Virtual University HumanComputer Interaction Lecture 12 Design Principles
- Slides: 50
Virtual University Human-Computer Interaction Lecture 12 Design Principles Imran Hussain University of Management and Technology (UMT) 1 Virtual University - Human Computer Interaction © Imran Hussain | UMT
In the Last Lecture • Mental Models – How mental models are formed, applied, developed? • Blaming • Nature of Goals • Structure of Actions – Cycle of Action, 7 Stages of an Action – Stages of execution, evaluation • Errors • Emotions 2 Virtual University - Human Computer Interaction © Imran Hussain | UMT
In Today’s Lecture • Conceptual Models • Visibility • Affordance • Constraints • Mapping • Consistency • Feedback 3 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Mental Models and Conceptual Models Mental Model Object Perceive Design Conceptual Model Interact User (Uses object) 4 Virtual University - Human Computer Interaction Designer (Designs object) © Imran Hussain | UMT
User Model, Conceptual Model and System Image (Implementation Model) Mental Model System Design User Model Designer Model (Represented Model) Interact User (Uses system) 5 Conceptual Model Perceive Virtual University - Human Computer Interaction Designer (Designs system) © Imran Hussain | UMT
User Model, Conceptual Model and System Image • Design Model – Designer’s conceptual model • User’s Model – Mental Model • System Image – Results from physical structure that has been built • Documentation • Instructions • Labels, etc. 6 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Conceptual Model • “A description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended. ” • “The way designers choose to represent the working of the program to the user. ” 7 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Conceptual Models and Designers • Designer does not talk directly with user – Communication via SYSTEM IMAGE • If SYSTEM IMAGE does not make DESIGN MODEL clear and consistent, then user will have wrong USER MODEL NOT clear and consistent User Model System Image Faulty System User 8 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Fallacy of Designers • Designer’s expect USER MODEL to be the same as the DESIGN MODEL 9 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Conceptual Model Example • Reverse gear in car 1 10 3 My mental model 2 4 R 1 3 R 2 4 Gear needs to Be pushed down then switched to reverse position Car’s Conceptual model Virtual University - Human Computer Interaction © Imran Hussain | UMT
What Designers Should Aim For • Match CONCEPTUAL MODEL with MENTAL MODELS of users 11 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Gulfs of Execution and Evaluation • People DO NOT have difficulty with: – Understanding of goal • People DO have difficulty with: – Determining relationship between intended actions and mechanisms of a system – Determining functions of controls – Determining relationship between specific manipulations and functions in each controls – Determining intended actions were done successfully 12 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Gulfs of Execution and Evaluation PHYSICAL MENTAL Intentions and Representations Relationship ? Actions and States • Gulf of Execution – Difference between intentions and allowable actions • Gulf of Evaluation – Amount of effort a person must exert to interpret the physical state of the system and determine how well the expectations and intentions have been met 13 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Bridging Gulfs of Execution and Evaluation • Use 7 Stages of Action as basic checklist to bridge gulfs – Use design principles and good conceptual model 14 Virtual University - Human Computer Interaction © Imran Hussain | UMT
7 Stages of Action Goals Intention to act Execute Evaluation of the Interpretations sequence of actions Interpreting the perception execution of The action sequence Perceiving the state of the world Evaluate THE WORLD 15 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Visibility • Correct parts must be visible • More visible functions are, more likely users will be able to know what to do next • “Out of sight” functions make them difficult to use and find • Make relevant parts visible • This critical principle violated again and again in everyday things – Crucial parts carefully hidden away 16 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Visibility – Bad Example • Swinging doors in post office – 2 sets of row of 6 glass swinging doors 1. Door opens 2. Door remains closed 3. Door remains closed 17 Virtual University - Human Computer Interaction Swinging Door • No plates • No bars • No lines • No handles • No supporting pillars © Imran Hussain | UMT
Visibility – Good Example • Controls on a car • Controls for different operations – – 18 Indicators Headlights Horn Hazard lights Virtual University - Human Computer Interaction © Imran Hussain | UMT
Visibility Example • Modern Telephone This is a control panel for an elevator. • How does it work? • Push a button for the floor you want? • Nothing happens. Push any other button? Still nothing. What do you need to do? It is not visible as to what to do! 19 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Visibility Example you need to insert your room card in the slot by the buttons to get the elevator to work! How would you make this action more visible? • make the card reader more obvious • provide an auditory message, that says what to do (which language? ) • provide a big label next to the card reader that flashes when someone enters • make relevant parts visible • make what has to be done obvious 20 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Visibility Example • Many do not have large enough display • Forget sequence of steps, what was entered before, and what to do next • Better to have television on-screen programming • Other Examples – Song title for CDs – Names of Television Programs – Cooking information for foods on food containers 21 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Visibility Example • Disappearing option on menu bar e. g. , File > Properties 22 Virtual University - Human Computer Interaction Before © Imran Hussain | UMT
Visibility Example After 23 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Affordance • The presence and actual properties of a thing – These properties determine how the things could be used • Attribute of an object that allows people to know how to use it • To Afford - to give a clue • If affordances of a physical object are perceptually obvious, it is easy to know how to interact with it. 24 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Affordance - Examples Sitting pushing pulling 25 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Affordance - Examples Bouncing Solidity, Support 26 Virtual University - Human Computer Interaction Inserting Turning © Imran Hussain | UMT
Affordance in Software (UI) Types of Affordance Real (physical objects) perceptually obvious Perceived (virtual objects) • • • Not perceptually obvious Arbitrary in nature e. g, button does (a) _______ or (b) _______ Learned conventions Should not design for real affordance at interface 27 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Affordance in UI • Interface elements design – Icons – Scroll bars – Button 28 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Affordance in UI • Hyperlinks – underlined (web) • Button – 3 D (software, web) 29 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Constraints • “Restricting the kind of user interaction that can take place at a given moment in time” • Prevents user from taking the wrong actions 30 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Types of Constraints • Physical • Logical • Cultural 31 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Physical Constraints • Refer to the way physical objects restrict the movement of things – E. g. only one way you can insert a key into a lock • How many ways can you insert a CD or DVD disk into a computer? • How physically constraining is this action? • How does it differ from the insertion of a floppy disk into a computer 32 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Logical Constraints • Exploits people’s everyday common sense reasoning about the way the world works • An example is they logical relationship between physical layout of a device and the way it works as the next slide illustrates 33 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Logical or Ambiguous Design? • Where do you plug the mouse? • Where do you plug the keyboard? • top or bottom connector? • Do the color coded icons help 34 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Designing them More Logically (i) A provides direct adjacent mapping between icon and connector (ii) B provides colour coding to associate the connectors with the labels 35 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Cultural Constraints • Learned arbitrary conventions like red triangles for warning • Can be universal or culturally specific 36 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Which are Universal Which are Culturally. Specific? 37 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Constraints in UI • Deactivating menu options by shading them 38 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Mapping • Relationship between controls and their effects in the world • Why is this a poor mapping of control buttons? 39 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Mapping • Why is this a better mapping? • The control buttons are mapped better onto the sequence of actions of fast rewind, play and fast forward – Map configuration onto directionality of actions 40 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Activity on Mappings • Which controls go with which rings (burners)? A 41 B Virtual University - Human Computer Interaction C D © Imran Hussain | UMT
Why is this a Better Design? 42 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Mapping Example 43 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Consistency • Design interfaces to have similar operations and use similar elements for similar tasks • For example: – always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S, ctrl+O • Main benefit is consistent interfaces are easier to learn and use 44 Virtual University - Human Computer Interaction © Imran Hussain | UMT
When Consistency Breaks Down • What happens if there is more than one command starting with the same letter? – e. g. save, spelling, select, style • Have to find other initials or combinations of keys, thereby breaking the consistency rule – E. g. ctrl+S, ctrl+Sp, ctrl+shift+L • Increases learning burden on user, making them more prone to errors 45 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Internal and External Consistency • Internal consistency refers to designing operations to behave the same within an application – Difficult to achieve with complex interfaces • External consistency refers to designing operations, interfaces, etc. , to be the same across applications and devices – Very rarely the case, based on different designer’s preference 46 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Keypad Numbers Layout • A case of external inconsistency (a) phones, remote controls 1 4 2 5 3 6 7 8 9 4 5 6 7 8 9 1 0 2 3 0 47 (b) calculators, computer keypads Virtual University - Human Computer Interaction © Imran Hussain | UMT
Feedback • Sending information back to the user about what has been done • Includes sound, highlighting, animation and combinations of these – e. g. when screen button clicked on provides sound or red highlight feedback: “ccclichhk” 48 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Using 7 Stages of Action as Checklist to Bridge Gulfs of Execution and Evaluation Goals (Determine function of device? ) Intention to act (Tell what actions are possible? ) Evaluation of the interpretations (Tell if system is in desired state? ) Sequence of actions (Determining mapping from intention to physical movement? ) Interpreting the perception (Determine mapping from system state to interpretation? ) Perceiving the state of the world (Tell what state the system is in? ) Execution of the action sequence (Perform the action sequence? ) THE WORLD 49 Virtual University - Human Computer Interaction © Imran Hussain | UMT
Design Guidelines • Useful feedback in response to user input • Easy-to-understand intuitive ways of interacting with the system • Clear and easy-to-follow instructions • Appropriate online help and tutorials • Context-sensitive guidance for users 50 Virtual University - Human Computer Interaction © Imran Hussain | UMT
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