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Human-Computer Interaction IS4300: Closed Book / Closed Notes 10 Minutes

The document discusses various topics related to human-computer interaction including Norman's heuristics, slips vs mistakes, affordances, feedback, and Norman's interaction framework. It provides examples and definitions for key concepts like affordances, visibility, conceptual models, constraints, mappings, and feedback. The document also summarizes Norman's views on user-centered design and the problems inherent in computer systems.

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0% found this document useful (0 votes)
48 views45 pages

Human-Computer Interaction IS4300: Closed Book / Closed Notes 10 Minutes

The document discusses various topics related to human-computer interaction including Norman's heuristics, slips vs mistakes, affordances, feedback, and Norman's interaction framework. It provides examples and definitions for key concepts like affordances, visibility, conceptual models, constraints, mappings, and feedback. The document also summarizes Norman's views on user-centered design and the problems inherent in computer systems.

Uploaded by

starpapion369
Copyright
© © All Rights Reserved
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
You are on page 1/ 45

9/19/2013

Human-Computer Interaction
IS4300

Quiz
Closed book / Closed notes
10 minutes

1
9/19/2013

Slip vs. Mistake


 Slip
 Error in executing action
 Mistake
 Error in formulating intention & action

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

2
9/19/2013

Norman Ch 1
 Affordances
 Visibility
 Conceptual models
 Constraints
 Mappings
 Feedback

3
9/19/2013

Affordances
 The fundamental properties of a thing
that determine just how it could possibly
be used.
 Examples?

 A chair affords sitting


 Knobs are for turning.
 Slots are for inserting
things into.

Visibility
 aka “Obviousness”
 The correct parts must be visible.
 They must convey the correct message.
 Impacts learnability.
 How different from affordance?
 Examples?

4
9/19/2013

 How to get
visitors to
put their
hand in the
box?

 touch what
you want to
say…

5
9/19/2013

6
9/19/2013

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…”

7
9/19/2013

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.

8
9/19/2013

Another important kind of


mapping for UI users…
 External Consistency
 A kind of “cultural” knowledge.

Feedback
 Providing user with information about the
results of an action.

9
9/19/2013

Some Kinds of Feedback


 Immediate control manipulation
feedback
 “Action in progress” feedback
 Updated system state feedback

Feedback

10
9/19/2013

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

11
9/19/2013

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

Slip vs. Mistake


 Slip
 Error in executing action
 Mistake
 Error in formulating intention & action

12
9/19/2013

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

 All caused by inattention


 Do confirmation dialogs help?

13
9/19/2013

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

 Do confirmation dialogs help?

Design for Error


 Design to minimize error
 Undo
 Error Feedback
 Attitude: assume errors will be made as
part of problem solving

14
9/19/2013

Forcing Functions
 Lockouts

Norman Ch 6
User-centered Design
 What works against usability in new
product design?

 error of putting aesthetics first


 I am not my user
 complexity of design
 Feature creep vs. simplicity

15
9/19/2013

The Problem with Computers


 Invisible
 Abstract
 Complex
 Software designed by Programmers
 New applications, tasks (no standards)
 Easy to perform irreversible actions

Dix Ch 3:
The Interaction

16
9/19/2013

What is interaction?

communication

user system

Terminology

domain – the area of work under study


e.g. graphic design
goal – what you want to achieve
e.g. create a solid red triangle
task – how you go about doing it
– ultimately in terms of operations or actions
e.g. … select fill tool, click over triangle

17
9/19/2013

Abowd and Beale framework


extension of Norman…
their interaction framework has 4 parts O
– user output
– input
S U
– system
core task
– output I
input
each has its own unique language
interaction  translation between languages

problems in interaction = problems in translation

interaction styles

18
9/19/2013

Common interaction styles

• command line interface


• menus
• natural language
• question/answer and query dialogue
• form-fills and spreadsheets
• WIMP
• point and click
• three–dimensional interfaces

• Pros & Cons of each?

elements of the wimp interface

windows, icons, menus, pointers


+++
buttons, toolbars,
palettes, dialog boxes

19
9/19/2013

Windows

• Areas of the screen that behave as if they


were independent
– can contain text or graphics
– can be moved or resized
– can overlap and obscure each other, or can be laid
out next to one another (tiled)

• 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

• small picture or image


• represents some object in the interface
– often a window or action
• windows can be closed down (iconised)
– small representation fi many accessible
windows
• icons can be many and various
– highly stylized
– realistic representations.

20
9/19/2013

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

problem – take a lot of screen space


solution – pop-up: menu appears when needed

21
9/19/2013

Kinds of Menus

• Menu Bar at top of screen (normally), menu


drags down
– pull-down menu - mouse hold and drag down menu
– drop-down menu - mouse click reveals menu
– fall-down menus - mouse just moves over bar!

• Contextual menu appears where you are


– pop-up menus - actions for selected object
– pie menus - arranged in a circle
• easier to select item (larger target area)
• quicker (same distance to any option)
… but not widely used!

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

22
9/19/2013

Menus design issues

• which kind to use


• what to include in menus at all
• words to use (action or description)
• how to group items
• choice of keyboard accelerators

• Card Sort!

Buttons

• individual and isolated regions within a


display that can be selected to invoke
an action

• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices

23
9/19/2013

Toolbars

• long lines of icons …


… but what do they do?

• fast access to common actions

• often customizable:
– choose which toolbars to see
– choose what options are on it

Palettes and tear-off menus


• Problem
menu not there when you want 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

24
9/19/2013

Dialogue boxes

• information windows that pop up to


inform of an important event or request
information.

e.g: when saving a file, a dialogue box is


displayed to allow the user to specify the
filename and location. Once the file is
saved, the box disappears.

interactivity

easy to focus on look


what about feel / behavior?

25
9/19/2013

Speech–driven interfaces

• rapidly improving …
… but still inaccurate
• how to have robust dialogue?
… interaction of course!

e.g. airline reservation:


reliable “yes” and “no”
+ system reflects back its understanding
“you want a ticket from New York to Boston?”

Look and … feel

• WIMP systems have the same elements:


windows, icons., menus, pointers, buttons, etc.

• but different window systems


… behave differently
e.g. MacOS vs Windows menus

appearance + behaviour = look and feel

26
9/19/2013

Initiative
• In interfaces you are familiar with, who has
the initiative, system or user?

• who has the initiative?


old question–answer – computer
WIMP interface – user

• WIMP exceptions …
pre-emptive parts of the interface

• modal dialog boxes


– come and won’t go away!
– good for errors, essential steps
– but use with care

Experience, engagement and fun


HCI is not only about efficiency

How do we optimize the user’s


experience (satisfaction,
enjoyment, fun, engagement)?

27
9/19/2013

Frameworks for Subjective “User


Experience”?
• satisfaction

• engagement / stickiness

• Technology Acceptance Model

• 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

• Davis, 1993 “User acceptance of IT”


• Validated in many areas of IT, including health.
• Extended in many ways.
• Few intervention studies.
• Few studies of external factors (eg, social influence)
• Few longitudinal studies

28
9/19/2013

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

29
9/19/2013

“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)

64

30
9/19/2013

Why is this important?

• Dot coms care about retaining users.


• Businesses care about repeat customers.
• Game designers care about repeat users and
word of mouth advertising.
• Educators care about keeping attention.
• HCI researchers care about loss of productivity
due to interruptions while users are deeply
engaged.
• Health providers care about changing and
maintaining health behavior
– Usually takes weeks, months, years or a lifetime!
– Assumed ‘dose-response’ relationship.
– Retention is a pre-requisite to change.
65

Virtual Coach Engagement Studies

31
9/19/2013

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%

Figure 3. Results from Variability Study (daily data averaged by week)

32
9/19/2013

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.

When my family was living in When her family was living in


Falmouth, my parents always Falmouth, her parents always had
had us doing outdoor stuff. them doing outdoor stuff.

So especially when it was nice So especially when it was nice out


out I would go biking or hiking or she would go biking or hiking or
we would just go for a walk and they would just go for a walk and
have a picnic, things like that. have a picnic, things like that.

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

33
9/19/2013

Results: Engagement
Probability of Complete Sesssion

1st person

Effects:
Condition: p<.05
3rd person Day: p<.001

Study Day

Simulating Human Relationship-


building Behavior
• use of
– Social dialogue
– Self disclosure
– Meta-relational dialogue
– Increasing common ground
– Empathy
– Nonverbal immediacy behavior
– Humor
– etc. etc.

72

34
9/19/2013

MIT Study
30d/daily, 3-arm, N=101
Bickmore, et al, ToCHI, 12:2 (2005), 293-327

Working Alliance Inventory


7
WEEK 1 WEEK 4

6
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

73

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

35
9/19/2013

Positive / Negative Affect


Affective Computing

chapter 4

paradigms

36
9/19/2013

why study paradigms

Concerns
– how can an interactive system be developed
to ensure its usability?
– how can the usability of an interactive
system be demonstrated or measured?

History of interactive system design


provides paradigms for usable designs

What are Paradigms

• Predominant theoretical frameworks or


scientific world views
– e.g., Aristotelian, Newtonian, Einsteinian (relativistic)
paradigms in physics
• Understanding HCI history is largely about
understanding a series of paradigm shifts
– Not all listed here are necessarily “paradigm” shifts,
but are at least candidates
– History will judge which are true shifts

37
9/19/2013

Paradigms of interaction

New computing technologies arrive,


creating a new perception of the
human—computer relationship.
We can trace some of these shifts in
the history of interactive technologies.

Example Paradigm Shifts

• Batch processing • A symbiosis of physical


and electronic worlds in
• Timesharing service of everyday
activities.
• Networking
• Graphical display
• Microprocessor
• WWW
• Ubiquitous
Computing

38
9/19/2013

Some HCI Paradigms

• For each…
– What’s the new idea?
– Pros?
– Cons?
– What would you use this for?

ubicomp

39
9/19/2013

CSCW (one vision)

CSCW 2

40
9/19/2013

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

41
9/19/2013

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

42
9/19/2013

Smart Room (one of many)

Social Interfaces

MS Office assistant

43
9/19/2013

Intelligent Assistant
Apple – 1987 – “Knowledge Navigator”

Embodied Conversational Agents

44
9/19/2013

To do…
 Read
 Users & Tasks (Dix Ch 13 & 15)
 Rosson exceprt
 Final Project Proposals (next class)
 Continue I3 ethnography homework (1
wk)

45

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