Download as PPT, PDF, TXT or read online from Scribd
Download as ppt, pdf, or txt
You are on page 1of 42
Human-computer
interaction: users, tasks
& designs User modelling in user- centred system design (UCSD) Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
By the end of this lecture you should... Types of User Model Understand what guidelines are, and why they are important Be able to distinguish between principles, design rules and standards Where they come from Where and when to use them Be familiar with several important design principles Describe various ways of creating user models Be aware of Nielsens heuristics and how they can be used to evaluate interactive systems
Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
User Model In this chapter, User model is defined as a psychologically valid way of depicting the people who will use the systems, and whose needs and preferences will be considered when designing those systems User Model In designing, we should be able to represent, in part, their: Psychological processes Individual differences Social context Internalized cultural factor Lifestyle Task objectives Types of user model Psychological theories as user models Task analysis for user models Cut-down psychological theories as user models Simplistic psychological theories as user models Simplex One as a simplistic theory Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Types of User Model (continue) Psychological theories as user models Taking well established psychological theory
Task analysis for user models Task-based analysis Evaluation of the core tasks can lead to consideration of how users will undertake these tasks Seems to reinvent the wheel Leans toward an overly behaviouristic approach to understanding
Types of User Model (continue) Cut-down psychological theories as user models No irrelevant complexities of a fully fledged theory Model Human Processor (MHP) theory takes this approach MHP is simple and was developed to solve IT design problems
Types of User Model (continue) Simplistic psychological theories as user models Combines the benefits of the three methods
Defining features: Defined formally, intended to provide a powerful conceptual framework within which complex theories and research finding can be located Ability to repackaged to provide an overall depiction that can be sued by designers and practical computer scientists as guide without requiring them to become psychologists
Types of User Model (continue) Simplex One as a simplistic theory Developed by Adams and Langdon Responded to recent research and theorizing by being constructed as 5 zones or modules of cognition
User models and evaluation Using design principles or heuristics for evaluation Evaluating user requirements with Simplex One Evaluating design options with Simplex One Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Guidelines...
Principles
Design rules
Standards
Guidelines
Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Principles vs design rules A principle is a high level and widely applicable guideline
Design rules are principles that have been interpreted for a particular design. They are narrow, focused, practical and specific Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Examples... Principles Know the user population Reduce cognitive load Engineer for errors Maintain consistency and clarity Design rules always position the waste bin in the bottom right hand corner always issue a warning before the user deletes a file
Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Design rule or principle? How many ways can a guideline be interpreted? always position the waste bin in the bottom right hand corner can only be interpreted one way, therefore design rule be consistent can be interpreted lots of ways, therefore principle
Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Principles become design rules Principles and design rules are not entirely separable things There should be a path from a principle to a design rule In other words: Principles are intended to be general When they are interpreted for a specific design they become design rules Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
A continuum... Principles Design rules General Widely applicable Theoretical Specific Narrow application Practical Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Standards A standard is a guideline with a high level of authority Typically standards must be applied to a design Standards may be in house Standards may legally enforced Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Standards It has to be definite when (or not) a standard has been applied Therefore a standard tends to be a design guideline It is difficult to enforce something if it has multiple interpretations (Unless you want to make lots of money for lawyers) Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Where do guidelines come from Practical experience Nielsens guidelines are based on his practical experience in designing interactive systems Psychological theory Theories of how people behave inform ideas about how to design usable systems Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Dixs principles A structured presentation of general principles to apply during design of an interactive system. Learnability Flexibility Robustness
Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Principles to support usability
A structured presentation of general principles to apply during design of an interactive system.
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
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 learnability (contd) 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
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 flexibility (contd) Principles of robustness
Observability
ability of user to evaluate the internal state of the system from its perceivable representation
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 Principles of robustness (contd) Design Principles (Smith-Atakan) Learnability Predictability Consistency Flexibility Recoverability Responsiveness Nielsens heuristics Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognise, diagnose, and recover from errors Help and documentation Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Nielsens heuristics Visibility of system status Provide users timely and appropriate feedback about the systems status. Example: If it takes a long time to load a screen, display a progress bar and/or an estimate of the time it may take to load, so users know what to expect. Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press
Nielsens heuristics Match Between System and the Real World Speak the users language using terms and concepts that are familiar to the intended audience.
Information should be organized naturally and logically based on what users are accustomed to seeing in the real world.
Nielsens heuristics Nielsens heuristics User Control and Freedom Users should experience perceived control as they interact with the system.
Example: Provide the functionality to Undo and Redo actions and to easily exit the system.
Nielsens heuristics Consistency and Standards User controls, icons, terminology, and error messaging should be consistent throughout the interface. Where appropriate, industry and platform standards should be applied.
Example: Use icons with which people are familiar, rather than creating new designs that mean the same thing.
Nielsens heuristics Error Prevention Prevent user errors by user-testing the interface to identify problem areas for typical users and re- designing it to more clearly communicate the consequences of users actions. When deleting information that may be difficult to recreate, offer users a confirmation to delete the data. Additionally, provide the ability to Undo actions that users could accidentally commit and, consequently, lose important information.
Example: If a user cancels her account, offer her a way to re-establish the account within a certain time period.
Nielsens heuristics Recognition Rather Than Recall Reduce the memory load of users by presenting familiar icons, actions, and options whenever possible. Do not require the user to recall information from one screen to another. Use mouse-over tooltips to describe the functionality of icons which may be unfamiliar.
Example: On a web form, allow easy access to previously entered information, such as serial numbers, so the user does not need to recall the information or write it down.
Nielsens heuristics Flexibility and Efficiency of Use Novice and expert users use systems differently. The system should be easy and efficient to use by novices and experts alike. Provide accelerators for expert users to more efficiently navigate your application to complete the most frequent tasks.
Example: An accelerator can be a keystroke shortcut, such as Macintoshs Command+Q to quit an application.
Nielsens heuristics Aesthetic and Minimalist Design Avoid displaying excessive information and design elements, as they will visually compete with more relevant information on the screen. Example: Background graphics can make viewing text difficult.
Nielsens heuristics Help Users Recognize, Diagnose, and Recover from Errors Present error messages that give users instructions about how to recover from an error, rather than cryptic codes that users do not understand.
Example: If the user enters an invalid email address on a web form that requests the address, the error message could read, That email address is not in our records. Please enter an email address in this format: email@address.com.
Nielsens heuristics Help and Documentation It is usually best to design an interface to be so simple to use that Help and Documentation is unnecessary; however, there may be times when it is necessary to access Help. In those cases, Help documentation and user support should be easy to search, and instructions should be easy to follow. It may be useful to provide video tutorials and examples for complex procedures or controls that are hard to locate.
Summary Guidelines characterise aspects of good design Can be used to aid design process Come in different forms Guidelines, Principles, Rules, Standards Vary in generality and authority require different degrees of interpretation Use with Human Computer Interaction by Serengul Smith-Atakan ISBN 1-84480-454-4 2006 Middlesex University Press