HCI Lecture2 InteractionDesign
HCI Lecture2 InteractionDesign
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Good Design: Marble Answering Machine Good and Bad Design
Marble answering machine What is wrong with the
(Bishop, 1995) remote on the right?
When one leaves a message,
a marble comes out and Why is the TiVo remote so
stays in the tray much better designed?
One can check a message by Peanut shaped to fit in hand
placing a marble on the Logical layout and color-
speaker.
coded, distinctive buttons
Based on how everyday Easy to locate buttons
objects behave
Easy, intuitive and a
pleasure to use
Only requires one-step
actions to perform core
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Affordances Affordances
Physical Affordances Virtual Affordances
How do the following physical objects afford? Are they How do the following screen objects afford?
obvious? What if you were a novice user?
Would you know what to do with them?
Affordances Two Conceptual Models
Poor affordances Two conceptual models
Doors push or pull? The designer’s conceptual model
Where to push? The user’s conceptual model
Good affordances The system image is the visible part of a device
Buttons that appear clickable (including the physical structure, the documentation,
instructions, etc).
The designer only talks to the user through the system image.
If the system image doesn’t make the design model clear then
the user will create a different model through their
interactions.
Mental model
Conceptual model of the way something works, often
constructed from fragmentary evidence.
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Feedback Feedback
Sending information back to the user about what Poor feedback
action has been done and what has been accomplished Boeing 757 Flight Management System provided no feedback
Includes tactile, verbal, sound, highlighting, animation on what beacon was selected
and combinations of these Good feedback
E.g. when screen button clicked on provides sound or red Typing on keyboard (assuming no delays)
highlight feedback “ccclichhk”
Needs to be immediate
Imagine writing with a pen and waiting for the ink to show up
on paper?
Helps users detect errors
Helps users explore technologies
Feedback Constraints
Controls with conflicting feedback. More coffee or less? Restricting the possible user actions that can be
The top switch turns the coffee maker on/off. performed
When it’s on, its light goes on. No light appears when the coffee Helps prevent user from selecting incorrect options
maker is off. and thereby reduces the chance of making a mistake
The bottom switch selects the quantity of coffee desired. Three main types (Norman, 1999)
The problem is with the light on this bottom switch. When its light Physical
goes on, for the smaller quantity or for the larger quantity?
Cultural
People naturally expect more coffee to be associated with more
light (light on )and less coffee to be associated with less light (light
Logical
off)
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Physical Constraints Physical Constraints
Refer to the way physical objects restrict the Labels that look like push buttons
movement of things Elevator controls and labels on the bottom row all look the
E.g. only one way you can insert a key into a lock same. So, it is easy to push a label by mistake instead of a
control button
How many ways can you insert a CD or DVD disk into
People do not make same mistake for the labels and push
a computer? buttons on the top row. Why not?
How physically constraining is this action?
How does it differ from the insertion of a floppy disk
into a computer?
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Cultural Constraints Cultural Constraints
Learned arbitrary conventions like red triangles for What do these signs mean? Road sign in Mexico
warning
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Constraints Mappings
Poor use of constraints Natural mappings: No explanations needed
Tokyo Stock Exchange software did not prevent trader from
making an outrageous trade
Command line systems force you to remember spelling and
syntax of commands Available actions
Good use of constraints
Click on icons to invoke commands
Gray out unavailable actions
User intentions Perceived system state
Mappings Mappings
Where do you plug in the mouse & keyboard? How to design them more logically?
A provides direct adjacent mapping between
Top or bottom connector?
icon and connector
Do the color coded icons help?
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Mappings Mappings
User intentions to available actions Available actions to perceived system state
Is there a natural mapping between what users want to do The user should not be surprised with what happened after
and what appears possible? they completed an action
Do users stare at technology for sometime before they take Technologies should behave in expected ways
action? Quick feedback is very important
Or do they immediately know what to do? Problems more likely if the mappings between user intentions
Simplicity can help and available actions were not good
Poor mapping Poor mapping
Stove top controls Pull from a door knob when you were supposed to push
Clustered light switches Try to close an application that won’t close
Good mapping Good mapping
Consistent play, rewind, fast forward, stop controls on media Press gas pedal, feel car accelerate
devices
Clearly visible and labeled power buttons
Mappings Mappings
Perceived system state to actual system state Actual system state to user intentions
Perceived system state to actual system state Does the system allow states that users would never want?
Users think the technology is doing one thing when it really is Difficult to implement
doing something else Important for critical systems
Users unlikely to quickly detect problems Poor mapping
Poor mapping 757 Flight Management System did disengage brakes when
757 Flight Management System had pilots thinking they were accelerating and pulling up to clear mountain
traveling towards different beacon Tokyo Stock Exchange software sold stocks far below market
Good mapping prices (and more than were available)
Well-implemented progress bars Good mapping
Voting systems that allow you to select only one candidate for
President
Consistency When Consistency Breaks Down
Design interfaces to have similar operations and use What happens if there is more than one command
similar elements for achieving similar tasks starting with the same letter?
E.g. save, spelling, select, style
For example,
always use ctrl key plus first initial of the command for an
Have to find other initials or combinations of keys,
operation – ctrl+C, ctrl+S, ctrl+O thereby breaking the consistency rule
E.g. ctrl+S, ctrl+Sp, ctrl+shift+L
Main benefit is consistent interfaces are easier to
Increases learning burden on user, making them more
learn and use prone to errors
Users have to learn only a single mode of operation that is
applicable to all objects
A design solution is to create categories of commands
that can be mapped into subsets of operations
E.g. All commands that are concerned with file operations
(save, open, close) are placed together in the same file menu
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Consistency Heuristics
Poor consistency Design principles commonly referred to as heuristics
Boeing 757 Flight Management System almost always selected Interpreted in the design context, drawing on past experience
intended beacon when entering first letter of, how to design feedback and what it means for something
Good consistency to be consistent
Home button in web browsers always takes you home, no Usability Principles [Nielsen, 2001]
matter what page you are looking at Visibility of system status
Match between system and the real world
User control and freedom
Consistency and standards
Help user recognize, diagnose, and recover from errors
Error prevention
Recognition rather than recall
Flexibility and efficiency of use
Aesthetic and minimalist design
Help and documentation
Heuristics Heuristics
Visibility of system status Help users recognize, diagnose, recover from errors
Keep users informed about what is going on, through Use feedback, visible system status, undo
providing appropriate feedback within reasonable time Error prevention
Match between system and real world Make it difficult for errors to occur
Speak user’s language rather than system-oriented language Recognition rather than recall
User control and freedom Make objects, actions, options visible
User should feel in control Flexibility and efficiency of use
Stop technology from doing something
Provide shortcuts for experts
Undo
Consistency and standards
Avoid making users wonder whether different words,
situations or actions mean the same thing
Heuristics Reference
Aesthetic and minimalist design Preece, Rogers & Sharp, Interaction Design: Beyond Human-
Give more prominence to information and options more likely Computer Interaction (Ch1)
to be used Norman, The Design of Everyday Things
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Easy to search
Provide concrete steps