Week6 - Cognitive Foundations, Design & Prototyping - Final
Week6 - Cognitive Foundations, Design & Prototyping - Final
https://www.uib.no/en/course/INFO162
Cognitive Aspects, Chapter 4
HCI is Interdisciplinary
Neuroscience Psychology
Understanding
cognitive processes
will help us to
understand our users.
Cognition –
• Attention
• Perception
• Memory
• Learning
• Reading, speaking and listening
• Problem-solving, planning, reasoning, and decision-making
Attention (& Selective Attention)
https://www.youtube.com/watch?v=xNSgmm9FX2s
Attention
• “selecting things on which to concentrate, at a point in
time, from the range of possibilities available, allowing us to
focus on information that is relevant to what we are doing.”
(Preece et al.)
Carrasco, Marisa, Sam Ling, and Sarah Read. "Attention alters appearance." Nature neuroscience 7.3 (2004): 308-313.
Designing for attention
Keep it simple – less
distractions = more
attention
Multimodal interactions
– short sounds and
vibrations are good for
attracting user attention
• Eye-Tracking
• Think-Aloud
• Performance measures (indirect)
– Reaction time, completion time, etc.
Perception – what is this?
Perception – what is this?
Roth, Ilona, and John P. Frisby. Perception and representation: A cognitive approach. Open University Press, 1986. Image from Attentive Teaching by James Rossi
Multimodality and Perception
• Multimodality - Input and output with multiple modalities
– Modality – a single channel of sensory input/output
• Sound, Vision, Touch, etc.
https://www.youtube.com/watch?v=2k8fHR9jKVM
Gestalt principles
• “the whole is more than the sum of its parts” (Sternberg and Sternberg)
Sternberg, Robert J.; Sternberg, Karin (2012). Cognitive Psychology (6th ed.). Belmont, CA: Cengage Learning. Image from https://www.toptal.com/designers/ui/gestalt-principles-of-design
Gestalt principles
• Set of laws, describing how we typically interpret objects by
patterns
– We group similar elements, simplify complex images
and distinguish between elements in different ways
https://www.toptal.com/designers/ui/gestalt-principles-of-design
Gestalt - Similarity
• Objects that look similar appear grouped together, all other
things being equal
Gestalt - Closure
• We perceive objects such as shapes, letters, pictures, etc.,
as being whole even when they are not complete
https://www.interaction-design.org/literature/article/the-laws-of-figure-ground-praegnanz-closure-and-common-fate-gestalt-principles-3
Design implications for perception
• Eye-Tracking
• Think-Aloud
• Performance measures (indirect)
– Reaction time, completion time, etc.
Memory
• Do you remember my unverified claims and assumptions
from lecture 3?
– Show of hands
Making assumptions and claims is
risky!
https://liberalarts.tamu.edu/blog/2021/03/10/does-listening-to-music-really-help-you-study/
Designing for Memory
• Recognizing an icon is
easier than remembering
command line commands
• Browser history
1 - https://uxdesign.cc/understanding-mental-and-conceptual-models-in-product-design-7d69de3cae26
Designing for users Mental Models
https://www.designcouncil.org.uk/our-work/skills-learning/tools-frameworks/framework-for-innovation-design-councils-evolved-double-diamond/
What is a prototype?
• A basic version or mockup of the product we want to build
• Enables stakeholders to understand and experiment with
the product
https://www.theverge.com/2012/12/7/3739626/nintendo-wii-u-history-prototypes
Prototype fidelity
Low-Fidelity High-Fidelity
• Simple, cheap, quick, basic • Complex, expensive, rich
• Far from a finished product interactions, detailed
• Closer to the finished product
• Interactions are simulated
• Interactive
Jensen, Lasse Skovgaard, et al. "Prototyping in mechatronic product development: How prototype fidelity levels affect user design input." DS 92: Proceedings of the DESIGN 2018 15th International Design Conference. 2018.
Low fidelity prototyping methods
• Storyboards
• Paper Prototyping
• Wireframing
• Wizard of Oz
Storyboards
https://www.nngroup.com/articles/storyboards-visualize-ideas/
Paper prototyping
• Using pen and
paper to emulate
a digital product
• Easy to make
• Testable with
users
https://youtu.be/PJ8Q37WQKbg?t=85 (1:25-3:05)
Wireframing
• Determine the
structure of the
design before
defining the
visual aesthetics
• Prioritize content
• Size, position, etc.
https://www.figma.com/community/file/915647337333327091
Wizard of Oz
https://youtu.be/-RQxD4Ff7dY?t=34 (0:34-1:30)
Wizard of Oz
• Fake it till
before you
make it
• Mechanical Turk
– 18th century
chess robot
prototype
https://furhatrobotics.com/blog/using-wizard-of-oz-for-user-studies-with-furhat/
High fidelity prototyping tools
• Purchased by Adobe!
3D Printing
• Requires technical
knowledge and modelling
skills
https://medium.com/@ZMorph/designing-a-3d-printed-wireless-mouse-25277d082b8d
Software development & Tinkering
https://www.theverge.com/2012/12/7/3739626/nintendo-wii-u-history-prototypes
Discuss – What
prototyping methods
are you using in your
project? Why? (4 minutes)
Thank you!
Questions?