Chapter Three: Task Analysis and Interaction Design
Chapter Three: Task Analysis and Interaction Design
Chapter Three: Task Analysis and Interaction Design
2014 E.C.
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Contents
Introduction
Task Analysis
o Definition
o Techniques
Interaction Design
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Introduction
Human being communicate with interactive systems using
different ways .
Developers of interactive systems have to establish requirements
Used to evaluate them if they match with the real needs of full
range of users
Two types of requirements:
functional and non-functional
Functional requirements are those which are related to the
technical functionality of the system.
Non-functional requirement is a requirement that specifies
criteria that can be used to judge the operation of a system in
particular conditions, rather than specific behaviors.
.
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Con…
There are many types of Non-functional requirements
Usability, Accessibility, Reusability, Maintainability,
Performance, Reliability, Security, …
Requirement Analysis techniques can categorized into two:
Questionnaires
Interviews
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Task Analysis for HCI
Task analysis: is the process of analyzing the way people
perform their jobs:
is a diagram explaining the steps that a user must take in order
to complete a goal
The things they do, the things they act on and the things they
need to know
Once you have arrange all the steps out, you will then be in a
position to see where additional user support is required
You might wish to automate some actions that the user
currently undertakes or
Eliminate unnecessary steps, in order to minimize the
number of actions
Task analysis focuses on user rather than the system
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Con…
TA: is listing of actions a user carries out in performing a task.
◦ For example, a person preparing an overhead projector for use
would be seen to carry out the following actions :-
Plug in to main and switch on supply.
Locate on/off switch on projector
Discover which way to press the switch
Press the switch for power
Put on the slide and orientate correctly
Align the projector on the screen
Focus the slide
CON…
◦ What they do
◦ Predict difficulties
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Task Analysis Techniques
Task analysis is a fundamental methodology in the assessment
and reduction of human error.
There are many techniques
◦ HTA (hierarchical Task Analysis )
◦ GOMS(Goals operators methods selection rules)
KLM (Keystroke-Level Model)
CMN-GOMS (Card, Moran and Newell )
NGOMSL (Natural GOMS Language )
CPM-GOMS (Critical Path Methods)
All four models produce the same sequence of observable
operator at different levels of detail.
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Hierarchical Task Analysis (HTA)
Also called hierarchical decomposition
These are then grouped together as plans that specify how the
tasks might be performed in an actual situation
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Procedure for carrying out HTA
Start with the overall goal e.g. “Use email”, “Print a letter”
Break these down into meaningful sub-goals/tasks (asking
how question)
Break down sub-goals further until reach an appropriate
stopping point.
Example - textual representation
Hierarchy description ...
0. in order to clean the house
1. get the vacuum cleaner out
2. get the appropriate attachment
3. clean the rooms
3.1. clean the hall
3.2. clean the living rooms
3.3. clean the bedrooms
4. empty the dust bag
5. put vacuum cleaner and attachments away
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Graphical representation
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GOMS Models for Task Analysis
GOMS: is a modelling technique that analyses the user complexity
of interactive systems.
It models tasks in terms of
◦ Goals - what the user wants to accomplish
Edit an article
◦ Operators - the means that leads to a goal at a detailed level
Use arrow keys, Use mouse, Use other keys
◦ Methods - sequences of operators
Positioning, Marking, Delete
◦ Selection rules – rules (general or personal) for choosing a certain
method
if close, use arrow key etc.
It predicts user performance with a particular interface and can be
used to filter particular design options
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Keystroke Level Model - KLM
Is the first and simplest GOMS technique for predicting user
performance
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Keystroke Level Model – KLM…
The Keystroke-Level Model consists of seven operators: the first five are
physical motor operators followed by one mental operator and one system
response operator
◦ Total = K + B + P + H + D + M + R
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Cont..
For instance, imagine we are using a mouse-based editor.
If we notice a single character error we will point at the
error, delete the character and retype it, and then return
to our previous typing point. This is decomposed as follows
1. Move hand to mouse H[mouse]
2. Position mouse after bad character PB[LEFT]
3. Return to keyboard H[keyboard]
4. Delete character MK[DELETE]
5. Type correction K[char]
6. Reposition insertion point H[mouse]MPB[LEFT]
Total=3H + 2P + 2B + 2K + 2M = 6.1
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KLM - Example
According to this KLM model, it takes 10.2 seconds to accomplish this task.
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KLM - Example
delete a file
Design B: use the short cut “control
Design A: drag the file into the trash +D
can
1. initiate the deletion (M) 1. initiate the deletion (M)
2. find the file icon (M) 2. find the icon for the file (M)
3. Reach for mouse(H) 3. Reach for mouse(H)
4. point to file icon (P) 4. point to file icon (P)
5. press and hold mouse button (B) 5. press mouse button (B)
6. drag file icon to trash can icon (P) 6. move hand to keyboard (H)
7. point to original window (P) 7. press control key (K)
Total Time = 3P + B + 2M +H = 8. press D key (K)
3*1.1 sec + .1 sec+ 2*1.35 sec + .4 9. move hand back to mouse (H)
= 6.5 sec
P + B + 3H + 2K + 2M
= 1.1 sec + .1 sec + 3*.4 sec
+ 2*.2 sec + 2*1.35 sec = 5.9 sec
This method can also be used to estimate the load task places
on the user.
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GOMS model Weakness
Assumes tasks are performed by expert users
Even skilled users make errors but GOMS does not account
for errors
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Interaction design
What is design
Interaction design
Usability engineering
Ergonomics
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What is design?
A creative activity for: achieving goals within constraints
◦ Goals : Purpose, who is it for?, Why do they want it?
◦ Constraints: Materials, and other constraints
◦ Choosing which goals or constraints can be relaxed so that others can
be met
It is a plan for development
Golden rule of design
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Interaction design
There are four basic activities in interaction Design
Evaluating designs
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The process of design
what is
wanted
scenarios
interviews task analysis
guidelines
what is there principles
vs. analysis
what is
wanted design
implement
prototype
Test
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Steps …
Requirements: What is there and what is wanted …
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Usability Engineering
Usability: is the ease of use and learnability of a human-made
Easy to learn
Usability attribute/principle
Measuring concept
Measuring method
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Usability Engineering…
Usability Attributes
– % Of task completed
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Screen design and layout
Place controls that are functionally related together.
• Location
• Format
• Point size
• Indentation
• Color
• Font 36
Good Design vs. Bad Design
Good design should be internally coherent to the user— it
shouldn’t require an external explanation.
◦ Medical devices
◦ Airplane accident
◦ Nuclear disasters
Discussion on Bad Design
Classes with exclusively right-handed desks
◦ This design does not work for all users:
Con…
ATM's that dribble out your card after the cash
◦ ATM users are waiting for one thing: cash. So when the cash
dispenses their immediate reaction is to leave.
Con…
Social Media Icons on Print Ads
◦ Why are social media icons in print ads? A magazine is not a
computer— no one can click icons!
What to design
Need to take into account:
◦ Who the users are
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Con…
Attention:
It is the one from Cognitive processes
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Which one is better to search
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over-use of graphics
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Good designs
Enables the user to make predictions
Readily perceivable
Text should be legible
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Which is easiest to read and why?
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Good designs…
Alignments
◦ make it easy!
Alan Dix
Janet Finlay
Gregory Abowd
Alan
Janet
Dix
Finlay
Dix , Alan
Finlay, Janet
Russell Beale Gregory Abowd Abowd, Gregory
Russell Beale Beale, Russell
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Good designs…
Use leader or greying
orange 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
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Good designs…
Entering information: forms, dialogue boxes
Alignment
Name: Alan Dix
Address: Lancaster
Name: Alan Dix
Address: Lancaster
?
Name: Alan Dix
Address: Lancaster
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Good designs…
Avoid using of too many bright colours
◦ Explain why and how the user can fix the problem
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Good designs…
Avoid tiny click targets
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User interface design principles
Recoverability
User guidance
User diversity
Accessibility
Visibility
Choices
“Every time you provide an option, you're asking the user to make a
decision.” – Joel Spolsky
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Ergonomics
Ergonomics is defined as the study of how people work in their environment.
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Ergonomics…
Best Examples of
Ergonomics in the
Workplace
Find Your Natural Posture.
Adjusting Your Keyboard
and Mouse.
Adjusting Your Screens.
Adjusting Your Chair.
Don't Sit Around All Day -
Stand Up and Move!
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Con…
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Advantage of Ergonomics
When you feel comfortable, you can focus better on the task at
hand.
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Thanks….
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