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Human Computer Interaction

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Human Computer Interaction (CS408)
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Lecture
12
Lecture 12. Design Principles
Learning Goals
As the aim of this lecture is to introduce you the study of Human Computer
Interaction, so that after studying this you will be able to:
Understand conceptual models
·
Discuss design principles
·
Conceptual Model
"The most important thing to design is the user's conceptual model. Every thing else
should be subordinated to making that model clear, obvious, and substantial. That is
almost exactly the opposite of how most software is designed." (David Liddle)
By a conceptual model is meant:
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.
To develop a conceptual model involves envisioning the proposed product, based on
the user's needs and other requirements identified. To ensure that it is designed to be
understandable in the manner intended requires doing iterative testing of the product
as it is developed.
A key aspect of this design process is initially to decide what the user will be doing
when carrying out their tasks. For example, will they be primarily searching for
information, creating documents, communicating with other users, recording events,
or some other activity? At this stage, the interaction mode that would best supports
this need to be considered. For example, would allowing the users to browse be
appropriate, or would allowing them to ask questions directly to the system in their
native language be more affective? Decision about which kind of interaction style use
(e.g., whether to use a menu-based system, speech inputs, commands) should be made
in relation to the interaction mode. Thus, decision about which mode of interaction to
support differ from those made about which style of interaction to have; the former
being at a higher level of abstraction. The former are also concerned with determining
the nature of the users' activities to support, while the later are concerned with the
selection of specific kinds of interface.
Once a set of possible ways of interacting with interactive system has been identified,
the design of the conceptual modal then needs to be thought through in term of actual
concrete solution. This entail working out the behavior of the inter face, the particular
interaction style that will be used, and the "look and feel" of the interface. At this
stage of "fleshing out," it is always a good idea to explore a number of possible
designs and to assess the merits and problems of each one.
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Another way of designing an appropriate conceptual model is to interface metaphor
this can provide a basic structure for the conceptual model that is couched in
knowledge users are familiar with. Examples of well-known interface metaphors are
the desktop and search engines
Software has a behavioral face it shows to the world that is created by the
programmer or designer. This representation is not necessarily an accurate description
of what is really going on inside the computer, although unfortunately, it frequently is.
This ability to represent the computer functioning independent of its true actions is far
more pronounced in software than in any other medium. It allows a clever designer to
hide some of the more unsavory facts of how the software is really getting the job
done. This disconnection between what is implemented and what it offered as
explanation gives rise to a third model in the digital world, the designer's represented
model--the way the designer chooses to represent a program's functioning to the
user. Donald Norman refers to this simply as the designer's model.
In the world of software, a program's represented model can be quite different from
the actual processing structure of the program. For example, an operating system can
make a network file server look as though it were a local disk. The model does not
represent the fact that the physical disk drive may be miles away. This concept of the
represented model has no widespread counterpart in the mechanical world. The
representation between the three models is shown in Figure.
The closer the represented model comes to the user's mental model, the easier he will
find the program to use and to understand. Generally, offering a represented model
that follows the implementation model too closely significantly reduces the user's
ability to learn and use the program, assuming that the user's mental model of his
tasks differs from the implementation model of the software.
We tend to form mental models that are simpler than reality; so if we create
represented models that are simpler than the actual implementation model, we help
the user achieve a better understanding. Pressing the brake pedal in your car, for
example, may conjure a mental image of pushing a lever that rubs against the wheels
to slow you down. The actual mechanism includes hydraulic cylinders, tubing, and
metal pads that squeeze on a perforated disk, but we simplify all that out of our minds,
creating a more effective, albeit less accurate, mental model. In software, we imagine
that a spreadsheet scrolls now cells into view when we click on the scrollbar. Nothing
of the sort actually happens. There is no sheet of cells out there, but a tightly packed
data structure of values, with various pointers between them, from which the program
synthesizes a new image to display in real-time.
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Another important thing is that there are several gulfs that separate mental states from
physical ones. Each gulf reflects one aspect of the distance between the mental
representation of the person and the physical components and states of the
environment. And these gulfs present major problems for users.
The Gulf of Execution
Does the system provide actions that correspond to the intentions of the person? The
difference between the intentions and allowable actions is the gulf of execution. One
measure of this gulf is how well the system allows the person to do the intended
actions directly, without extra effort: do the action provided by the system match
those intended by the person?
The Gulf of Evaluation
Does the system provide a physical representation that can be directly perceived and
that is directly interpretable in terms of the intentions and expectations of the person?
The Gulf of evaluation reflects the amount of effort that the person must exert to
interpret the physical state of the system and to determine how well the expectations
and intentions have been met. The gulf is small when the system provides information
about its state in a form that is easy to get, is easy to interpret, and matches the way
the person thinks of the system.
Goals
The Seven Stages of Action as Design
aids
Intention to act
Evaluation of the
The seven-stage structure can be a valuable
Interpretations
design aid, for it provides a basic checklist
of questions to ask to ensure that the Gulfs
of evaluation and execution are bridged.
sequence of
Interpreting the
actions
perception
In general each stage of action requires its
own special design strategies and, in turn,
provides its own opportunity for disaster. It
execution of
Perceiving the state
would be fun were it not also so frustrating,
The action sequence
of the world
to look over the world and gleefully analyze
each deficiency. On the whole, as you can
see in figure the questions for each stage are
relatively simple. And these, in turn, boil
down to the principles of good design.
Principles of good design are discussed
THE WORLD
bellow.
Design Principles
12.1
A number of design principles have been promoted. The best known are concerned
with how to determine what users should see and do when carrying out their tasks
using an interactive product. Here we briefly describe the most common ones
Visibility
·
Affordance
·
Constraints
·
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Mapping
·
Consistency
·
Feedback
·
Visibility
The more visible functions are, the more likely users will be able to know what to do
next. In contrast, when functions are "out of sight," it makes them more difficult to fid
and knows how to use. Norman describes the controls of a car to emphasize this point.
The controls for different operations are clearly visible (e.g., indicator, headlights,
horn, hazard warning lights), indicating what can be done. The relationship between
the way the controls have been positioned in the car and what they do makes it easy
for the deriver to find the appropriate control for the task at hand. For example, one
problem that I often encounter, in word processing software I often needed to set the
properties of a word document. For this logically option of properties should be in the
File menu, and I have often seen it there. But once, I opened the file menu I could not
find it there, I was confused. Look at the figure
In confusion, I looked through all the menus but in vain. At last, surprisingly I was
again looking at the file menu when I noticed the arrow at the bottom of the menu,
when I clicked on that I was able to see that option again on the menu. Look at the
figure bellow.
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Affordance
Affordance is a term used to refer to an attribute of an object that allows people to
know how to use it. For example, a mouse button invites pushing by the way it is
physically constrained in its plastic shell. At a very simple level, to afford means "to
give a clue." When the affordances of a physical object are perceptually obvious it is
easy to know how to interact with it. For example, a door handle affords pulling, a
cup handle affords grasping, and a mouse button affords pushing. Norman introduced
this concept in the late 80s in his discussion of the design of everyday objects. Since
then, it has been much popularized, being what can be done to them. For example,
graphical elements like button, icon, links, and scroll bars are talked about with
respect to how to make it appear obvious how they should be used: icons should be
designed to afford clicking, scroll bars to afford moving up and down, buttons to
afford pushing.
There are two kind of affordance:
·  Perceived
Real
·
Real
Physical objects are said to have real affordances, like grasping, that are perceptually
obvious and do not have to be learned.
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Perceived
User interfaces that are screen-based are virtual and do not make sense to try to design
for real affordances at the interface---except when designing physical devices, like
control consoles, where affordance like pulling and pressing are helpful in guiding the
user to know what to do. Alternatively screen based interfaces are better
conceptualized as perceived affordances, which are essentially learned conventions.
Constraints
The design concept of constraining refers to determining ways of restricting the kind
of user interaction that can take place at a given moment. There are various ways this
can be achieved. A common design practice in graphical user interfaces is to
deactivate certain menu options by shading them, thereby restricting the user to only
actions permissible at that stage of the activity. One of the advantages of this form of
constraining is it prevents the user from selecting incorrect options and thereby
refuses the chances of making a mistake. The use of different kinds of graphical
representations can also constrain a person's interpretation of a problem or
information space. For example flow chart diagram show which objects are related to
which thereby constraining the way the information can be perceived.
Norman classified constraints into three categories: physical, logical, and cultural.
Physical constraints
Physical constraints refer to the way physical objects restrict the movement of things.
For example, the way a external disk can be placed into a disk drive is physically
constrained by its shape and size, so that it can be inserted in only one way. Likewise,
keys on a pad can usually be pressed in only one way.
Logical constraints
Logical constraints rely on people's understanding of the way the world works. They
rely on people's common-sense reasoning about actions and their consequences.
Picking up a physical marble and placing it in another location on the phone would be
expected by most people to trigger something else to happen. Making actions and
their effects obvious enables people to logically deduce what further actions are
required. Disabling menu options when not appropriate for the task in hand provides
logical constraining. It allows users to reason why (or why not) they have been
designed this way and what options are available.
Culture constraints
Culture constraints rely on learned conventions, like the use of red for warning, the
use of certain kinds of signals for danger, and the use of the smiley face to represent
happy emotions. Most cultural constraints are arbitrary in the sense that their
relationship with what is being represented is abstract, and could have equally
evolved to be represented in another form (e.g., the use of yellow instead of red for
warning). Accordingly, they have to be learned. Once learned and accepted by a
cultural group, they become universally accepted conventions. Two universally
accepted interface conventions are the use of windowing for displaying information
and the use icons on the desktop to represent operations and documents.
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Example of logical constraints
Mapping
This refers to the relationship between controls and their effects in the world. Nearly
all artifacts need some kind of mapping between controls and effects, whether it is a
flashlight, car, power plant, or cockpit. An example of a good mapping between
controls are effect is the up and down arrows used to represent the up and down
movement of the cursor, respectively, on a computer keyboard. The mapping of the
relative position of controls and their effects is also important. Consider the various
musical playing devices. How are the controls of playing rewinding, and fast forward
mapped onto the desired effects? They usually follow a common convention of
providing a sequence of buttons,
with the play button in the middle, the rewind button on the left and the fast-forward
on the right. This configuration maps directly onto the directionality of the actions.
Figure a
Figure b
Imagine how difficult it would be if the mapping in figure (a) were used.
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Consistency
This refers to designing interfaces to have similar operations and use similar elements
for achieving similar tasks. In particular, a consistent interface is one that follows
rules, such as using the same operation to select all objects. For example, a consistent
operation is using the same input action to highlight any graphical object at the
interfaces, such as always clicking the left mouse button. Inconsistent interfaces, on
the other hand, allow exceptions to a rule. An example of this is where certain
graphical objects (e.g., email messages presented in a table) can be highlighted using
the right mouse button, while all other operations are highlighted using the left button.
A problem with this kind of inconsistency is that is quite arbitrary, making it difficult
for users to remember and making the users more prone to mistakes.
On of the benefits of consistent interfaces, therefore, is that they are easier to learn
and use. Users have to learn only a single mode of operation that is applicable to all
objects. This principle worked well for simple interfaces with limited operations, like
mini CD player with small number of operations mapped onto separate buttons. Here
all the user has to do is learn what each button represents and select accordingly.
However, it can be more problematic to apply the concept of consistency to more
complex interfaces, especially when many different operations need to be designed
for. For example, consider how to design an interface for an application that offers
hundreds of operations. There is simply not enough space for a thousand buttons, each
of which maps onto an individual operation. Even if there were, it would be extremely
difficult and time consuming for the user to search through them all to find the desired
operation.
A much more effective design solution is to create categories of commands that can
be mapped into subsets of operations. For the word-processing application, the
hundreds of operation available are categorized into subsets of different menus. All
commands that are concerned with file operations are placed together in the same file
menu.
Another problem with consistency is determining what aspect of an interface to make
consistent with what else. There are often many choices, some of which can be
inconsistent with other aspects of the interface or ways of carrying out actions.
Consider the design problem of developing a mechanism to let users lock their files
on a shared server. Should the designer try to design it to be consistent with the way
people lock things in the outside world (called external consistency) or with the way
they lock objects in the existing system (called internal consistency)? However, there
are many different ways of locking objects in the physical world (e.g., placing in a
safe, using a padlock,
using a key, using a child safety lock), just as there are different ways of locking
electronically. The problem facing designer is knowing which one to be consistent
with.
Feedback
Related to the concept of visibility is feedback. This is best illustrated by an analogy
to what everyday life would be like without it. Imagine trying to play a guitar, slice
bread using knife, or write a pen if none of the actions produced any effect for several
seconds. There would be an unbearable delay before the music was produced, the
bread was cut, or the words appeared on the paper, making it almost impossible for
the person to continue with the next strum, saw, or stroke.
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Feedback is about sending back information about what action has been done and
what has been accomplished, allowing the person to continue with the activity.
Various kinds of feedback are available for interaction design--audio, tactile, verbal,
visual, and combinations of these. Deciding which combinations are appropriate for
different kinds of activities and interactivities is central. Using feedback in the right
way can also provide the necessary visibility for user interaction.
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Table of Contents:
  1. RIDDLES FOR THE INFORMATION AGE, ROLE OF HCI
  2. DEFINITION OF HCI, REASONS OF NON-BRIGHT ASPECTS, SOFTWARE APARTHEID
  3. AN INDUSTRY IN DENIAL, SUCCESS CRITERIA IN THE NEW ECONOMY
  4. GOALS & EVOLUTION OF HUMAN COMPUTER INTERACTION
  5. DISCIPLINE OF HUMAN COMPUTER INTERACTION
  6. COGNITIVE FRAMEWORKS: MODES OF COGNITION, HUMAN PROCESSOR MODEL, GOMS
  7. HUMAN INPUT-OUTPUT CHANNELS, VISUAL PERCEPTION
  8. COLOR THEORY, STEREOPSIS, READING, HEARING, TOUCH, MOVEMENT
  9. COGNITIVE PROCESS: ATTENTION, MEMORY, REVISED MEMORY MODEL
  10. COGNITIVE PROCESSES: LEARNING, READING, SPEAKING, LISTENING, PROBLEM SOLVING, PLANNING, REASONING, DECISION-MAKING
  11. THE PSYCHOLOGY OF ACTIONS: MENTAL MODEL, ERRORS
  12. DESIGN PRINCIPLES:
  13. THE COMPUTER: INPUT DEVICES, TEXT ENTRY DEVICES, POSITIONING, POINTING AND DRAWING
  14. INTERACTION: THE TERMS OF INTERACTION, DONALD NORMAN’S MODEL
  15. INTERACTION PARADIGMS: THE WIMP INTERFACES, INTERACTION PARADIGMS
  16. HCI PROCESS AND MODELS
  17. HCI PROCESS AND METHODOLOGIES: LIFECYCLE MODELS IN HCI
  18. GOAL-DIRECTED DESIGN METHODOLOGIES: A PROCESS OVERVIEW, TYPES OF USERS
  19. USER RESEARCH: TYPES OF QUALITATIVE RESEARCH, ETHNOGRAPHIC INTERVIEWS
  20. USER-CENTERED APPROACH, ETHNOGRAPHY FRAMEWORK
  21. USER RESEARCH IN DEPTH
  22. USER MODELING: PERSONAS, GOALS, CONSTRUCTING PERSONAS
  23. REQUIREMENTS: NARRATIVE AS A DESIGN TOOL, ENVISIONING SOLUTIONS WITH PERSONA-BASED DESIGN
  24. FRAMEWORK AND REFINEMENTS: DEFINING THE INTERACTION FRAMEWORK, PROTOTYPING
  25. DESIGN SYNTHESIS: INTERACTION DESIGN PRINCIPLES, PATTERNS, IMPERATIVES
  26. BEHAVIOR & FORM: SOFTWARE POSTURE, POSTURES FOR THE DESKTOP
  27. POSTURES FOR THE WEB, WEB PORTALS, POSTURES FOR OTHER PLATFORMS, FLOW AND TRANSPARENCY, ORCHESTRATION
  28. BEHAVIOR & FORM: ELIMINATING EXCISE, NAVIGATION AND INFLECTION
  29. EVALUATION PARADIGMS AND TECHNIQUES
  30. DECIDE: A FRAMEWORK TO GUIDE EVALUATION
  31. EVALUATION
  32. EVALUATION: SCENE FROM A MALL, WEB NAVIGATION
  33. EVALUATION: TRY THE TRUNK TEST
  34. EVALUATION – PART VI
  35. THE RELATIONSHIP BETWEEN EVALUATION AND USABILITY
  36. BEHAVIOR & FORM: UNDERSTANDING UNDO, TYPES AND VARIANTS, INCREMENTAL AND PROCEDURAL ACTIONS
  37. UNIFIED DOCUMENT MANAGEMENT, CREATING A MILESTONE COPY OF THE DOCUMENT
  38. DESIGNING LOOK AND FEEL, PRINCIPLES OF VISUAL INTERFACE DESIGN
  39. PRINCIPLES OF VISUAL INFORMATION DESIGN, USE OF TEXT AND COLOR IN VISUAL INTERFACES
  40. OBSERVING USER: WHAT AND WHEN HOW TO OBSERVE, DATA COLLECTION
  41. ASKING USERS: INTERVIEWS, QUESTIONNAIRES, WALKTHROUGHS
  42. COMMUNICATING USERS: ELIMINATING ERRORS, POSITIVE FEEDBACK, NOTIFYING AND CONFIRMING
  43. INFORMATION RETRIEVAL: AUDIBLE FEEDBACK, OTHER COMMUNICATION WITH USERS, IMPROVING DATA RETRIEVAL
  44. EMERGING PARADIGMS, ACCESSIBILITY
  45. WEARABLE COMPUTING, TANGIBLE BITS, ATTENTIVE ENVIRONMENTS