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Published byJoshua Conley Modified over 9 years ago
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An Ultra-Fast Look at Some HCI Background
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2 Just 3 high points about properties of users (with software spin) n Mental Models n Performance characteristics of people n Errors (Scott slaughters Psychology on the alter of UI software)
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3 SYSTEM n Updates display Display How users use interfaces: The “interface cycle”
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4 USER n Evaluates & understands display SYSTEM Display The “interface cycle”
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5 USER n Evaluates & understands display n Formulates goals & actions SYSTEM Display The “interface cycle”
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6 USER n Evaluates & understands display n Formulates goals & actions n Acts to produce inputs SYSTEM Input Devices Display The “interface cycle”
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7 USER n Evaluates & understands display n Formulates goals & actions n Acts to produce inputs SYSTEM n Interprets input events Input Devices Display The “interface cycle”
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8 USER n Evaluates & understands display n Formulates goals & actions n Acts to produce inputs SYSTEM n Updates internal “state” n Interprets input events Input Devices Display The “interface cycle”
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9 USER n Evaluates & understands display n Formulates goals & actions n Acts to produce inputs SYSTEM n Updates display n Updates internal “state” n Interprets input events Input Devices Display The “interface cycle”
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10 Norman’s “Gulfs” n Norman describes 2 user activities as bridging – The Gulf of evaluation UserSystem
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11 Norman’s “Gulfs” n Norman describes 2 user activities as bridging – The Gulf of evaluation – The Gulf of execution n Making these “gulfs” (mappings) small makes the interface much easier to use UserSystem
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12 Mental models n To evaluate and act, people inevitably build models of how the system works – can’t help but do it – may be highly detailed and functional – may be quite naïve n Generally are not complete, not necessarily “logical”, …
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13 Model of mental models (from Gerhard Fischer, U of Colo.) What the system designer things the system does
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14 Model of mental models What the system actually does What the system designer things the system does
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15 Model of mental models Frequently Used (Well understood) Part of System Functionality
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16 Model of mental models Occasionally Used Part of System Functionality
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17 Model of mental models User’s full model of what the system does
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18 Key points about mental models What happens here is very important
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19 Key points about mental models n The system designer has too good a mental model – Nearly perfect mental model – Really good prediction of what system does – Real user’s can’t ever have that good a model
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20 Scott’s UI design guideline #1 n A system implementor cannot pretend to be a user – You know too much – You can’t forget n HCI Mantra: “You are not like the user!” n Have to observe real users!
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21 Scott’s definition of what makes a good UI n A user interface is good if: 1) It offers (convenient access to) the functionality needed to perform the task efficiently 2) The user’s mental model accurately predicts interface action
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22 Scott’s definition of what makes a good UI n From traditional CS point of view 1) is fine: “design in the right things” 2) is a big problem – Good UI is not a function of the software! – Good UI is (mostly) a property of the user!
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23 Good UI is a property of the user n On a per user basis n We don’t even have control over much of this – e.g., baggage from existing mental models n Aaaargh! – But this is reality
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24 How do we deal with this? n Carefully and explicitly structure our designs to try to induce the right mental model in the user – and test that it does! n Have explicit “conceptual model” – view of what MM we are trying to give
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25 Principle: n People can’t form very good mental models of things they can’t see
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26 Two specific things to worry about n Affordance n Feedback
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27 Affordance n Opportunities to act which are readily apparent to the user – Form “affords” certain actions and makes that apparent – Allows and promotes certain actions F Door knobs afford turning F Handle of hammer affords grasping in a particular way
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28 Affordance n Example: Knurling – Small ridges typically found on knobs n Increases friction => Affords grip
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29 “Virtual affordances” n Don’t typically have much physical form in a GUI n But, visual appearance can still suggest function
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30 “Virtual affordances” n Don’t typically have much physical form in a GUI n Reminders of the real world work Note that you don’t have to know about knurling for this to afford “grip” with the mouse
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31 Feedback n Response by the system to the actions of the user – Cause and effect – Essential for forming mental models n Making “system state” visible
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32 Scott’s UI design guideline #2 n Explicitly design a conceptual model and use affordance and feedback (and everything else you have) to reinforce it
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33 Performance properties of people (Only a very few here) n How long will things take? – e.g., physical movements n How much can people remember? n How fast are thing perceived?
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34 How long can will user actions take n Only have really strong models for physical movements n Fitts’ law predicts movements as a function of distance and required accuracy (see later) T = A log 2 (D/S + 0.5) + B
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35 How much can a person remember n Short term (working) memory – Famous 7 2 “chunks” – For us just: “very limited” n Long term – Essentially unbounded – But requires effort and may not always work on cue
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36 How much can a person remember n Implication: Generally better to rely on recognition (seeing it in front of you) than just recall (having to pull it out of long term memory) n Novice / expert differences
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37 How fast are things perceived? n < ~20ms (1/50 sec) discrete images/flashes merge into continuous perception – Lights above you flicker 60 times per second – Differences in peripheral vision F Sabertooth tigers
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38 How fast are things perceived? n < ~20ms (1/50 sec) n Displays update at 50-75hz n Don’t ever have to be faster than this for user response! – Currently (500Mhz) get 10 million CPU cycles F You can do a lot with that F Not enough? 20 in 18 months...
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39 How fast are things perceived? n < ~100ms seems like “instant response” – Hard to tell response times below this apart – Eye saccades n Discrete images into steps instead of apparent motion
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40 How fast are things perceived? n 100ms (1/10 sec) n Except some animation, most things don’t need to be faster than this – Typical target “cycle time” – 50 million CPU cycles,...
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41 How fast are things perceived? n < 1-2 seconds typically “good response time” – Similar times in conversational turn taking protocols – Longer delays ~5 sec have to say something to keep conversation alive (Note: numbers fuzzier as we go out)
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42 How fast are things perceived? n > 10-15 sec is typically “bad response time” – STM decay effects
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43 A little about response times n Good vs. bad response time is very dependent on expectation – If you can’t meet the goals, manipulate user expectations n Consistency of response is very important – Can be more important that time
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44 Scott’s UI guideline #3 (from Donald Knuth) n Premature optimization is the root of all evil – Build it and refine usability first – Only optimize if usability tests say you have to – CS intuitions about this misleading
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45 How long do other cognitive activities take? n Unfortunate, but… – Not as well understood – Much harder to apply what is understood – See other HCI courses for some of this
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46 Final property of people: Errors n People make lots of mistakes! – A fundamental property of people F Lots of errors F Everyone F All the time n If you are designing for real people then…
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47 Scott’s UI design guideline #4: n Errors are not exceptional events! – Part of the expected and normal – System has to be designed from the bottom up to deal with errors at least as effectively as other actions n Sharp contrast to how I was taught to program
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48 Handling errors is critical to mental model formation n How do people learn?
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49 Handling errors is critical to mental model formation n How do people learn: – Read the manual (not if they can help it!)
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50 Handling errors is critical to mental model formation n How do people learn: – Read the manual (not if they can help it!) – Get help from friend / expert (more likely, but expensive)
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51 Handling errors is critical to mental model formation n How do people learn: – Read the manual (not if they can help it!) – Get help from friend / expert (more likely, but expensive) n Explore!
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52 Handling errors is critical to mental model formation Does this make things better or worse!?
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53 Undo and errors n Perceived danger of straying outside known strongly affects willingness to explore – Hence ability to learn n Various forms of undo have a major effect
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54 Scott’s summary UI design guideline n Pay attention to: – Affordance – Feedback – Performance – Likely errors n Then test and iterate
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