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IAT 334 Interface Design
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Transcript of IAT 334 Interface Design
Jan 20, 2011 IAT 334 1
IAT 334Interface Design
Cognitive Aspects (Review)Usability Principles______________________________________________________________________________________
SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA
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Agendag Cognitive Processes
– Implications– Motor system
g Usability Principles– Learnability Principles– Flexibility Principles– Robustness Principles
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Basic HCIg Model Human Processor
– A simple model of human cognition– Card, Moran, Newell 1983
g Components:– Senses – Sensory store– Short-term memory– Long-term memory– Cognition
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Model Human Processor Basicsg Based on Empirical Datag Three interacting subsystems
– Perceptual (read-scan)– Cognitive (think)– Motor (respond)
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Information Processingg Usually serial action
– Respond to buzzer by pressing button g Usually parallel recognition
• Driving, reading signs, listening to radio
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Processesg Four main processes of cognitive
system:– Selective Attention– Learning– Problem Solving– Language
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Selective Attentiong We can focus on one particular thing
– Eg cocktail party talk
g Salient visual cues can facilitate s.a.– Examples?– Bold, Larger fonts
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Learningg Procedural Learning:
– How to do somethingg Declarative Learning:
– Facts about somethingg Involves
– Memorization– Understanding concepts & rules– Acquiring motor skills– Automization
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Learningg Facilitated
– By analogy– By structure & organization– If presented in incremental units– Repetition
g Use user’s previous knowledge in interface– Hence, I hate PowerPoint 07!
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Observationsg Users focus on getting job done, not
learning to effectively use system
g Users apply analogy even when it doesn’t apply– Mac Trashcan for disk eject
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Problem Solvingg Storage in LTM, then applicationg Reasoning
– Deductive- If P then Q, P
– Inductive- If P then Q, Q
– Abductive- Generalization
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Observationsg People are more heuristic than
algorithmic
g People often choose suboptimal strategies for low priority problems
g People learn better strategies with practice
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Implicationsg Allow flexible shortcuts
– Forcing lengthy, mechanistic plans on user will bore them
– Quick Keys! ALT-Q to Quitg Have active rather than passive help
– Recognize waste
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Languageg Rule-based
– How do you make plurals?g Productive
– We make up sentencesg Key-word and positional
– Patterns
g Should systems have natural language interfaces?
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Peopleg “Good”
– Infinite capacity LTM– LTM duration & complexity– High-learning capability– Powerful attention mechanism– Powerful pattern recognition
g “Bad”– Limited capacity STM– Limited duration STM– Unreliable access to LTM– Error-prone processing– Slow processing
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Recapg I. Senses
– A. Sight– B. Sound– C. Touch
g II. Information processing– A. Perceptual– B. Cognitive
• 1. Memory– a. Short term– b. Medium term– c. Long term
• 2. Processes– a. Selective attention– b. Learning– c. Problem solving– d. Language
– C. Motor system
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UI Design Principlesg Categories
– Learnability• support for learning for users of all levels
– Flexibility• support for multiple ways of doing tasks
– Robustness• support for recovery
g Always think about exceptions, suitability
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Learnability Principlesg Predictabilityg Synthesizabilityg Familiarityg Generalizabilityg Consistency
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Predictabilityg I think that this action will do…
g Operation visibility - can see avail actions– e.g. menus vs. command shell– grayed menu items
Predictable?
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Synthesizabilityg From the resulting system state, My
previous action did…
– compare in command prompt vs UI– same feedback needed for all users, all
apps?
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Familiarityg Does UI task relate real-world task or
domain knowledge?– to anything user is familiar with?
– Use of metaphors• pitfalls
– Are there limitations on familiarity?
Familiarityg What does the blinking green traffic
light mean in Ontario?
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Generalizabilityg Does knowledge of one UI apply to
others?– Cut and paste in many apps
g Does knowledge of one aspect of a UI apply to rest of the UI?– File browsers in MacOS/ Windows
g Aid: UI Developers guidelines
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Consistencyg Similar ways of doing tasks
– interacting– output– screen layout
g Is this always desirable for all systems, all users?
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Flexibility Principlesg Dialog Initiativeg Multithreadingg Task migratibilityg Substitutivityg Customizability
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Dialog Initiativeg System pre-emptive
– system does all prompts, user responds• sometimes necessary• Eg. Bank machine
g User pre-emptive– user initiates actions
• more flexible
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Multithreadingg Two types
– Concurrent • input to multiple tasks simultaneously
– Interleaved• many tasks, but input to one task at a time
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Task migratabilityg Ability to move performance of task
to entity (machine or person) that can do it better– Eg. Autopilot– Spellchecking
– When is this good? Bad?
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Substitutivityg Flexibility in details of operations
– Allow user to choose suitable interaction methods
– Allow different ways to • perform actions • specify data• configure
– Allow different ways of presenting output• to suit task, user
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Customizabilityg Ability to modify interface
– By user - adaptability
– By system - adaptivity
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Robustness Principlesg Observabilityg Recoverabilityg Responsivenessg Task Conformance
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Observabilityg Can user determine internal state of
system from observable state?– Browsability
• explore current state (without changing it)– Reachability
• navigate through observable states– Persistence
• how long does observable state persist?
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Recoverabilityg Ability to continue to a goal after
recognizing error• Difficulty of Recovery procedure should
relate to difficulty of original task– Forward Recoverability
• ability to fix when we can’t undo?– Backward Recoverability
• undo previous error(s)
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Responsivenessg Rate of communication between user
and system– Response time
• time for system to respond in some way to user action(s)
– Stability principle• response time, rate should be consistent
– As computers have gotten better, required computer response has gotten shorter
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Task Conformanceg Task coverage
– can system do all tasks of interest?
g Task adequacy– Can user do tasks?– Does system match real-world tasks?