they interact with the UI? Design new, effective ways for technologies of all purposes Interaction techniques: In 2D: standardized In 3D: ??? There is NO optimal design tradeoffs Low-level human processor model Considers also mediation between multiple people through computers Work and entertainment Interaction techniques: methods by which a user accomplishes a task 1/31/ CS719 Virtual Reality
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Understanding the User Experience
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Human Processor Models Basic Idea
Understanding the User Experience Human Processor Models Basic Idea Long-Term Memory Working Memory Visual Image Store Auditory Image Store Perceptual Processor Cognitive Processor Motor Processor Low-level atomic events, transfer & processing of data Each processor has: Estimated cycle time Associated memory Estimated capacity Decay time Used to estimate human limitations Human analogous to computers 3 Processors Perceptual stores sensory stimuli in working memory, Cognitive uses info from working and long-term to make decisions, the motor carries out the decision 1/31/ CS719 Virtual Reality
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Human Processor Model Keystroke-Level Model
Understanding the User Experience Human Processor Model Keystroke-Level Model R – respond to motor operator, M – mentally prepare 1+ motor operator, H – home hands, K – perform motor skills, P – point to a target, D – draw a set of straight lines Easy to use Task times can be predicted Evaluation of designs prior development Only measure time Considers expert users Considers error-free executions 1/31/ CS719 Virtual Reality
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Human Processor Model Touch-Level Model (TLM)
Understanding the User Experience Human Processor Model Touch-Level Model (TLM) Extensions of KLM to touchscreen and mobile devices, X – naturally occurring distraction, additional: tap, swipe, zoom….
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Human Processor Model GOMS
Understanding the User Experience Human Processor Model GOMS Goals: What does the user want to accomplish? Operators: all actions required to accomplish a goal Methods: specific sequences of actions Selection: method of choice, if more than one option For 3D UIs: still to be developed Goal Selection Method A Method B Operator A1 Operator A2 Operator A3 Operator B1 Operator B2 Takes low-level activities and puts them in four components Mental workload and fatigue are not addressed KLM and GOMS include M-like operators for substantial time-consuming mental actions Human processor models have been used to design and analyze 3D interactions 1/31/ CS719 Virtual Reality
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User Action Models Basic Idea
Understanding the User Experience User Action Models Basic Idea High-level interactions between human and system User’s goal User’s execution of physical actions Outcomes of those actions within the system User’s evaluation of the outcome Move object Action plan: reach out and grab System attaches object to movement of user’s hand User sees that object moves Focus on higher –level interactions like forming goals for interaction and perceiving if the goals have been achieved or not 1/31/ CS719 Virtual Reality
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User action model Seven Stages Of Action (User-centric)
Understanding the User Experience User action model Seven Stages Of Action (User-centric) Gulf Of Execution Action Plan Execution Perception Interpretation Evaluation Intention Goal Gulf Of Evaluation User determines goal, how is it done (intention), what do I need to do to use the tool (action plan), will use the tools (execution - User affects system SYSTEM gets input and determines outcome User sees outcome (perception), tries to understand it (interpretation) and rates it if true/false (evaluate) System informs User about its state 1/31/ CS719 Virtual Reality
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User action Model User Action Framework (USer-centric)
Understanding the User Experience User action Model User Action Framework (USer-centric) Based on Seven Stages How to do it? Partitions seven stages into five phases Planning: Goal + Intention Translation: Action Plan Physical Actions: Execution Outcomes: Internal to system, Outcomes Assessment: Perception, Interpretation, Evaluation Do it. 1/31/ CS719 Virtual Reality
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User Action Model User-System Loop (system-centric)
Understanding the User Experience User Action Model User-System Loop (system-centric) For 3D UIs!!! perceived by create manipulate Sends commands to Adaption of seven stages (2015) updates alter 1/31/ CS719 Virtual Reality
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Conceptual Models and Affordances
Understanding the User Experience Conceptual Models and Affordances Conceptual models: understanding of the information and tasks that constitute a system Designer’s model: how the designer understands the system User’s model: how the user understands the system, based on experience If designer model = user model high level of usability Affordance: Increases the likelihood of user model = designer model Cognitive, physical, functional & sensory 3D UIs: importance of physical affordance Action models portray interactions between user & system Conceptual models: how do the users expectations match the systems expectations? understanding of the information and tasks that constitute a system Affordance: something that helps the user to do something Cognitive: erase with an eraser tool, physical: eraser tool in reach?, functional: eraser tool affords the functionality of removing the object, sensory: haptic feedback when object touched 1/31/ CS719 Virtual Reality
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Activity Theory Activity theory: S (activity) O Object-oriented
Understanding the User Experience Activity Theory Interactions occur in real world, including other humans, systems, objects & activities “ecological perspective” of UX Tool for analyzing user interactions in VR Activity theory: S (activity) O Object-oriented Subject: person/group in activity Object: motive, that needs the meet of S Activity system model: Community as 3rd element VR as tool to mediate the user’s ability to accomplish goal Activities carried out by collective subjects User (subject) uses a visual display (object) to view a virtual world (activity). Activity system models: extension Look at intruments, rules in communities change the relationship of user-object activity Tool for designing and evaluating 3D UIs 1/31/ CS719 Virtual Reality
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Embodied Interaction Tangible Computing:
Understanding the User Experience Embodied Interaction Familiar real-world aspects computer systems interacting in our physical and social reality “the creation, manipulation, and sharing of meaning” – Dourish (2011) Tangible Computing: Users interacting with digital information through the physical environment Social Computing: Any type of system that serves as a medium or focus for social relation Related to activity theory 3D UIs: Telepresence 1/31/ CS719 Virtual Reality
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Design Principles and guidelines
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Aspects Goal-Oriented Execution-Oriented Outcome-Oriented
Design Principles and Guidelines Aspects Goal-Oriented Execution-Oriented Outcome-Oriented Evaluation-Oriented Four aspects from the User Action Model Organized by the four distinct aspects of the user action models 1/31/ CS719 Virtual Reality
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Goal-Oriented Design Principles and Guidelines Simplicity Structure
Simple and task focused Eliminate extraneous or redundant information (use filters) Structure Organized in a meaningful and useful way Break down complex tasks into subtasks Visibility Self-explaining function of control Employ familiar and recognizable visual icons and symbols 1/31/ CS719 Virtual Reality
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Execution-Oriented Design Principles and Guidelines Affordance
Self-explanatory use of control Leverage familiarity with common UIs Direct manipulation Consistency Ergonomics Clearance, Reach, Posture, Strength Error Prevention Permit only valid actions Confirm irreversible actions Offer common outcomes (autocomplete) How does the user specify and execute action plans? Prevent difficulties 1/31/ CS719 Virtual Reality
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Outcome-oriented Design Principles and Guidelines Automation Control
Offer common outcomes (autocomplete) Avoid tedious interactions Interaction methods to complete series of similar actions in parallel Control Too much automation too little automation Confirm feature for autocomplete Provide features for novices & experts Keep creativity of users in mind (avoid missing or incorrect functionality) System should need as little input as possible for common tasks 1/31/ CS719 Virtual Reality
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Evaluation-Oriented Feedback Error Recovery
Design Principles and Guidelines Evaluation-Oriented Feedback Prominent for infrequent or major actions Provide informative feedback (simple, comprehensible error messages) Error Recovery Help user to recognize, diagnose & recover from errors Provide easy-to-reverse actions Controls to reverse the outcome Outcome has to be shown in a way that the user can see if it is right or wrong Also make it ease to quickly recover from wrong outcomes 1/31/ CS719 Virtual Reality
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General Rules Design Principles and Guidelines Accessibility
For disabled persons (vision-, hearing, and/or mobility-impaired) Vocabulary Use vocabulary of intended user Recognition UI should provide knowledge required for operating the UI Recalling is much more difficult! Let users know what their options are Use pictures and visual representations Important at every stage of interaction 1/31/ CS719 Virtual Reality
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Ux eNGINEeRING
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Revisit previous activity
UX Engineering Aspects Goal? System Goals and Concepts Requirements Analysis The Design Process Prototyping Evaluating Prototypes Analyze Design Implement Evaluate Revisit previous activity
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System Goals and Concepts
UX Engineering System Goals and Concepts Improving Usability Effectiveness, efficiency, satisfaction Learnability, Retainability, Ease of Use, Speed of performance, Rate of errors, User comfort Usefulness System that provides functionality and serves a purpose Emotional Impact especially powerful in 3D UIs What is the reason behind developing the UI??? 1/31/ CS719 Virtual Reality
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Requirements Analysis
UX Engineering Requirements Analysis Inquire & analyze the context Extract the requirements Functional (what?) Performance (how?) Interface (which characteristics?) What are the needs of the intended user? Interface requirements: What characteristics should it have? 1/31/ CS719 Virtual Reality
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The Design Process Design Tools Design Perspectives Design Approaches
UX Engineering The Design Process Design Tools Ideation, Sketching, Critiquing Design Perspectives Interaction, ecological, emotional Design Approaches Activity, Information, Interaction Design Representations Metaphors, design scenarios, storyboards, physical mockups Identify good design ideas Design tools to explore design options Design perspectives: interaction ( user action model), ecological ..how used in its surrounding environ… (activity theory), emotional (basic human processor model) Approaches: activity design (focus on system functionality & supported activities) information design (focus on representing & arranging the UI, evaluation) interaction design (focus on mechanisms for accessing and controlling the UI) Design scenarios: story about people using it, storyboard: sequence of drawings, mockup: tangible 3D prototype 1/31/ CS719 Virtual Reality
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Prototyping Communicate planned functionality and design
UX Engineering Prototyping Communicate planned functionality and design Number & functionality of features different combos different prototypes Level of fidelity Level of interactivity Fidelity: how close to reality? Interactivity: : video demonstration or fully programmed and usable? 1/31/ CS719 Virtual Reality
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Evaluating Prototypes
UX Engineering Evaluating Prototypes Formative (during the process) Rapid (cognitive walkthroughs & heuristic methods) Analytic (analyzing inherent attributes of design) Summative (during final iteration) Rigorous (formal, systematic methods) Empirical (observing users) vs. Methods to evaluate the prototype Rapid: fast & Easy Rigorous: expensive in time and resources, more informative 1/31/ CS719 Virtual Reality
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Conclusion What we learned: Applied to 3D UIs:
Models to understand the user Designs and guidelines to make user- friendly UIs Engineering the UX Applied to 3D UIs: most 2D UI models applicable to 3D UIs, still research potential no standardized way of doing things more focus on emotional and physical impact Iterative process, also for 3D UIs
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