Introducing Human-Computer Interaction Design
Transcript of Introducing Human-Computer Interaction Design
CS447/ME325 - Terry Winograd – 1/11/04
Introducing Human-ComputerInteraction Design
• What is worth getting across in an hour?– Interaction vs. interface – designing the experience– Design in a space of complex tradeoffs– Feel for the kind of thinking that goes into assessing designs from
interaction point of view– Some new modes of interaction
CS447/ME325 - Terry Winograd – 1/11/04
Dimensions ofHuman-Computer Interaction
DevicesPresentation / Sensing / Integration
Human characteristicsPerception / Cognition / Control
ActivitiesSettings / Tools / Tasks
INTERACTION
CS447/ME325 - Terry Winograd – 1/11/04
Dimensions ofHuman-Computer Interaction
DevicesPresentation / Sensing / Integration
Human characteristicsPerception / Cognition / Control
ActivitiesSettings / Tools / Tasks
INTERACTIONInvention Design
Experiment(Psychology / Physiology)
CS447/ME325 - Terry Winograd – 1/11/04
The Interaction Loop
UnderstandingIntentionPlanning
Response
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Designing Fluent Interaction
• Fluent (from Webster’s)– capable of moving with ease and grace; effortlessly
smooth and rapid
CS447/ME325 - Terry Winograd – 1/11/04
Disfluencies (Breakdowns)
• Failure– System malfunction– Error [unintended effects]
• Distraction– Interruption– Waiting– Switch of attention
• Search– Visibility– Clutter
• Thinking– Action articulation– Response to breakdowns
• Tool acquisition and operation• ...
CS447/ME325 - Terry Winograd – 1/11/04
Levels of Interaction Design
• Conceptual model• Presentation• Control
– Devices– Affordances
If the conceptual model doesn’t work, no amount ofdesign at the other levels can fix it
CS447/ME325 - Terry Winograd – 1/11/04
PostBrainstorm Design Goals
• Large screen• Pen only• No modes• Fluid action• No decorations for actions• Emphasize sketching
CS447/ME325 - Terry Winograd – 1/11/04
• Interaction directly involves people (unlike muchof traditional engineering)
• People are not all alike• People encounter your design in a context you
don't control (and may not be familiar with)• People always interpret and anticipate in their own
context• People interpret everything as communicating,
whether you intend it to or not.• People have limited memory• People have limited attention• People are creatures of habit• …
CS447/ME325 - Terry Winograd – 1/11/04
Design of the Conceptual Model
• Ontology Design– Objects– Properties– Operations
• Interaction Modes and Affordances– The space of actions and consequences
• What can I do?• How do I do it?• What just happened?
• Contextual Integration
CS447/ME325 - Terry Winograd – 1/11/04
Contextual Issues
• User experience / Transfer• Task demands and frequencies• Learning
– Chunking– Memorization– Dexterity– Habituation
• Coping - Network of equipment• Culture, Affect, Aesthetics
CS447/ME325 - Terry Winograd – 1/11/04
Evaluation Methods
• Self Report– Think-aloud Protocols– Incident Diaries– Questionnaires, Interviews, Focus Groups, etc.
• Observation / Co-discovery• Heuristic Evaluation
– Usability Guidelines– Cognitive Walkthroughs
• Systematic Testing– System testing– Generalized human studies
CS447/ME325 - Terry Winograd – 1/11/04
Human studies
• Perception– e.g., Spatialization, Perceptual grouping,
• Cognition– e.g., Info exploration, Expression recognition
• Affect– e.g., Social responses, Emotional state
CS447/ME325 - Terry Winograd – 1/11/04
Design Example: Virtual Auditorium
• User Studies– Responsiveness– Eye gaze– Speech synchronization– …
CS447/ME325 - Terry Winograd – 1/11/04
Ubiquitous Computing
Marc WeiserXeroxPalo Alto Research Center
CS447/ME325 - Terry Winograd – 1/11/04
Computing by the Inch, the Foot, and the Yard
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Ambient Information
MIT Media Lab
www.ambientdevices.com
CS447/ME325 - Terry Winograd – 1/11/04
Wearable Computers
Thad StarnerContextual Computing GroupGeorgia Tech
CS447/ME325 - Terry Winograd – 1/11/04
Sensing Affect
Rosalind Picard, Affective Computing GroupMit Media Lab
Blood Volume Pressure(BVP) earring
Galvanic SkinResponse
(GSR) ringsand bracelet
CS447/ME325 - Terry Winograd – 1/11/04
• Design by doing– Clarify goals and requirements– “Reflective conversation with the materials”
• Give users the experience of use– Look and feel
• Test specific aspects– Compare alternatives– Make changes
• Show feasibility for buy-in– Proof of concept– Manage expectations
CS447/ME325 - Terry Winograd – 1/11/04
What to Prototype?
“…Prototypes provide the means forexamining design problems andevaluating solutions. Selecting thefocus of a prototype is the art ofidentifying the most important opendesign questions.”
Houde and Hill – What do Prototypes Prototype?
CS447/ME325 - Terry Winograd – 1/11/04
Design Process
OBSERVE
VISUALIZE
PROTOTYPEEVALUATE
UNDERSTAND IMPLEMENT
CS447/ME325 - Terry Winograd – 1/11/04
Iterative Prototyping
• Quality is a function of the number ofiterations and refinements a designundergoes before it hits the street.
• To get a good idea, get lots of ideas.
• Enlightened trial and error is betterthan than the planning of a flawlessintellect.
CS447/ME325 - Terry Winograd – 1/11/04
FAIL EARLY
(Cost of failure vs. project time curve)
From Hans Haenlein, IDEO
CS447/ME325 - Terry Winograd – 1/11/04
FAIL OFTEN
(Risk vs. iteration curve)From Hans Haenlein, IDEO
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3 stages of prototyping
LOW RESOLUTION
project time
EVOLVE VALIDATE
# of ideas
prototype driven specs ?} HIGH RESOLUTIONspec driven prototypes
INSPIRE
From Hans Haenlein, IDEO
CS447/ME325 - Terry Winograd – 1/11/04
CS447/ME325 - Terry Winograd – 1/11/04
• Sketches• Diagrams & Frameworks• Hand Made Constructions• Machined Constructions• Virtual Models• Graphics• Packaging• Spaces• Role Play, Experiences• Video• …
What can be a Prototype?
CS447/ME325 - Terry Winograd – 1/11/04
Prototypes
• Look like…
• Work like…
• Experience like …..
CS447/ME325 - Terry Winograd – 1/11/04
– Work with artifacts
– Understand roles and contextFocus on concepts, not detailLow investment in status quo
Openness to change
CS447/ME325 - Terry Winograd – 1/11/04
CS447/ME325 - Terry Winograd – 1/11/04
Paper Prototype
http://www.mindspring.com/~bryce_g/projects/lo_fi.html
CS447/ME325 - Terry Winograd – 1/11/04
Low-Fidelity Prototype
http://bmrc.berkeley.edu/courseware/cs160/fall99/projects/t4/body/low-fi/
CS447/ME325 - Terry Winograd – 1/11/04
CS447/ME325 - Terry Winograd – 1/11/04
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Flow Diagrams
From a previous cs147 project…
CS447/ME325 - Terry Winograd – 1/11/04
• HTML, XML, CSS…
• Javascript, Web 2.0, AJAX…
• Dreamweaver, FrontPage, …
• Flash, …
• Ruby on Rails,…
CS447/ME325 - Terry Winograd – 1/11/04
Components of Usability
• Guessability• Learnability• Retention• Error protection• Experienced User Performance• Supportability• Transfer• Delight
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• Simple and natural dialogue• Speak the users’ language• Minimize the users’ memory load• Consistency• Feedback• Clearly marked exits• Shortcuts• Good error messages• Prevent errors• Help and documentation
CS447/ME325 - Terry Winograd – 1/11/04
References
• Donald A. Norman, The Design of Everyday Things, Basic Books, 1990• Patrick W. Jordan, An Introduction to Usability, Taylor and Francis, 1998• Hugh Beyer and Karen Holtzblatt, Contextual Design, Morgan Kafmann, 1998• Jakob Nielsen, Usability Engineering, Academic Press, 1993• Joseph Dumas and Janice Redish, A Practical Guide to Usability Testing, Ablex, 1993• Jonathan Grudin, The Case Against User Interface Consistency, CACM 32:20, 1989,
1164-73.• Terry Winograd (ed.), Bringing Design to Software, Addison Wesley, 1996