Topics covered:
- Direct Manipulation
- Human Abilities
- Design Principles and Heuristics
- Mental Models and Representations
- Task Analysis
- Distributed Cognition
- Interfaces and Politics
- Conclusion to Principles
- Intro to Methods
- Ethics and Human Research
- Needfinding and Requirements Gathering
Direct Manipulation
- UI disappears - invisible interfaces is the ultimate goal
- desktop metaphor - moving files and folders
- Direct Manipulation of Interfaces paper
- Distance: feeling of directness is inversely proportional to the amount of cognitive effort it takes to manipulate and evlauate a system
- semantic distance - how hard is it to know what to do
- articulatory distance - how hard it is to actually do the thing
- both span gulf of execution and evluation - see circle diagram
- Direct engagement - give the feeling that one is directly in control of the object of our goals and intentions
- Distance: feeling of directness is inversely proportional to the amount of cognitive effort it takes to manipulate and evlauate a system
- making indirect manipulation direct - use animation to mimic the action - so design interfaces that mimic the interactions that feel more direct
- invisibility by learning happens - but constrained by time taken by users to learn it
- when you do it right - people wont be aware you’ve done anything at all
- 5 tips:
- use affordances - visual design to suggest how it should be used - dials for turning
- know your user
- differentiate your user - beginner vs expert - multiple ways to do a task eg copy buton vs ctrl c
- let your interface teach - show the hotkey next to the funciton
- talk to your user - ask what they’re thinking
- up/down in video games - portal 2 learning up/down without settings
Human Abilities
- Input, processing, output
(skipped for now)
Design Principles
- Four sets of dseign principles
- Don Norman 6 principles
- Ten design heuristics
- Software for use
- Seven principles of universal design (accessibility)
- Discoverability
- make options visible? - deliver instructions in context or in a log
- Simplicity
- no extra info (nielsen)
- make common tasks easy, using user’s own language, providing good shortcuts (lockwood)
- regardless of xp, knowledge, language skills (mace)
- Affordances
- design + simple = by their very design it tells you how to use them
- button hover style crease a raise to indicate it is clickable
- visualize the space of options in a color picker
- signifiers are in context instructions like arrow or menu buttons consistent with others
- vocabulary: affordance vs perceived affordance vs signifier
- Mapping
- strong mappings help info appear in logical natural order
- eg mapping of display on monitors
- Perceptibility
- feedback within reasonable time
- light switch up down vs fan chain
- Consistency
- lessons learned in systems are transferable, follow platform conventions. reuse components and behaviors.
- they may sometimes conflict (ctrl Y)
- Feedback
- accelerators (hotkeys) - users tailor frequent actions
- design accomodates wide range of individual prefs and abilities
- Nielsen: plain language (no codes), precisely indicate the problem, constructively suggest a solution
- Norman: Feedback must be immediate, informative
- Constantine: Keep users informed of actions, changes of state, and errors, through clear, concise, unambiguous language
- Equity
- appears to clash with flexibility
- same experience but flexible?
- Ease and Comfort
- appropriate size and space for manipulation regardless of posture or mobility
- can be used efficiently with a minimum fatigue
- Structure
- organize in meaningful ways - help mental model map to task
- Constraints
- no such thing as user error!
- constrain users to only perform actions in the first place
- careful design prevents problem from occurring in the first place. use confirmation?
- norman 4 constraints
- physical - eg 3 prong plug
- cultural - eg forming a line while waiting
- semantic - eg rearview mirror
- logical - self evident based on situation eg assembling furntiture and putting screws in holes
- being more visible rather than invisible in order to help.
- Tolerance
- undo and redo - recoverability
- minimize adverse consequences
- a computer shall not harm your work, or through inactivity, allow your work to come to harm
- Flexibility
- Documentation
- may be necessary to provide help and documentation
- better: framed in terms of tasks instead of listing out entire api
- other sets of principles
- pereptibility, tolerance and feedback have some variances to take note of
- conceptual models is norman’s 7th principle
- hci
- learniability
- flexibility
- robustness
- reducing cog load
- humane interface
- computer graphics p
Human-Computer Interaction by Dix, Finlay, Abowd, & Beale: https://smile.amazon.com/Human-Computer-Interaction-3rd-Alan-Dix/dp/0130461091/ref=sr_1_1?ie=UTF8&qid=1472593139&sr=8-1&keywords=human-computer+interaction+dix
Cognitive Engineering Principles for Enhancing Human-Computer Performance: http://www.tandfonline.com/doi/abs/10.1080/10447319609526147
The Humane Interface: https://smile.amazon.com/Humane-Interface-Directions-Designing-Interactive/dp/0201379376/ref=sr_1_1?ie=UTF8&qid=1472593205&sr=8-1&keywords=the+humane+interface
Computer Graphics: Principles and Practice: https://smile.amazon.com/Computer-Graphics-Principles-Practice-3rd/dp/0321399528/ref=sr_1_1?ie=UTF8&qid=1472593229&sr=8-1&keywords=computer+graphics+principles+and+practice+3rd+edition
Designing Effective Speech Interfaces: https://smile.amazon.com/Designing-Effective-Speech-Interfaces-Weinschenk/dp/0471375454/ref=sr_1_1?ie=UTF8&qid=1472593267&sr=8-1&keywords=designing+effective+speech+interfaces
Designing the User Interface: Strategies for Effective Human-Computer Interaction: https://smile.amazon.com/Designing-User-Interface-Human-Computer-Interaction/dp/013438038X/ref=sr_1_1?ie=UTF8&qid=1472593373&sr=8-1&keywords=Designing+the+User++Interface+Interface
An Introduction to Human Factors Engineering https://smile.amazon.com/Introduction-Human-Factors-Engineering/dp/8120343719/ref=sr_1_1?ie=UTF8&qid=1472593456&sr=8-1&keywords=An+Introduction+to+Human+Factors+Engineering
Mental Models and Representations
Task Analysis
Distributed Cognition
Interfaces and Politics
Ethics and Human Research
Needfinding and Requirements Gather
- try to avoid preconceived notions
- defining questions about user
- generating answers about user
- formalizing methods about users
- Data Inventory
- who are the users?
- where are the users?
- what is the context of the task?
- what are their goals?
- right now, what do they need?
- what are their tasks?
- what are their subtasks?
- Problem Space
- not just the interface itself, but also the entire context in which it is being used (eg holding babyu)
- User Types
- Kids vs Adults
- Experts vs Novices
- 5 Bias in needfinding
- Confirmation bias - look for being wrong, testing empirically, involving multiple observers
- observer bias - scripting your interactions with users and having someone else review yoru survey for leading questions
- social desirability bias - hide what the social response is, more naturalistic observations
- voluntary response bias - oversampling more extreme views - confirm conclusions with other methods
- recall bias - people dont recall what they did or how they felt - conducting interviews during activity
- naturalistic observation
- take notes
- start specific and then abstract
- spread out your sessions
- find a partner, compare notes
- look for questions
- participant observation
- you are not your user
- hacks and workarounds
- look at hacks users currently use
- eg post it notes on computer with 6 screens. why dont they use the existing apps?
- errors
- errors - where nothing wrong with mental model, they just made a problem
- mistakes - where mental model is weak
- hacks and errors are conscious - can just interview them
- apprenticeship approach - train to become users
- ethnography and apprenticeship
- train under them, video recording themselves
- interviews
- 6 w’s: who what when where how - avoid yes/no qtns that can go to a survey
- be aware of bias - including smiling when they agree with you
- listen - dont have a conversation
- organize the interview
- practice
- think aloud
- think out loud while doing the thing - different from interviews
- avoid forgetting while no longer in the task
- but is more cognitive
- post event protocol is better?
- surveys
- broader data
- 5 tips
- less is more
- be aware of bias, phrasing
- tie them to inventory
- test it out
- iterate
- good survey qtns
- clear - assign words to number scales. timebox frequency
- concise - plain language pls
- specific - dont ask questions on big ideas, or double barrel qtn.
- expressive - give levels of frequency or agreement, allow multiple qtns, add nominal categories
- unbiased - leave potentially open ended qtns open, dont lead or load qtns
- usable - progress bar, page lengths consistent, order your questions logically
- other data gathering
- data logs
- iterative needfinding: interaction between the few different methods
- revisit the initial questions up top
- represent the need - step by step of the tasks - at operator level or a network or strugtural diagram to get data back. to get to flowchart of decision making points