Understanding Experience in Interactive Systems MODELS OF INTERACTION
- Slides: 52
Understanding Experience in Interactive Systems
MODELS OF INTERACTION terms of interaction Norman model
Some terms of interaction domain – the area of work under study e. g. graphics design goal – what you want to achieve e. g. create a solid red triangle task – how you go about doing it – ultimately in terms of operations or actions e. g. … select fill tool, click over triangle Note … § traditional interaction … § use of terms differs a lot especially task/goal !!!
Donald Norman’s model § Seven stages § § § § user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal § Norman’s model concentrates on user’s view of the interface
execution/evaluation loop goal execution evaluation system § § § § user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal
execution/evaluation loop goal execution evaluation system § § § § user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal
execution/evaluation loop goal execution evaluation system § § § § user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal
execution/evaluation loop goal execution evaluation system § § § § user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal
Using Norman’s model Some systems are harder to use than others Gulf of Execution user’s formulation of actions ≠ actions allowed by the system Gulf of Evaluation user’s expectation of changed system state ≠ actual presentation of this state
Human error - slips and mistakes slip understand system and goal correct formulation of action incorrect action mistake may not even have right goal! Fixing things? slip – better interface design mistake – better understanding of system
INTERACTION STYLE dialogue … computer and user distinct styles of interaction
Common interaction styles § § § § command line interface menus natural language question/answer and query dialogue form-fills and spreadsheets WIMP point and click three–dimensional interfaces
Command line interface § Way of expressing instructions to the computer directly § function keys, single characters, short abbreviations, whole words, or a combination § § suitable for repetitive tasks better for expert users than novices offers direct access to system functionality command names/abbreviations should be meaningful! Typical example: the Unix system
Menus § Set of options displayed on the screen § Options visible § less recall - easier to use § rely on recognition so names should be meaningful § Selection by: § numbers, letters, arrow keys, mouse § combination (e. g. mouse plus accelerators) § Often options hierarchically grouped § sensible grouping is needed § Restricted form of full WIMP system
Natural language § Familiar to user § speech recognition or typed natural language § Problems § vague § ambiguous § hard to do well! § Solutions § try to understand a subset § pick on key words
Query interfaces § Question/answer interfaces § user led through interaction via series of questions § suitable for novice users but restricted functionality § often used in information systems § Query languages (e. g. SQL) § used to retrieve information from database § requires understanding of database structure and language syntax, hence requires some expertise
Form-fills § § Primarily for data entry or data retrieval Screen like paper form. Data put in relevant place Requires § good design § obvious correction facilities
Spreadsheets § first spreadsheet VISICALC, followed by Lotus 1 -2 -3 MS Excel most common today § sophisticated variation of form-filling. § grid of cells contain a value or a formula § formula can involve values of other cells e. g. sum of all cells in this column § user can enter and alter data spreadsheet maintains consistency
WIMP Interface Windows Icons Menus Pointers … or windows, icons, mice, and pull-down menus! § default style for majority of interactive computer systems, especially PCs and desktop machines
Point and click interfaces § used in. . § multimedia § web browsers § hypertext § just click something! § icons, text links or location on map § minimal typing
Three dimensional interfaces § virtual reality § ‘ordinary’ window systems § highlighting § visual affordance § indiscriminate use just confusing! § 3 D workspaces flat buttons … click me! § use for extra virtual space § light and occlusion give depth § distance effects … or sculptured
THREE LEVELS OF DESIGN visceral | behavioural | reflective
THREE LEVELS of design visceral | behavioural | reflective § Play part in shaping one’s experience § Important § Require a different approach by the designer
VISCERAL DESIGN visceral | behavioural | reflective
QUOTE visceral design “ Package designers and brand managers are looking beyond graphic elements or even the design as a whole to forge an emotional link between consumers and brands ” § The entire success of a product § PACKAGE, not content
BOTTLE OF WATER
VISCERAL DESIGN what? § Is what nature does § Powerful emotional signals from the environment are automatically interpreted at this level § Culturally § Perception of “pretty” Visceral design is all about emotional impact
DOMINATING FACTORS LOOK FEEL SOUND
DOMINATING FACTORS § Physical features LOOK FEEL SOUND § These principles are wired in, consistent across people and cultures
VISCERAL DESIGN where? § Advertising § Folk § Crafts § Children items
VISCERAL DESIGN: how? § About initial reactions § Studied § Putting people in front of a design § Waiting for reactions § What is the reaction the visceral designer strives for? § I want it § What does it do? § How much does it cost?
BEHAVIOURAL DESIGN visceral | behavioural | reflective
BEHAVIOURAL DESIGN “Use and performance” § Four components 1. Function 2. Understandability 3. Usability 4. Physical feel
BEHAVIOURAL DESIGN FUNCTION
FUNCTION § Comes first § Product To fulfil needs § Tricky
TRICKY § Question: what does a product do, what function does it perform? § Answer: it has to fulfil needs § Difficult: why ? § People’s needs are not as obvious as might be thought § Importance for designers Designers have to watch their customers to understand how they will use a product
PRODUCT DEVELOPMENT § Enhancement § = making an existing product or service better § Easiest: comes primarily by watching how people use what exists today § Innovation § = completely new way of doing something that was not possible before § Difficult to access: cannot be evaluated by asking potential customers for their views
CAR CUPHOLDERS
BEHAVIOURAL DESIGN ? UNDERSTANDING
UNDERSTANDING § The secret = to establish a proper conceptual model § Three mental images 1. Designer’s model 2. User’s model 3. System image § = conveyed by the product and written material (advertising and manuals) § The system image of the final design conveys the proper user model
FEEDBACK “Component of understanding” § To give continual feedback § Computer § Amazing: many products give inadequate feedback § To be effective? § Enhance the conceptual model § Indicating precisely § What is happening and what remains to be done?
BEHAVIOURAL DESIGN USABILITY
USABILITY § Complex topic “a product that does what is required and is understandable, may still not be usable” § E. g. guitars, violins, piano § Usage = the critical test of a product: § How well does the product perform? § How comfortable does it feel to use? § Challenge = UNIVERSAL DESIGN
BEHAVIOURAL DESIGN PHYSICAL FEEL
PHYSICAL FEEL matters § Designers worry a lot about the physical feel of their products § Make huge difference in our appreciations § They are critical to our behavioural assessment of a product § Physical feel matters: why? § We are biological creatures: interaction between our sensory systems and the environment
+ BEHAVIOURAL DESIGN + § Human-centered § Understanding and satisfying the needs § Observation § Visceral and behavioural reactions are subconscious § Make us unaware of our true reactions and their causes
REFLECTIVE DESIGN visceral | behavioural | reflective
REFLECTIVE DESIGN what? § Message, culture, meaning of a product § The image we present to others § The essence of reflective design: it’s all in the mind of the beholder
QUESTION function vs fashion
ATTRACTIVENESS <> BEAUTY § Attractiveness § Visceral level § The response is entirely to the surface look of an object § Beauty § Reflective level § It is influenced by knowledge, learning and culture Advertising can work at either the visceral or the reflective level
REFLECTIVE LEVEL product § Shows person’s overall impression § Customer relationships play a major role § A good relationship reverse a negative experience § Is about long-term customer experience § Service § Providing a personal touch § Warm interaction
CONCLUSION § A human-centered approach works well for behavioural design, § but it is not necessarily appropriate for either the visceral or the reflective side § Conclusion § If you want a successful product, test and revise § If you want a product that can change the world: let it be driven by someone with a clear vision
- Understanding experience in interactive systems
- Understanding and conceptualizing interaction
- Psychological noise in communication
- Experience expectant vs experience dependent
- Continuity vs discontinuity
- Direct experience vs indirect experience
- Modelling rich interaction
- Semi modals
- X-plain patient education
- Understanding operating system
- Transalate
- Systems and system models
- Fundamental models in distributed systems
- Physical model in distributed system
- The engineering design of systems: models and methods
- Memory consistency models in distributed systems
- Models and issues in data stream systems
- Decision support systems and intelligent systems
- Dicapine
- Embedded systems vs cyber physical systems
- Engineering elegant systems: theory of systems engineering
- Perspectives on appeasement interactive notebook
- Multimedia becomes interactive multimedia when
- Taba 1962
- Interactive voice response system randomization
- Cogat
- Line interactive ups diagram
- Steiner’s model of group effectiveness
- Strategia didactica
- Nitrogen cycle interactive
- Interactive machine translation
- Interactive ultrasound simulator
- David berlo model
- Metode interactive de predare-invatare invatamant primar
- Metode interactive in gradinita
- Medii grafice interactive de programare
- Your story interactive
- Cs 418 interactive computer graphics
- Glcreatebuffer
- Interactive session poster
- Interactive reading model example
- Interactive notebook table of contents
- Interactive learning statistics
- Interactive input devices
- Interactive furniture placement
- Peas of vacuum cleaner
- Peas for interactive english tutor
- Part picking robot peas
- What is information gathering in system analysis and design
- Impact test demo
- Interactive graphics software and hardware
- Narrative vs story
- Read and write in your notebook