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Human Computer Interaction

The document discusses various topics related to user interface design including: 1. It defines affordance and visibility in user interface design and compares mechanical and digital design. 2. It summarizes Maslow's hierarchy of human needs and Nielsen's five components of usability. 3. It discusses the difference between technology push and user needs-driven design.

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Marie Ashley
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0% found this document useful (0 votes)
113 views

Human Computer Interaction

The document discusses various topics related to user interface design including: 1. It defines affordance and visibility in user interface design and compares mechanical and digital design. 2. It summarizes Maslow's hierarchy of human needs and Nielsen's five components of usability. 3. It discusses the difference between technology push and user needs-driven design.

Uploaded by

Marie Ashley
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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StudyBlue Flashcard Printing of MCI

Explain affordance and visibility in context of user interface design by comparing mechanical and digital design

Visibility: should be obvious what a control is used for. Affordance: should be obvious how a control is used. (From the Design of Everday Things by Donald Norman). Mechanical design tends to be one-function (i.e. appliance)

States that individual's main needs are satisfied in the following sequence:

What is Maslow's Hierarchy of Human Needs?

1. 2. 3. 4. 5.

Physiological Safety Love and belongingness Esteem Self- actualization

usability vs. utility vs. likeability

utility: product can be used for specific goal usability: quality and efficiency with which product can be used likeability: unspecified for many reasons

How does Jakob Nielson define usability?

"Usability is a quality attribute that assesses how easy user interfaces are to use...it also refers to methods for improving "ease-of-use" during design process.

Nielson's 5 core components of usability

learnability: how easy to use on the first time? efficiency: how quickly can users perform tasks? memorability: how easy to restablish proficiency? errors: how many/how severe/how recoverable? satisfaction: how pleasant to use?

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technology push vs. user needs

A technology push is technologies that create user needs, i.e. technologies that are pushed onto market without considering whether it satisfies a user need. (IPad, Mouse, etc). Successful technologies create applications that fulfill user needs

Why is Maslow's hierarchy of eeds potentially useful for user interface design?

User needs are often abstract and hence guidance for concrete implementation is often limited.

Four basic activities of interaction design?

1.Identifying needs and establishing requirements Including usability requirements 2. Developing alternative designs 3. Building interactive versions of the designs 4. Evaluating designs

Factors influencing UX

product design context of use user's skills and expectations users may be wrong may be resistent to change may expect disadvantages

Problems of usercentered design

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9241-210 human-centered design lifecycle model

see slides 71-72, folien1.pdf

4 principles of ISO 9241-210 human-centered design

active involvement of users appropriate allocation of function between users and technology iteration of design solutions multi-discplinary design LUCID = logical, user-centered, interaction design 1. envision - deveoped UI roadmap, product concept, constraints, objectives 2. analyze - analyze needs and specify requirements 3. design- create protoype 4. refine - test prototype 5. implement - late-stage design changes 6. support - gather data for next version

6 stages of LUCID Framework?

define user experience (UX)

a person's perceptions and responses that result from the use or anticipated use of a product, system, or service (ISO 9241210:2008 definition)

basic misconceptions
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if I (the developer) can use it, so can everyone else if our non-tech staff can use it, so can everyone else

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of user interfaces

good UI are applied common sense a system is usable if all style guidlines are met

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what can we learn from the notion of "experience economy" for UI design?

see Folien1.pdf, slides 50-51

principles that lead for a "useful and easy to use of computer systems" according to Gould and Lewis (1985)

early focus on users and tasks empirical measurement iterative design


Douglas Engelbart and mouse Ivan Sutherland and Sketchpad (beginning of OOP concepts) Vannevar Bush and Memex (influenced Engelbart's work on mouse and Nelson's work on hypertext links) alan kay and dynabook 1. 2. 3. 4. 5. 6. 7. 8. strive for consistency cater to universal usability offer informative feedback design dialogs to yield closure prevent errors permit easy reversal of actions support internal focus of control reduce short term memory load

pioneers of interactive systems

Shneiderman 8 Golden Rules

define description error

occurs when you carry out correct action, but on the wrong object. one action but several possibilities...(usually occurs when distracted or objects in close proximity...clicking minimize instead of clicking to close a window)

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Limitations of human processor model

based on modeling mental activities that happen exclusively inside the head- does not adequately account for how people interact with computers and other devices in the real world

Model Human Processor

most influential model of user interaction used in GOMS analysis 3 interacting subsystems: cognitive, perceptual, & motor each with processor and memory serial and parallel processing

Which basic thesis does Don Norman support in his book, Emotional User Interfaces: Why we love or hate things?"

attractive things work better. Emotional system changes how the cognitive system operates. So, if aesthetics change our emotional state, then attractive things help us use things more easily. the visceral level, the behavioral level, and reflective level require different design styles.

cocktail party phenonmenonmenon

selective listening: being able to focus one's auditory attention on a particular stimulus, like how you can focus on a single convo in a noisy room

Mistakes vs. Slips

Mistakes -- errors in choosing an objective or in specifying a means of achieving goals. (deciding not study and failing)Slips -- errors in carrying out an intended means for reaching an objective (Meaning to study, but forgetting the book)

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types of slips

capture errors - two action sequences have commoninitial stages description error: two objects are physically aike enough to mess up data-driven error: recalling the wrong piece of data, confusing numbers associatve activation error: event activates a similar but wrong response understand causes of error and try to minimize them make it possible to undo actions make it easier to discover when errors occur and make them easy to fix think of tasks as imperfect approximations of what user wants to do

design should allow for human error by doing....(according to don norman)

horizontal prototype

first in a series of iterative prototypes. defines scope of the system and provides for early detection of missed requirements

vertical prototype

expands on horizontal prototype, building selected core functions to a sufficient level of detail. "proof-ofconcept". details of function/feature are shown or implemented can be used in early or late design stages. focus groups tend to become influenced by dominant people focus group results are not generalizable focus groups may have difficulty discussing sensitive topics (UI

problems that could arise from


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focus groups

design for porn website, for example) correlation between stated intent and actual behavior is low

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Diary study

a self-report methodology in which participants respond to standardized questions, in a diary or notebook, at a specified time interval

Problems with Diary Studies

-there is a selection bias (people want to make their data look "good", i.e. minutes exercised, calories eaten)-memories are atypically wellencoded and rehearsed. -all forms of diary method require dedicated, reliable participants, who are not necessarily representative of the population.

types of models for interaction

1. predictive: Fitts/Steering 2. Descriptive: GOMS/KLM

Categories of distances between people

intimate distance - up to 0.5 meters, comforting/threatening personal distance 0.5-1.25 m; convo with friends social distance: 1.25-3.5 m; impersonal business public distance: > 3.5 m; addressing a crowd Linear/absolute position: position P linear/relative position: movement dP rotary/abs. position: rotation R rotary/relative position: delta rotation dR linear/abs.force: F linear/relative force: delta Force dF

taxonomy of input devices (Card et al., 1991)

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Three-State model (W. Buxton)

descriptive model to describe graphical input. see Folien6.pdf, Slide 36)

GOMS model

goals operators moethods selection rules user tasks split into goals which are achieved by solving subgoals (Folieng6.pdf, slides 3845) only for well-defined routine cognitive tasks, difficult to model novel interactions assumes statistical experts doesn't consider slips or errors, fatigue, social surroundings, etc.

problems with GOMS in general

taxonomy of prototypes

horizontal vs. vertical low-fidelity vs. high-fidelity non-functional vs. functional evolutionary vs. throw-away

High-fidelity prototype

uses materials you would expect to be in the final product looks more like the final system

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Define low-fidelity prototype.

Low-fidelity prototypes include sketches, task sequences, and story boards and are comprised of a medium unlike the final product. They are useful because they are quick, cheap, and easily changed.

pros and cons of lo-fi prototypes

pro: fast, cheap, easy to change, early userinteraction con: no real functionality, difficult to identify errors, not suitable for all ideas

pros and cons of high-fidelity prototypes

pro: looks and feels like final product to usercon: more of a vertical prototype, in that functionality is restricted; doesn't consider nonvisible issues like security

what is a smudge attack and why do we care about them?

A smudge attack is the attempt to guess passwords from smudges, which are "oily residue or smudge on the touch screen surface". As designer, we have to consider how graphical passwords on smartphones could be attacked.

spatial hearing is caused by what three factors?

interaural time difference (ITD) interaural intensity difference (IID) head-related transfer functions (HRTF) see human-3.pdf, slides 61-67

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stages of reading

visual pattern perceived decoded using internal representation of language interpreted using knowledge of syntax, semantics, pragmatics

Dix's three principles to support usability

learnability: ease with which new users can begin effective interaction and max performance flexibility: how many ways users and system exchange info robustness: level of support provided to user in determining successful achievement and assessment of goal-directed behavior

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