Human-Computer Interaction IS4300: Closed Book / Closed Notes 10 Minutes
Human-Computer Interaction IS4300: Closed Book / Closed Notes 10 Minutes
Human-Computer Interaction
IS4300
Quiz
Closed book / Closed notes
10 minutes
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Nielsen’s Heuristics
1. Simple and Natural Dialogue
2. Speak the User’s Language
3. Minimize User Memory Load
4. Consistency
5. Feedback
6. Clearly Marked Exits
7. Shortcuts
8. Good Error Messages
9. Prevent Errors
10. Help and Documentation
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Norman Ch 1
Affordances
Visibility
Conceptual models
Constraints
Mappings
Feedback
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Affordances
The fundamental properties of a thing
that determine just how it could possibly
be used.
Examples?
Visibility
aka “Obviousness”
The correct parts must be visible.
They must convey the correct message.
Impacts learnability.
How different from affordance?
Examples?
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How to get
visitors to
put their
hand in the
box?
touch what
you want to
say…
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Conceptual models
Mental representation of how a thing works
– allows you to mentally simulate and
predict its behavior.
Daily
Weekday
Custom
“I am not my user…”
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Constraints
Limit the ways you can interact with an
object.
Mappings
Relationship between
controls and functions.
Natural mapping –
taking advantage of
physical analogies and
cultural standards –
leads to immediate
understanding.
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Feedback
Providing user with information about the
results of an action.
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Feedback
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Feedback
Air France Flight 447, 1 June 2009, Airbus A330-200
Stalled, crashed, killed 216 passengers and 12 aircrew
Final report:
Initial cause: icing of airspeed sensors
Many feedback problems:
Inconsistency between the airspeed measurements
Incomprehension of the situation when the autopilot disconnection occurred,
The lack of a clear display in the cockpit of the airspeed inconsistencies identified
by the computers
A failure to identify the aural stall warning
The appearance at the beginning of the event of transient warnings that could be
considered as spurious
The absence of any visual information to confirm the approach-to-stall after the
loss of the limit speeds
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Norman’s
Interaction Framework
1. user establishes the goal
2. formulates intention
3. specifies actions at interface
4. executes action
5. perceives system state
6. interprets system state
7. evaluates system state with respect to goal
Gulf of execution
user’s formulation of actions
actions allowed by the system
Gulf of evaluation
user’s expectations about system state
presentation of state by system
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Norman Ch 5
Design for Errors
Slips
Mistakes
Modes
Preventing Errors
Error Recovery
Slips
Capture errors
start of task sequence same, e.g., drive to store, but end up going to work
Description errors
two tasks are very similar, e.g., throwing laundry in toilet
Data-driven errors
need a number, but confronted with another and get confused
Associative activation errors
internal associations between tasks, e.g., freudian slips
Loss-of-activation errors
forgetting why you started a task
Mode errors
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Mistakes
“Wide” vs. “Deep” tasks
Many options, but few steps (e.g. ordering)
Many steps (driving to work)
Most everyday tasks are Wide or Deep
Most computer tasks are BOTH
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Forcing Functions
Lockouts
Norman Ch 6
User-centered Design
What works against usability in new
product design?
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Dix Ch 3:
The Interaction
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What is interaction?
communication
user system
Terminology
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interaction styles
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Windows
• scrollbars
– allow the user to move the contents of the window
up and down or from side to side
• title bars
– describe the name of the window
Icons
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Pointers
• important component
– WIMP style relies on pointing and selecting things
• uses mouse, trackpad, joystick, trackball,
cursor keys or keyboard shortcuts
• wide variety of graphical images
Menus
• Choice of operations or services offered on the screen
• Required option selected with pointer
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Kinds of Menus
Menus extras
• Cascading menus
– hierarchical menu structure
– menu selection opens new menu
– and so in ad infinitum
• Keyboard accelerators
– key combinations - same effect as menu item
– two kinds
• active when menu open – usually first letter
• active when menu closed – usually Ctrl + letter
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• Card Sort!
Buttons
• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices
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Toolbars
• often customizable:
– choose which toolbars to see
– choose what options are on it
• Solution
palettes – little windows of actions
– shown/hidden via menu option
e.g. available shapes in drawing package
tear-off and pin-up menus
– menu ‘tears off’ to become palette
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Dialogue boxes
interactivity
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Speech–driven interfaces
• rapidly improving …
… but still inaccurate
• how to have robust dialogue?
… interaction of course!
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Initiative
• In interfaces you are familiar with, who has
the initiative, system or user?
• WIMP exceptions …
pre-emptive parts of the interface
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• engagement / stickiness
• psychology of experience
– flow (Csikszentimihalyi)
– balance between anxiety and boredom
• education
– zone of proximal development
– things you can just do with help
• wider ...
– literary analysis, film studies, drama
Theoretical Framework
Technology Acceptance Model
Perceived
Usefulness
Intention Actual
Attitude
To Use Use
Perceived
Ease of Use
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Flow
• The “holistic sensation that people feel when
they act with total involvement.”
• When a person in the flow state “they become
absorbed in their activity”
• Characterized by a narrowing of the focus of
awareness, loss of self-consciousness; a
responsiveness to clear goals and
unambiguous feedback; and a sense of control
over the environment. Also a heightened
sense of playfulness
Measuring Flow
• Enjoyment
• Time distortion
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“Engagement”
• What is it?
• Who cares?
Notions of Engagement
• First contact • Long time scale
– Attraction – Stickiness (aggregate
– Seduction over sessions)
– Persuasion – Relationship
Marketing
• Cognitive engagement
– Adherence
– Flow
– Bonding
– Entrainment
– Rapport • Dark side
– Immersion – Addiction
• Short time scale
– Stickiness (per session)
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Patterns of Engagement
Variability Study
4.5
REPETITIVENESS (1-5) NONVARIABLE
4
3.5 VARIABLE
Variable
3
NonVar
2.5
2
1 2 3 4 5 6
40%
30%
STEPS WALKED (% change from two-week baseline) VARIABLE
20%
Variable
10%
NonVar
0%
1 2 3 4 5 6
‐10% NONVARIABLE
‐20%
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Backstory Experiment
1ST-PERSON 3RD-PERSON
I’d like to tell you some stories I’d like to tell you some stories
about myself. about a friend of mine. She’s an
exercise counselor too.
I’m not quite sure if I told you I’m not quite sure if I told you about
about this before. this before.
Results: Engagement
N=26, avg 29 days
• Enjoyment
– “I enjoy the stories that the counselor tells.”
– 1ST-PERSON reported significantly greater
enjoyment of the stories compared to those in the
3RD-PERSON group (p<.001).
– Significant decrease in enjoyment over time for all
participants (p<.001)
• Dishonesty
– “I feel that the counselor is dishonest”.
– No significant differences by condition or study day.
• 1ST-PERSON: mean 1.8
• 3RD-PERSON: mean 2.1
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Results: Engagement
Probability of Complete Sesssion
1st person
Effects:
Condition: p<.05
3rd person Day: p<.001
Study Day
72
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MIT Study
30d/daily, 3-arm, N=101
Bickmore, et al, ToCHI, 12:2 (2005), 293-327
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Differences in
5
BOND subscales
NON-REL
4 significant:
RELATIONAL
3 WK1 p<.05
2
WK4 p=.007
1
K1
K4
K1
K4
K1
K4
K1
K4
W
W
W
W
W
W
W
W
SK
SK
AL
AL
ND
ND
P
P
M
M
O
O
TA
TA
BO
BO
CO
CO
G
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Participation Results
All Subjects
PagesPAGES/SESSION
viewed per session
1.3
Significant difference
1.25
in educational pages
1.2 viewed:
1.15 CONTROL < AGENT
p<.05
1.1
1.05
1
CONTROL NON-RELATIONAL RELATIONAL
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chapter 4
paradigms
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Concerns
– how can an interactive system be developed
to ensure its usability?
– how can the usability of an interactive
system be demonstrated or measured?
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Paradigms of interaction
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• For each…
– What’s the new idea?
– Pros?
– Cons?
– What would you use this for?
ubicomp
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CSCW 2
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Tangible Computing
http://www.idemployee.id.tue.nl/g.w.m.rauterberg/Movies/1996-ishii.mpeg
http://www.idemployee.id.tue.nl/g.w.m.rauterberg/Movies/marble-mail-goo
Tangible Computing
http://www.idemployee.id.tue.nl/g.w.m.rauterberg/Movies/1996-ishii.mpeg
http://www.idemployee.id.tue.nl/g.w.m.rauterberg/Movies/marble-mail-goo
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Tangible Computing
http://www.idemployee.id.tue.nl/g.w.m.rauterberg/Movies/1996-ishii.mpeg
http://www.idemployee.id.tue.nl/g.w.m.rauterberg/Movies/marble-mail-goo
Ambient Computing
http://www.idemployee.id.tue.nl/g.w.m.rauterberg/movies/MS-Living-video%5B2001
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Social Interfaces
MS Office assistant
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Intelligent Assistant
Apple – 1987 – “Knowledge Navigator”
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To do…
Read
Users & Tasks (Dix Ch 13 & 15)
Rosson exceprt
Final Project Proposals (next class)
Continue I3 ethnography homework (1
wk)
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