Mental model
- an internal, simulatable understanding of external reality
- design systems that act the way the user expects them to act
- design systems that teach the user how they react
- your goal is to teach the user how to use it WHILE they are using it
- 5 tips
- Predictability (gray button predictable that clicking wont work)
- Syntesizability (see the sequence of actions that led to current state - hard! eg undo history)
- Familiarity (similarity to other interface)
- Generalizability (similarity)
- Consistency (similar operations should be consistent in behavior eg cut n paste)
Representations
- We get to choose how systems are visualized to users. Good relationships:
- make relationships explicit
- bring objects and relationships together
- excludes extraneous details
- expose natural constraints
- metaphors and analogies
- use something people have already seen
- analogies make UI more learnable, but may constrain usage to outdated concepts
- new funcitonality + old interfaces: learning curves are inevitable
- rapid vs slow learning curves - chart analysis
- slips and mistakes
- slips: user has right model, but does the wrong thing anyway
- action based slips - doing the wrong thing
- memory lapse slips - forgets to do the right thing
- mistakes: user doesnt even know right thing to do
- rule based mistakes: correctly assesses state of the world, makes wrong decision
- knowledge based: incorrectly assess the state of the wrodl
- memory lapse: forgetting to fully execute a plan, not just forgetting what to do
- slips: user has right model, but does the wrong thing anyway