6 0 1 2 3 4 5 64206420 14 12 10 8 Mouse Trackball Joystick Touchpad TroughputError rate T roughput...

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Transcript of 6 0 1 2 3 4 5 64206420 14 12 10 8 Mouse Trackball Joystick Touchpad TroughputError rate T roughput...

Page 1: 6 0 1 2 3 4 5 64206420 14 12 10 8 Mouse Trackball Joystick Touchpad TroughputError rate T roughput (bps) Error r ate (%) Image by MIT.
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© Mozilla. All rights reserved. © source unknown.

All rights reserved.

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© Microsoft. All rights reserved.

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© Microsoft. All rights reserved.

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© Microsoft. All rights reserved.

© The Eclipse Foundation. All rights reserved.

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© Interface Hall of Shame. All rights reserved.

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© Microsoft. All rights reserved.

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11

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Predicted execution time (sec)

Obse

rved

exe

cutio

n tim

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ec)

Graphic EditorsMARK UP

DRAW SIL

Executive SubsystemsAll Subsystems

Text EditorsPOET SOS

DISPED

Image by MIT OpenCourseWare.

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High-level models of human-computer behavior

• Developing Theories in HCI– must explain and predict human behaviour in the human-computer system

– must work in a wide variety of task situations

– must work within broad spectrum of system designs and implementations

• Some low-level theories can be used to predict human performance– Fitts’ law: time to select an item with a pointing device

– Keystroke level model: sums up times for keystroking, pointing, homing, drawing, thinking and waiting

• General models that explain human behaviour with machines– Syntactic/semantic model (Shneiderman)

– Stages of interaction (Norman)

– all of psychology!

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Syntactic/semantic model of user knowledge

•A high level model of interaction, developed by Ben Shneiderman

Action ObjectAction Object

Task Computer

Semantic Syntactic

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1. Syntactic knowledge

•The rules or combinations of commands and signals

– seen as device-dependent details of how to use system

– examples:

• backspace key delete previous character

• tab move to next field in a form

• right mouse button context menu

• grep <word> <file> find word in a file

• control-shift-K search messages (thunderbird)

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Syntactic

1. Syntactic knowledge (continued)

User problems with syntactic knowledge

syntactic details differ between (and within!) systems

– little consistency –> arbitrary

hard to learn

easily forgotten

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Action Object

Computer

2. Semantic knowledge: Computer conceptsThe meaning behind computer concepts

People learn them by– meaningful learning – demonstrations– explanations of features– trial by error– models, analogies

relatively stable in memory– high level concepts– logical structure– cognitive model produced

usually transferable across computer systems– but not always

But: prefer to concentrate on task, not computer knowledge

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Action Object

Task

3. Semantic knowledge: task concepts

•The meaning behind the task concepts

– is independent of the computer– Similar mechanism to computer concepts

•Examples– how to write a business plan

• format concerns• stylistic concerns• paragraph structure, etc.

– creating a budget

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What Syntactic/Semantic Model reveals

•Mapping between the 3 items is key

– Task semantics to computer semantics to computer syntax• task semantics: write document• computer semantics: open a file, use editor, save it to disk• computer syntax: select menu items, key strokes for

formatting,...

– Bad mapping: using latex to write document• aside from task semantics, must also know semantics/syntax of:

– text editor– latex– Unix compiling and printing sequence (to typeset and print)

– Good mapping: trashcan to throw away files• must know mouse syntax of selecting and dragging• computer semantics almost analogous to task semantics

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Guideline from syntactic/semantic model•Reduce burden to task-oriented user of learning separate computer semantics and syntax

•computer semantics– Use metaphors– hide unnecessary information

•computer syntax– A little learning should go a long way...– As simple as possible and uniformly applicable– Generic commands– Syntax consistent between systems

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Four Stages of an Interaction

(a simplified version of Norman’s 7 stages)

1. Form intention

2. Select an action

3. Execute the action

4. Evaluate the outcome

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The four stages when performing a task

Physical activity

Execution

ActionSpecification

Intention

Goals

Evaluation

Interpretation

Perception

Mental activity

expectation

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Example task: improve document’s formattingintention-1

intention-2

intention-3

actionspecification

evaluate-1

evaluate-2

evaluate-3

interpretation

intention-4 evaluate-4

look better

block para

.pp->.sp

execution perception

getformatted

output

actionspecification

execution

interpretation

printer

perception

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Image by MIT OpenCourseWare.

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GoalsPhysicalSystem

gulf ofexecution

Gulf of Execution

•Do actions provided by system correspond to the intentions of the user?

•Gulf:– amount of effort exerted to transform intentions into selected and

executed actions•Good system:

– direct mappings between Intention and selections

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GoalsPhysicalSystem

gulf ofevaluation

Gulf of Evaluation

•Can feedback be interpreted in terms of intentions and expectations?

•Gulf:– amount of effort exerted to interpret feedback

•Good system:– feedback easily interpreted as task expectations

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Bridging the Gulfs

GoalsPhysicalSystem

execution bridgeintentions

action specificationsinterface

mechanism

evaluation bridge

interpretationsinterfacedisplay

evaluations