2 HCI Unit II
2 HCI Unit II
• design:
– what it is, interventions, goals, constraints
• the design process
– what happens when
• users
– who they are, what they are like …
• scenarios
– rich stories of design
• navigation
– finding your way around a system
• iteration and prototypes
– never get it right first time!
interactions and interventions
• goals - purpose
– who is it for, why do they want it
• constraints
– materials, platforms
• trade-offs
golden rule of design
• understand computers
– limitations, capacities, tools, platforms
• understand people
– psychological, social aspects
– human error
• and their interaction …
To err is human
• accident reports ..
– aircrash, industrial accident, hospital mistake
– enquiry … blames … ‘human error’
• but …
– concrete lintel breaks because too much weight
– blame ‘lintel error’ ?
… no – design error
we know how concrete behaves under stress
• human ‘error’ is normal
– we know how users behave under stress
– so design for it!
• treat the user at least as well as physical materials!
Central message …
the user
The process of design
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis precise
ethnography specification
design
what is there
vs. dialogue implement
what is wanted notations and deploy
evaluation
prototype
heuristics architectures
documentation
help
Steps …
• requirements
– what is there and what is wanted …
• analysis
– ordering and understanding
• design
– what to do and how to decide
• iteration and prototyping
– getting it right … and finding what is really needed!
• implementation and deployment
– making it and getting it out there
… but how can I do it all ! !
• usability?
– finding problems and fixing them?
– deciding what to fix?
• a perfect system is badly designed
– too good too much effort in design
user focus
• direct observation
– sometimes hard
• in the home
• psychiatric patients, …
• probe packs
– items to prompt responses
• e.g. glass to listen at wall, camera, postcard
– given to people to open in their own environment
they record what is meaningful to them
• used to …
– inform interviews, prompt ideas, enculture designers
scenarios
• linearity
– time is linear - our lives are linear
– but don’t show alternatives
scenarios …
• step-by-step walkthrough
– what can they see (sketches, screen shots)
– what do they do (keyboard, mouse etc.)
– what are they thinking?
• mock up device
• pretend you are doing it
• internet-connected swiss army knife …
• explore interaction
– what happens when
• explore cognition
– what are the users thinking
• explore architecture
– what is happening inside
use scenarios to ..
• express dynamics
– screenshots – appearance
– scenario – behaviour
linearity
Pros:
– life and time are linear
– easy to understand (stories and narrative are natural)
– concrete (errors less likely)
Cons:
– no choice, no branches, no special conditions
– miss the unintended
• So:
– use several scenarios
– use several methods
the systems
navigation design
add user remove user
add user
levels
• widget choice
– menus, buttons etc.
• screen design
• application navigation design
• environment
– other apps, O/S
the web …
• within a screen
– later ...
• local
– looking from this screen out
• global
– structure of site, movement between
screens
• wider still
– relationship with other applications
local
goal
start
goal seeking
goal
start
goal
start
goal
start
live links
to higher
levels
beware the big button trap
between screens
within the application
hierarchical diagrams
the system
• parts of application
– screens or groups of screens
• deep is difficult!
• misuse of Miller’s 7 ± 2
– short term memory, not menu size
• optimal?
– many items on each screen
– but structured within screen
see /e3/online/menu-breadth/
think about dialogue
• marriage service
• general flow, generic – blanks for names
• pattern of interaction between people
• computer dialogue
• pattern of interaction between users and system
• but details differ each time
network diagrams
main remove
confirm
screen user
add user
main remove
confirm
screen user
add user
wider still
between applications
and beyond ...
wider still …
• style issues:
– platform standards, consistency
• functional issues
– cut and paste
• navigation issues
– embedded applications
– links to other apps … the web
Dix , Alan
Finlay, Janet
Abowd, Gregory
Beale, Russell
basic principles
grouping, structure, order
alignment
use of white space
ABCDEFHIJKLM
NOPQRSTUVWXYZ
basic principles
• ask
– what is the user doing?
• think
– what information, comparisons, order
• design
– form follows function
available tools
• grouping of items
• order of items
• decoration - fonts, boxes etc.
• alignment of items
• white space between items
grouping and structure
Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
order of groups and items
• instructions
– beware the cake recipie syndrome!
… mix milk and flour, add the fruit
after beating them
decoration
ABCDEFHIJKLM
NOPQRSTUVWXYZ
alignment - text
Alan Dix
Janet Finlay
Gregory Abowd
Dix , Alan
Finlay, Janet
Russell Beale Abowd, Gregory
Beale, Russell
Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
alignment - numbers
532.56
think purpose!
179.3
256.317
which is biggest? 15
73.948
1035
3.142
497.6256
alignment - numbers
visually:
627.865
long number = big number 1.005763
382.583
align decimal points 2502.56
or right align integers 432.935
2.0175
652.87
56.34
multiple columns
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 2
• use leaders
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 3
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 4
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
white space - the counter
• grouping of items
–defrost
defrostsettings
settings
–type
typeofoffood
food
– time to cook
time to cook
physical controls
• grouping of items
• order of items
1) type
1) type of heating
of heating
1
2) temperature
2) temperature
3) time to cook
3) time to cook
4) start 2
4) start
3
4
physical controls
• grouping of items
• order of items
• decoration
–different
differentcolours
coloursfor
for different
different functions
functions
–lines
linesaround
aroundrelated
related
buttons(temp up/down)
buttons
physical controls
• grouping of items
• order of items
• decoration
• alignment
– centered text in buttons
centred text in buttons
? easy to scan ?
? easy to scan ?
physical controls
• grouping of items
• order of items
• decoration
• alignment
• white space
– gaps to aid grouping
gaps to aid grouping
user action and control
entering information
knowing what to do
affordances
entering information
Name: Alan Dix
Address: Lancaster
• forms, dialogue boxes
– presentation + data input
– similar layout issues Name: Alan Dix
– alignment - N.B. different label lengths Address: Lancaster
• logical layout
– use task analysis (ch15)
– groupings
?
Name: Alan Dix
Address: Lancaster
presenting information
aesthetics and utility
colour and 3D
localisation & internationalisation
presenting information
prototyping
iteration and prototyping
getting better …
… and starting well
prototyping
OK?
design prototype evaluate done!
re-design
pitfalls of prototyping
CONTROLS control
panel
reactor targets
information
panel emergency
shutdown
Reactor Targets
panel
Emergency Shutdown
7934
Pressure
325
manual IMMEDIATE
Temp
10256
override keypad
SHUTDOWN
COMMENCE
Flow Rate
panel for manual emergency
override confirm
Manual Override 7 8 9
panel Emergency Confirm
6000
Target 4 5 6 CONFIRM
Pressure SET
0 1 2 3 CANCEL
Emergency Scenario
Jenny, the Nuclear Power Plant operator has normal sight and no physical
or perceptual impairments. Her shift started at 11pm and it is now 5am
in the morning. So far the plant has been operating within normal
parameters and the current alarm state is therefore green
1 Jenny notices the core reaction rate has risen very rapidly
2. she realises she must immediately change the reactor
target pressure to correct this
3. she goes to the Alarm Control Panel on the far right of the
main reactor control panel and presses '+' twice (as it is
starting off in green state)
4. the Emergency Confirm button glows red
5. she moves across to the Manual Override panel on the
far left of the main reactor control panel
………
chapter 6
• Usability engineering
• Design rationale
the software lifecycle
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
Activities in the life cycle
Requirements specification
designer and customer try capture what the system is
expected to provide can be expressed in natural language or
more precise languages, such as a task analysis would provide
Architectural design
high-level description of how the system will provide the
services required factor system into major components of the
system and how they are interrelated needs to satisfy both
functional and nonfunctional requirements
Detailed design
refinement of architectural components and interrelations to
identify modules to be implemented separately the refinement
is governed by the nonfunctional requirements
Verification and validation
Real-world
requirements
and constraints The formality gap
Verification
designing the product right
Validation
designing the right product
The formality gap
validation will always rely to some extent on subjective means of
proof
Management and contractual issues
design in commercial and legal contexts
The life cycle for interactive
systems
Requirements cannot assume a linear
specification
sequence of activities
Architectural as in the waterfall model
design
Detailed
design
Coding and
unit testing
Integration
lots of feedback! and testing
Operation and
maintenance
Usability engineering
The ultimate test of usability based on measurement of user
experience
Usability specification
– usability attribute/principle
– measuring concept
– measuring method
– now level/ worst case/ planned level/ best case
Problems
– usability specification requires level of detail that may not be
– possible early in design satisfying a usability specification
– does not necessarily satisfy usability
part of a usability
specification for a VCR
• effectiveness
– can you achieve what you want to?
• efficiency
– can you do it without wasting effort?
• satisfaction
– do you enjoy the process?
some metrics from ISO 9241
Usability Effectiveness Efficiency Satisfaction
objective measures measures measures
• Prototypes
– simulate or animate some features of intended system
– different types of prototypes
• throw-away
• incremental
• evolutionary
• Management issues
– time
– planning
– non-functional features
– contracts
Techniques for prototyping
Storyboards
need not be computer-based
can be animated
Types of DR:
• Process-oriented
– preserves order of deliberation and decision-making
• Structure-oriented
– emphasizes post hoc structuring of considered
design alternatives
• Two examples:
– Issue-based information system (IBIS)
– Design space analysis
Issue-based information
system (IBIS)
• basis for much of design rationale research
• process-oriented
• main elements:
issues
– hierarchical structure with one ‘root’ issue
positions
– potential resolutions of an issue
arguments
– modify the relationship between positions and issues
Sub-issue generalizes
questions
Sub-issue
Sub-issue
Design space analysis
• structure-oriented
Option Criterion
Option
Criterion
… Consequent …
Question
Question
Psychological design rationale
design rules
design rules
• Principles of usability
– general understanding
• Design patterns
– capture and reuse design knowledge
types of design rules
• principles
– abstract design rules
– low authority
– high generality Guidelines
increasing generality
increasing generality
• standards
– specific design rules
– high authority
Standards
– limited application
• guidelines
– lower authority increasing authority
increasing authority
– more general application
Principles to support usability
Learnability
the ease with which new users can begin effective
interaction and achieve maximal performance
Flexibility
the multiplicity of ways the user and system exchange
information
Robustness
the level of support provided the user in determining
successful achievement and assessment of goal-
directed behaviour
Principles of learnability
Predictability
– determining effect of future actions based on
past interaction history
– operation visibility
Synthesizability
– assessing the effect of past actions
– immediate vs. eventual honesty
Principles of learnability (ctd)
Familiarity
– how prior knowledge applies to new system
– guessability; affordance
Generalizability
– extending specific interaction knowledge to new
situations
Consistency
– likeness in input/output behaviour arising from similar
situations or task objectives
Principles of flexibility
Dialogue initiative
– freedom from system imposed constraints on input
dialogue
– system vs. user pre-emptiveness
Multithreading
– ability of system to support user interaction for more
than one task at a time
– concurrent vs. interleaving; multimodality
Task migratability
– passing responsibility for task execution between user
and system
Principles of flexibility (ctd)
Substitutivity
– allowing equivalent values of input and
output to be substituted for each other
– representation multiplicity; equal opportunity
Customizability
– modifiability of the user interface by user
(adaptability) or system (adaptivity)
Principles of robustness
Observability
– ability of user to evaluate the internal state of the
system from its perceivable representation
– browsability; defaults; reachability; persistence;
operation visibility
Recoverability
– ability of user to take corrective action once an error
has been recognized
– reachability; forward/backward recovery;
commensurate effort
Principles of robustness (ctd)
Responsiveness
– how the user perceives the rate of
communication with the system
– Stability
Task conformance
– degree to which system services support all
of the user's tasks
– task completeness; task adequacy
Using design rules
Guidelines
increasing generality
increasing generality
Design rules
Standards
• suggest how to increase usability
• differ in generality and authority
increasing
increasingauthority
authority
Standards
evaluation techniques
Evaluation Techniques
• Evaluation
– tests usability and functionality of system
– occurs in laboratory, field and/or in collaboration
with users
– evaluates both design and implementation
– should be considered at all stages in the design life
cycle
Goals of Evaluation
Cognitive Walkthrough
Heuristic Evaluation
Review-based evaluation
Cognitive Walkthrough
• Example heuristics
– system behaviour is predictable
– system behaviour is consistent
– feedback is provided
• Model-based evaluation
• Advantages:
– specialist equipment available
– uninterrupted environment
• Disadvantages:
– lack of context
– difficult to observe several users cooperating
• Appropriate
– if system location is dangerous or impractical for
constrained single user systems to allow controlled
manipulation of use
Field Studies
• Advantages:
– natural environment
– context retained (though observation may alter it)
– longitudinal studies possible
• Disadvantages:
– distractions
– noise
• Appropriate
– where context is crucial for longitudinal studies
Evaluating Implementations
Requires an artefact:
simulation, prototype,
full implementation
Experimental evaluation
• Subjects
– who – representative, sufficient sample
• Variables
– things to modify and measure
• Hypothesis
– what you’d like to show
• Experimental design
– how you are going to do it
Variables
• prediction of outcome
– framed in terms of IV and DV
• null hypothesis:
– states no difference between conditions
– aim is to disprove this
• Type of data
– discrete - finite number of values
– continuous - any value
Analysis - types of test
• parametric
– assume normal distribution
– robust
– powerful
• non-parametric
– do not assume normal distribution
– less powerful
– more reliable
• contingency table
– classify data by discrete attributes
– count number of data items in each group
Analysis of data (cont.)
Problems with:
– subject groups
– choice of task
– data gathering
– analysis
Subject groups
difficult to timetable
options:
– creative task e.g. ‘write a short report on …’
– decision games e.g. desert survival task
– control task e.g. ARKola bottling plant
Data gathering
problems:
– synchronisation
– sheer volume!
one solution:
– record from each perspective
Analysis
solutions:
– within groups experiments
– micro-analysis (e.g., gaps in speech)
– anecdotal and qualitative analysis
Contrast:
psychology – controlled experiment
sociology and anthropology – open study and rich data
Observational Methods
Think Aloud
Cooperative evaluation
Protocol analysis
Automated analysis
Post-task walkthroughs
Think Aloud
• Advantages
– simplicity - requires little expertise
– can provide useful insight
– can show how system is actually use
• Disadvantages
– subjective
– selective
– act of describing may alter task performance
Cooperative evaluation
• Additional advantages
– less constrained and easier to use
– user is encouraged to criticize system
– clarification possible
Protocol analysis
• paper and pencil – cheap, limited to writing speed
• audio – good for think aloud, difficult to match with other
protocols
• video – accurate and realistic, needs special equipment,
obtrusive
• computer logging – automatic and unobtrusive, large
amounts of data difficult to analyze
• user notebooks – coarse and subjective, useful insights,
good for longitudinal studies
• Workplace project
• Post task walkthrough
– user reacts on action after the event
– used to fill in intention
• Advantages
– analyst has time to focus on relevant incidents
– avoid excessive interruption of task
• Disadvantages
– lack of freshness
– may be post-hoc interpretation of events
post-task walkthroughs
Interviews
Questionnaires
Interviews
• Advantages
– can be varied to suit context
– issues can be explored more fully
– can elicit user views and identify unanticipated
problems
• Disadvantages
– very subjective
– time consuming
Questionnaires
• Advantages
– quick and reaches large user group
– can be analyzed more rigorously
• Disadvantages
– less flexible
– less probing
Questionnaires (ctd)
• Styles of question
– general
– open-ended
– scalar
– multi-choice
– ranked
Physiological methods
Eye tracking
Physiological measurement
eye tracking