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Lecture 2-Fundamental HCI Concepts

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Lecture 2-Fundamental HCI Concepts

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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
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Fundamental Concepts

Human Capabilities
• Our Senses
• How to sense changes/information

• Our Cognition
• How we process and interpret input

• Our Motor System


• How can we react to input and cognition
Human Senses
• Sight, hearing, touch important
for the design of current
interfaces
• Others: smell, tastes, kinesthetic

• Abilities and limitations


constrain design space
Sight
Sight

• Color Perception
• 7-8% of males cannot distinguish red
from green
• 0.4% of women
• Peripheral vision
• Largely movement oriented
• Stereopsis
• Monocular (color, brightness, shape)
• Binocular (size, interposition,
perspective, parallax)
Audition (Hearing)
• Capabilities:
• Pitch – frequency (20 – 20,000
Hz)
• Loudness – amplitude (30 – 100
dB)
• Location (5° source & stream
separation)
• Timbre – type of sound (music
instruments)
Touch
• Three main sensations handled
by different types of receptors
• Pressure (normal)
• Intense pressure (heat/pain)
• Temperature (hot/cold)
• Sensitivity, Dexterity, Flexibility,
Speed
• Where important?
• Mouse, Keyboards, Buttons, VR,
Surgery
Motor System (Our Output System)
• Capabilities
• Range of movement, reach, speed,
strength, dexterity, accuracy
Workstation design, device design
• Often cause of errors
• Wrong button
• Double-click vs. Single Click
• Not-detected mid-air gestures
• Principles
• Feedback is important
• Minimize eye movement
LYFT’S USER INTERACTION INSIGHTS
LYFT’S USER INTERACTION INSIGHTS
LYFT’S USER INTERACTION INSIGHTS
SEARCH BAR ACCORDING TO POPULAR DESIGN GUIDELINES

Google Material Design iOS Material Design


LYFT’S UNCONVENTIONAL RESEARCH BAR
Human Cognition
Mini experiment
• Try to remember items below as many as you can
Báo chí
CSC13112

TKGD Phần mềm


Nóng Con người

Nhà đất
Xe đạp Valentine
Trịnh Công Sơn

Nhân văn Google


ebook
U23
Kỹ sư mù sử
Mini experiment (cont’d)

• How many items do you remember?


• How could you remember them?
• familiar?
• funny?
• attracting your attention?
• related?
• repeating them?
Memory

• Short-term memory (working memory)


• Small: ~ 7 items or “chunks” Short-term Long-term
• Short-lived: ~10 seconds memory memory

• Repeating helps retain chunks


• Distraction does the opposite

• Long-term memory
• Unlimited size and duration
• Elaborative rehearshal helps transfer chunks from short-term to long-
term memory
Learning
• A process of transferring and putting
information from short-term to long-term
memory

Short-term memory Long-term memory

• Implications for user interface design?


Chunking
• Chunk is a unit of memory or perception
• Depends on how the information is presented
H A PPY V A L E T I N E Hard to remember all

HAPPY VALENTINE Easy remember all

• Depends on what you already know


• Linking with the past experience

0888247247 0888.247.247

323-481-1585
USABILITY GOALS AND MEASURES
Retention over time: How Subjective satisfaction: How much
Increase:
well do users maintain Satisfaction
did users like using various aspects of
their knowledge after an with your the interface?
product
hour, a day, or a week?

Reduce: Reduce: Rate of errors by users:


Learning Usability Numbers of
time Goals mistakes How many and what kinds of
errors do people make in carrying
out the benchmark tasks?
Time to learn: How long does
it take for typical numbers of
Reduce:
the user community to learn Time
required to
how to use the actions relevant finish tasks
to a set of tasks? Speed of performance: How long
does it take to carry out the
benchmark tasks?
USABILITY EVALUATIONS
USABILITY MOTIVATIONS

• Consumer electronics, e-commerce, and social media


• Games and entertainment
• Professional environments
• Exploratory, creative, and collaborative interfaces
• Sociotechnical systems
HOW TO DESIGN FOR A GOOD USABILITY?

• Visibility
• Accessibility
• Consistency
• Affordances
VISIBILITY
VISIBILITY
Accessibility
Accessibility
Accessibility
AFFORDANCES
Mental models
• Craik (1943) described mental models as:
• internal constructions of some aspect of the
external world enabling
predictions to be made
• Involves unconscious and conscious processes
• images and analogies are activated
• Deep versus shallow models
• e.g. how to drive a car and how it works
Mental models
• Users develop an understanding of a system through learning
about and using it -- mental model:
• How to use the system (what to do next)?
• What to do with unfamiliar systems or unexpected situations
(how the system works)
• People make inferences using mental models of how to carry
out tasks
Designs should not
confuse/conflict users’
mental model
Interface/Interaction Metaphors

• A set of user interface visuals, actions


and procedures that exploit specific
knowledge that users already have of
other domains.
• The purpose is to give the user
instantaneous knowledge about how to
interact with the user interface. They are
designed to be similar to physical entities
but also have their own properties
Interface/Interaction Metaphors
Interface/Interaction Metaphors
Interface/Interaction Metaphors

Digital Finnish Driving License by HiQ


Interface/Interaction Metaphors
Conceptual model
• A conceptual model is the mental model that
people carry of how something should be
done
• We describe them in terms of
• Core activities
• Objects
• Interface metaphors
FORMULATING A CONCEPTUAL MODEL
• What will the users be doing when carrying out
their tasks?
• How will the system support these?
• What kind of interface metaphor?
• What kinds of interaction modes and styles to
use?

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