Professional Documents
Culture Documents
1. HCI FOUNDATIONS
2. DESIGNING INTERACTION
4. GUIDELINES IN HCI
8. RECENT TRENDS
1
Module – 1
HCI FOUNDATIONS
2. Input-Output Channels
2
Introduction to HCI
Human–computer interaction (HCI), alternatively man–machine interaction
(MMI) or computer–human interaction (CHI) is the study of interaction
between people (users) and computers.
Human-computer interaction is the study, planning, and design of how
people and computers work together so that a person’s needs are satisfied
in the most effective way
3
Introduction to HCI
User
o Individual user /
o Group of users /
o sequence of users
Each dealing with some part of the task or a process.
In general, Whoever trying to get the job done using technology
Computer
o a general desktop computer /
o a large scale computer system /
o a process control system /
o an embedded system
4
HCI Foundation
The user interface is the part of a computer and its software that people can
see, hear, touch, talk to, or otherwise understand or direct.
User interface design is a subset of a field of study called human-computer
interaction (HCI).
The user interface has essentially two components: input and
output.
Input is how a person communicates his or her needs or desires to
the computer. Some common input components are the keyboard,
mouse, trackball, one’s finger, and one’s voice.
Output is how the computer conveys the results of its computations
and requirements to the user.
5
HCI Foundation
Today, the most common computer output mechanism is the display
screen, followed by mechanisms that take advantage of a person’s
auditory capabilities: voice and sound.
Information received and response given via I/O channels,
o visual channel, auditory channel, haptic channel, movement
Information is stored in memory,
o Sensory Memory, short-term or working memory, long-term memory
Information processed and applied for,
o reasoning, problem solving, skill, error
Emotion influences human capabilities
Each person is different
6
HCI Foundation
HCI is made up of
Theories – learn and apply
Models – create and use
Methods – master and apply
Guidelines – learn and use
Principles – understand and apply
Techniques – master and use
7
Input – Output Channels
Person interaction with outside world by sending and receiving
information
Input in the human occurs mainly through senses.
Output through the motor control and effectors
8
Input – Output Channels
Input in human - Five senses
– sight, hearing, touch, taste and smell
Output in human – The motor control of effectors
- Limbs, fingers, eyes, head and vocal system
Interaction – Fingers play primary role-typing, mouse control
- with some use of voice, eye, head and body position
Example is Personal Computer, Graphical user interface, menus, icons.
Primary sense is sight, from what appears in the screen. Ear is used for
hearing. Touch is for key movements.
Most of the information are passed by using primary effector
9
Input – Output Channels
In addition to sight, smell, taste, touch, and hearing, humans also
have awareness of balance (equilibrioception), pressure,
temperature (thermoception), pain (nociception), and motion all of
which may involve the coordinated use of multiple sensory organs.
The sense of balance is maintained by a complex interaction of
visual inputs, the proprioceptive sensors (which are affected by
gravity and stretch sensors found in muscles, skin, and joints), the
inner ear vestibular system, and the central nervous system.
Disturbances occurring in any part of the balance system, or even
within the brain's integration of inputs, can cause the feeling of
dizziness or unsteadiness.
10
Visual Channel – Vision (Eye)
Two stages in vision
o physical reception of stimulus (event observed) from the outside world
o processing and interpretation of stimulus
1. The Eye – Physical Reception
Eye is a mechanism for receiving light and transforming into electrical
energy
light reflects from objects
images are focused upside-down on retina
retina contains,
rods for low light vision, more sensitive
cones for colour and vision, less sensitive.
11
Visual Channel – Vision (Eye)
There are 3 type of cone, R,G,B. Each sensitive to different wavelength. 6
million cones.
Mainly concentrated on fovea, where images are fixed in retina.
Blind spot in retina, where optic nerves enter the eye. In this spot no rods
and cones.
Specialized nerve cells, ganglion cells (brain!) detect pattern and
movement.
There are two types,
o X cells – for early detection of pattern
o Y cells – for early detection of movement
12
Visual Channel – Vision (Eye)
2. Interpreting the Signals
Size and Depth
o The size of the image is specified as visual angle
o visual angle indicates how much of view object occupies
(relates to size and distance from eye)
o visual acuity is ability to perceive detail (limited)
o familiar objects perceived as constant size
(in spite of changes in visual angle when far away)
o cues like overlapping help perception of size and depth
13
Visual Channel – Vision (Eye)
2. Interpreting the Signals
Brightness
o subjective reaction to levels of light
o affected by luminance (light emitted by object) of object
o measured by just noticeable difference using photometer
o visual acuity increases with luminance
o If luminance increase then flicker increases (light, switched on and off
rapidly)
14
Visual Channel – Vision (Eye)
2. Interpreting the Signals
Colour
o made up of hue (spectral wavelength, blue is low, red is high),
intensity (brightness of colour), saturation(amount of whiteness in
colour)
o cones sensitive to colour wavelengths
o 3-4% of fovea is occupied by cones, sensitive to blue light, blue acuity
is lowest
o 8% males and 1% females suffer from colour blindness
15
Visual Channel – Vision (Eye)
2. Interpreting the Signals
The visual system compensates for:
o movement
o changes in luminance.
Context is used to resolve ambiguity
Optical illusions sometimes occur due to over compensation
16
Over Compensation
Read this,
17
Reading
Several stages:
o visual pattern perceived
o decoded using internal representation of language
o interpreted using knowledge of syntax, semantics, pragmatics
Reading involves saccades (jerky movements) and fixations
Perception occurs during fixations
Adult reads 250 words/minute
Word shape is important to recognition
Negative contrast improves reading from computer screen
18
Word Recognition by Shape
19
Auditory Channel – Hearing (Ear)
Considered secondary after sight(vision).
Hearing begins vibrations in air or sound waves
Provides information about environment:
(distances, directions, objects etc.)
Physical apparatus:
outer ear – contains pinna (outside structure), protects middle
ear from damage.
– Auditory canal (sound waves passed to the inner
ear), contains wax, which prevents dust, dirt and
insects reaching middle ear and amplifies sound
middle ear – transmits sound waves as vibrations to inner ear
inner ear – chemical transmitters are released and cause
impulses in auditory nerve
20
Auditory Channel – Hearing (Ear)
Sound
pitch – sound frequency
loudness – amplitude
timbre – type or quality
Humans can hear frequencies from 20Hz to 15kHz
o less accurate distinguishing high frequencies than low.
Auditory system filters sounds
o can attend to sounds over background noise.
o for example, the cocktail party phenomenon. (in a loudy crowd hearing
your name spoken across )
21
Touch or Haptic
The third and last of the senses. Less important than sight and hearing
Provides important feedback about environment.
May be key sense for someone who is visually impaired.
Act as a warning
Stimulus received via receptors in the skin and contains three sensory
receptor,
o thermoreceptors – heat and cold
o nociceptors – intense pressure, heat and pain
o mechanoreceptors – pressure
Rapidly adapting – response to immediate pressure
Slowly adapting – response to continuous pressure
22
Touch or Haptic
Some areas more sensitive than others e.g. fingers.
Kinethesis - awareness of body position, affects comfort and
performance.
23
Movement
Time taken to respond to stimulus:
reaction time + movement time and accuracy
Movement time dependent on the physical characteristics of an object. Like
age, fitness etc.
Reaction time depends upon the sensory channel through which stimulus
received,
o visual ~ 200 ms
o auditory ~ 150 ms
o pain ~ 700ms
Speed and accuracy of the movement is important
Increasing reaction time decreases accuracy in the unskilled operator but
not in the skilled operator.
1
Movement
Fitts' Law describes the time taken to hit a screen target:
Mt = a + b log2( D / S + 1)
where: a and b are empirically determined constants
Mt is movement time
D is Distance
S is Size of target
More difficult to manipulate small objects, targets as large as possible
Distance to be moved as small as possible
2
Human Memory
The are three types of memory or memory function.
o Sensory Memory
o Working memory / Short term memory
o Long Term memory
o Model of the memory structure
Two types
o episodic – serial memory of events
o semantic – structured memory of facts, concepts, skills, derived
from episodic memory
6
Long Term Memory (LTM)
Semantic memory structure
o provides access to information
o represents relationships between bits of information
o supports inference
Model: semantic network
o inheritance – child nodes inherit properties of parent nodes
o relationships between bits of information explicit
o supports inference through inheritance
Frame based – fixed slots, attribute value is set
Script based – stereotypical information.
7
LTM – Semantic Memory
8
Models of LTM – Frames
Information organized in data structures
Slots in structure instantiated with values for instance of data
Type–subtype relationships
9
Models of LTM – Scripts
Model of stereotypical information required to interpret situation
Script has elements that can be instantiated with values for context
10
Models of LTM – Production rules
Model Representation of procedural knowledge.
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is growling
THEN run away
11
LTM – Storage of information
rehearsal
o information moves from STM to LTM
total time hypothesis
o amount retained proportional to rehearsal time
distribution of practice effect
o optimized by spreading learning over time
structure, meaning and familiarity
o information easier to remember
12
LTM – Forgetting
decay
o information is lost gradually but very slowly
There are two theories of forgetting,
o Decay and interference – two memory traces are equally strong
o Retroactive interference - acquire new information causes the loss of
old information
Proactive inhibition – old memory trace breaks through the new information
(driving car to old house instead of new house)
13
LTM – Retrieval
Two types of information retrieval,
o Recall
o Information is reproduced from memory can be assisted by cues,
e.g. categories, imagery
o Recognition
o presentation of the information provides the knowledge that the
information seen before
o less complex then recall - information is cue
14
THINKING
Able to use the information to a reason and solve a problems
Usually do this when the information is partial or unavailable
Thought is conscious and self-aware
Thinking can be different
o Directed and the knowledge required is constrained
o Vast amount of knowledge from different domains
Two categories of thinking,
o Reasoning
o Deductive
o Inductive
o Abductive
o Problem solving
15
Deductive Reasoning
Derive logically necessary conclusion from given premises.
Example: If it is Friday then she will go to work
It is Friday
Therefore she will go to work. (Truth)
Logical conclusion not necessarily true:
Example: If it is raining then the ground is dry
It is raining
Therefore the ground is dry (Validity)
When truth and logical validity clash …
Example: Some people are babies
Some babies cry
Inference - Some people cry (invalid deduction)
16
Inductive Reasoning
Induction
o generalize from cases seen to infer information about cases unseen
e.g. all elephants we have seen have trunks
therefore all elephants have trunks.
Unreliable
o Induction is a useful process
o can only prove false not true
… but useful!
Humans not good at using negative evidence
o e.g. Wason's cards.
17
Wason’s Cards
The only way to falsify an "if X, then Y" statement ("if vowel, then even
number") is by finding an instance of "X and not Y" ("vowel and odd
number"). K and 4 are irrelevant, because these cards cannot combine a
vowel and odd number.
18
Abductive Reasoning
reasoning from event to cause
Example: ‘X’ drives fast when drunk.
If I see ‘X’ driving fast, assume drunk.
Unreliable:
o can lead to false explanations
o Not always true
o People do infer explanations in this way, and hold onto them until
evidence to support an alternative (often results in confusion and error)
19
Problem Solving
Finding solution to an unfamiliar task, using the knowledge
Solutions seem to be original and creative
Different theories of problem solving in the past and present
Gestalt Theory
o Problem solving is the matter of reproducing known response or trail
and error
o Problem solving both productive and reproductive
o Productive draws on insight and restructuring of problem
o Reproductive draws on previous experience
o Attractive but not enough evidence to explain `insight' etc.
o Move away from behaviourism and led towards information processing
theories
20
Problem Solving
Problem space theory
o problem space comprises problem states
o problem solving involves generating states using legal operators
o heuristics may be employed to select operators
e.g. means-ends analysis – initial state and goal state comparison
o operates within human information processing system
e.g. STM limits etc.
o largely applied to problem solving in well-defined areas
e.g. puzzles rather than knowledge intensive areas
21
Problem Solving
Analogy
o analogical mapping:
Mapping knowledge relating to a similar known domain to the new
problem
Similarities are noted and the operators from known domain are
transferred to the new one.
o analogical mapping difficult if domains are semantically different
o People often miss analogous information, unless it is semantically close
to the problem domain.
22
Problem Solving
Skill acquisition
o skilled activity characterized by chunking
lot of information is chunked to optimize STM
o conceptual rather than superficial grouping of problems
Novice => Superficial Expert => Conceptual
o information is structured more effectively
o Anderson’s ACT model
Uses knowledge extensively
Relies upon known procedures
Represents skilled behaviour
o Experts tend to rehearse their actions mentally. Efficient, but cause
errors when the context changes.
23
Errors and Mental Models
Types of error
slips
o right intention, but failed to do it right
o causes: poor physical skill, inattention etc.
o change to aspect of skilled behaviour can cause slip
mistakes
o wrong intention
o cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
24
Errors and Mental Models
Common Slips and Lapses
Capture Error
o An activity you are doing is “captured” by another one. Often a
non-routine activity can be captured by a more routine one.
25
Errors and Mental Models
Common Slips and Lapses
Description Error
o Sometimes when we do a routine activity, we do it to something
that is similar to but not the same as the thing intended. (It is not
correct but “fits the description”)
o For example sometimes if I leave my mobile next to my mouse, I
grab the mobile by mistake.
o For example I once dried my hands on my flatmate’s coat which
was hanging on the back of a chair where a tea-towel would
normally be
26
Errors and Mental Models
Common Slips and Lapses
Data Driven Error
o Many human actions are responses to something. These
responses can enter into a processes as an additional step or as
a mis-step
o For example when I was typing a document, someone asked me
the meaning of a word. I then realised I had typed that word
instead of the word I mean to.
27
Errors and Mental Models
Common Slips and Lapses
Associate Action Error
o Sometimes our own internal associations can trigger a slip.
o For example picking up the telephone and saying “come in”
o For example, I once went to a job interview and instead of saying
“Hi, I‟m John”, I said “Hi, I‟m scared”. (These kinds of associative
errors are called Freudian Slips).
28
Errors and Mental Models
Common Slips and Lapses
Loss of Activation Error
o Sometimes we set out to do something, but along the way forget
what we set out to do.
o For example, I once went to my bedroom but once I was there
wondered what it was I went to do. Once I was back downstairs I
remembered I wanted to charge my phone.
29
Errors and Mental Models
Common Slips and Lapses
Mode Error
o Sometimes we operate a technology correctly, except that it is in
the wrong mode.
o For example, when turning my car around, I reversed it but forgot
to put it in a forward gear before setting off forwards.
o For example, I typed the body of a text message into the “to”
area on my phone.
30
Emotion
Various theories of how emotion works
o James-Lange: emotion is our interpretation of a physiological response
to a stimuli
o Cannon: emotion is a psychological response to a stimuli
o Schacter-Singer: emotion is the result of our evaluation of our
physiological responses, in the light of the whole situation we are in
Emotion clearly involves both cognitive and physical responses to stimuli
The biological response to physical stimuli is called affect. It changes the way
we deal with different situations
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Emotion
Affect influences how we respond to situations
o positive creative problem solving
o negative narrow thinking
“Negative affect can make it harder to do even easy tasks; positive affect can
make it easier to do difficult tasks”
(Donald Norman)
Implications for interface design
stress will increase the difficulty of problem solving – less able to cope
with managing difficult interfaces
relaxed users will be more forgiving of shortcomings in design
aesthetically pleasing and rewarding interfaces will increase positive
affect.
32
Individual Differences
long term
– sex, physical and intellectual abilities
short term
– effect of stress or fatigue
changing
– age
Ask yourself:
will design decision exclude section of user population?
33
Psychology and the design of Interactive System
Some direct applications
o e.g. blue acuity is poor
blue should not be used for important detail
34
The Computer
a computer system is made up of various elements
sensors
and devices
everywhere
text entry devices
• Standardised layout
but …
– non-alphanumeric keys are placed differently
– accented symbols needed for different scripts
– minor differences between UK and USA keyboards
1 2 3 4 5 6 7 8 9 0
Q W E R T Y U I O P
A S D F G H J K L
Z X C V B N M , .
SPACE
alternative keyboard layouts
Alphabetic
– keys arranged in alphabetic order
– not faster for trained typists
– not faster for beginners either!
Dvorak
– common letters under dominant fingers
– biased towards right hand
– common combinations of letters alternate between hands
– 10-15% improvement in speed and reduction in fatigue
– But - large social base of QWERTY typists produce market
pressures not to change
special keyboards
• Technical problems:
– capturing all useful information - stroke path,
pressure, etc. in a natural manner
– segmenting joined up writing into individual letters
– interpreting individual letters
– coping with different styles of handwriting
• Improving rapidly
• Problems with
– external noise interfering
– imprecision of pronunciation
– large vocabularies
– different speakers
Numeric keypads
mouse, touchpad
trackballs, joysticks etc.
touch screens, tablets
eyegaze, cursors
the Mouse
• Two characteristics
– planar movement
– buttons
(usually from 1 to 3 buttons on top, used for
making a selection, indicating an option, or to
initiate drawing etc.)
the mouse (ctd)
Mouse located on desktop
– requires physical space
– no arm fatigue
• Mechanical
– Ball on underside of mouse turns as mouse is moved
– Rotates orthogonal potentiometers
– Can be used on almost any flat surface
• Optical
– light emitting diode on underside of mouse
– may use special grid-like pad or just on desk
– less susceptible to dust and dirt
– detects fluctuating alterations in reflected light intensity to
calculate relative motion in (x, z) plane
Even by foot …
Trackball
– ball is rotated inside static housing
• like an upside down mouse!
– relative motion moves cursor
– indirect device, fairly accurate
– separate buttons for picking
– very fast for gaming
– used in some portable and notebook computers.
Thumbwheels …
– for accurate CAD – two dials for X-Y cursor position
– for fast scrolling – single dial on mouse
Joystick and keyboard nipple
Joystick
– indirect
pressure of stick = velocity of movement
– buttons for selection
on top or on front like a trigger
– often used for computer games
aircraft controls and 3D navigation
Keyboard nipple
– for laptop computers
– miniature joystick in the middle of the keyboard
Touch-sensitive screen
• Detect the presence of finger or stylus on the screen.
– works by interrupting matrix of light beams, capacitance changes
or ultrasonic reflections
– direct pointing device
• Advantages:
– fast, and requires no specialised pointer
– good for menu selection
– suitable for use in hostile environment: clean and safe from
damage.
• Disadvantages:
– finger can mark screen
– imprecise (finger is a fairly blunt instrument!)
• difficult to select small regions or perform accurate drawing
– lifting arm can be tiring
Stylus and light pen
Stylus
– small pen-like pointer to draw directly on screen
– may use touch sensitive surface or magnetic detection
– used in PDA, tablets PCs and drawing tables
Light Pen
– now rarely used
– uses light from screen to detect location
BOTH …
– very direct and obvious to use
– but can obscure screen
Digitizing tablet
• very accurate
- used for digitizing maps
Eyegaze
Anti-aliasing
– softens edges by using shades of line colour
– also used for text
Cathode ray tube
electron beam
electron gun
focussing and
deflection
phosphor-
coated screen
Health hazards of CRT !
• X-rays: largely absorbed by screen (but not at rear!)
• UV- and IR-radiation from phosphors: insignificant
levels
• Radio frequency emissions, plus ultrasound (~16kHz)
• Electrostatic field - leaks out through tube to user.
Intensity dependant on distance and humidity. Can
cause rashes.
• Electromagnetic fields (50Hz-0.5MHz). Create induction
currents in conductive materials, including the human
body. Two types of effects attributed to this: visual
system - high incidence of cataracts in VDU operators,
and concern over reproductive disorders (miscarriages
and birth defects).
Health hints …
• How it works …
– Top plate transparent and polarised, bottom plate reflecting.
– Light passes through top plate and crystal, and reflects back to
eye.
– Voltage applied to crystal changes polarisation and hence colour
– N.B. light reflected not emitted => less eye strain
special displays
• what?
– thin flexible sheets
– updated electronically cross
section
– but retain display
• how?
– small spheres turned
– or channels with coloured liquid
and contrasting spheres
– rapidly developing area
virtual reality and 3D interaction
positioning in 3D space
moving and grasping
seeing 3D (helmets and caves)
positioning in 3D space
yaw
roll
pitch
3D displays
• desktop VR
– ordinary screen, mouse or keyboard control
– perspective and motion give 3D effect
• seeing in 3D
– use stereoscopic vision
– VR helmets
– screen plus shuttered specs, etc.
• time delay
– move head … lag … display moves
– conflict: head movement vs. eyes
• depth perception
– headset gives different stereo distance
– but all focused in same plane
– conflict: eye angle vs. focus
• conflicting cues => sickness
– helps motivate improvements in technology
simulators and VR caves
• analogue representations:
– dials, gauges, lights, etc.
• digital displays:
– small LCD screens, LED lights, etc.
• head-up displays
– found in aircraft cockpits
– show most important controls
… depending on context
Sounds
easy-clean
smooth buttons
multi-function
control
large buttons
clear dials
tiny buttons
Environment and bio-sensing
print technology
fonts, page description, WYSIWYG
scanning, OCR
Printing
• shop tills
– dot matrix
– same print head used for several paper rolls
– may also print cheques
• thermal printers
– special heat-sensitive paper
– paper heated by pins makes a dot
– poor quality, but simple & low maintenance
– used in some fax machines
Fonts
• Font – the particular style of text
Courier font
Helvetica font
Palatino font
Times Roman font
§´ (special symbol)
Pitch
– fixed-pitch – every character has the same width
e.g. Courier
– variable-pitched – some characters wider
e.g. Times Roman – compare the ‘i’ and the “m”
Serif or Sans-serif
– sans-serif – square-ended strokes
e.g. Helvetica
– serif – with splayed ends (such as)
e.g. Times Roman or Palatino
Readability of text
• lowercase
– easy to read shape of words
• UPPERCASE
– better for individual letters and non-words
e.g. flight numbers: BA793 vs. ba793
• serif fonts
– helps your eye on long lines of printed text
– but sans serif often better on screen
Page Description Languages
• WYSIWYG
– what you see is what you get
– aim of word processing, etc.
• but …
– screen: 72 dpi, landscape image
– print: 600+ dpi, portrait
• can try to make them similar
but never quite the same
• so … need different designs, graphics etc, for
screen and print
Scanners
Used in
– desktop publishing for incorporating
photographs and other images
• more recently
– papers micro printed - like wattermarks
• identify which sheet and where you are
– special ‘pen’ can read locations
• know where they are writing
memory
• magnetic disks
– floppy disks store around 1.4 Mbytes
– hard disks typically 40 Gbytes to 100s of Gbytes
access time ~10ms, transfer rate 100kbytes/s
• optical disks
– use lasers to read and sometimes write
– more robust that magnetic media
– CD-ROM
- same technology as home audio, ~ 600 Gbytes
– DVD - for AV applications, or very large files
Blurring boundaries
• PDAs
– often use RAM for their main memory
• Flash-Memory
– used in PDAs, cameras etc.
– silicon based but persistent
– plug-in USB devices for data transfer
speed and capacity
• Problem:
– running lots of programs + each program large
– not enough RAM
• But … swopping
– program on disk needs to run again
– copied from disk to RAM
– slows t h i n g s d o w n
Compression
• Images:
– many storage formats :
(PostScript, GIFF, JPEG, TIFF, PICT, etc.)
– plus different compression techniques
(to reduce their storage requirements)
• Audio/Video
– again lots of formats :
(QuickTime, MPEG, WAV, etc.)
– compression even more important
– also ‘streaming’ formats for network delivery
methods of access
/e3/online/moores-law/
the myth of the infinitely
fast machine
Issues
– network delays – slow feedback
– conflicts - many people update data
– unpredictability
The internet
• history …
– 1969: DARPANET US DoD, 4 sites
– 1971: 23; 1984: 1000; 1989: 10000
• common language (protocols):
– TCP – Transmission Control protocol
• lower level, packets (like letters) between machines
– IP – Internet Protocol
• reliable channel (like phone call) between programs on
machines
– email, HTTP, all build on top of these
Module – 2
DESIGNING INTERACTION
2. Discovery, Collection
1
Interaction Design Process
Iterative Design
User-Centered Design
Interaction Design Models
Overview of Interaction Design Models
2
Iterative Design
Interaction design is an iterative process
o One step forward, two steps back
The knowledge path is constantly moving forward
3
User-Centered Design (UCD)
How do designers come up with an interface that’s not in your face?
That just does what you want, and doesn’t make you waste time
doing what it wants? (IBM, 2006)
Pioneered by Donald Norman’s research laboratory at the University
of California at San Diego.
The objective of UCD is to develop a design framework that enables
interaction designers to build more usable systems.
ISO Standard - Human Centered Design Processes for Interactive
Systems.
The basic tenants / principles of user-centered design:
o Early focus on users and their tasks
o Continuous evaluations to determine ease of learning and ease
of use (Empirical Measurement)
o Iterative design 4
User-Centered Design (UCD)
Design should emerge from the user’s
o tasks
o goals
o environment
Focuses on human-centric issues
o cognition
o perception
o physical attributes and conditions
user
Environment
5
User-Centered Design (UCD) Process
6
User-Centered Design (UCD)
UCD projects generally involve the following methods:
o User Participation
o Focus Groups
o Questionnaires
o Ethnographic Observations
o Walkthroughs
o Expert Evaluations
o Usability Testing
7
User-Centered Design (UCD)
8
Methods used in UCD
Requirements
o Field studies: ethnography, contextual inquiry
o User interviews, surveys
Analysis
o Scenarios
o Task Analysis
o Card sorting
Design
o Participatory Design - brings user(s) fully into the whole design
process
Brainstorming, storyboarding, workshops, pencil and paper
exercises
9
Methods used in UCD
Evaluation
o Usability evaluation
o Focus groups
o Formal heuristic evaluation
Scenario
o A scenario is an informal description of an interaction, perhaps
with a real-world setting. Scenarios can:
be elaborated down to low-level interactions
suggest desirable constraints such as response time, error
behaviour
motivate choice of use-cases
help validate formal models of system design
Scenarios afford a rich picture of the user’s tasks 10
Methods used in UCD
Brainstorming
o Team activity
Stream-of-consciousness
Storyboarding/ paper prototypes
Semantic networks /mind-maps
o Using informal tools (pen and paper) is one of the keys to
successful conceptual design
11
Participatory Design
Users are first-class members of the design team
o As opposed to their passive involvement in UCD
Users are considered subject experts
o Know all about their work context
Iterative design process
o All design stages are subject to revision
12
Interaction Design Models
Waterfall Model
Spiral Model
Dynamic Systems Development Method
Prototype-Based Models
Discount Usability Engineering
Contextual Inquiry
13
Classical Waterfall Model
Winston Royce (1970)
o Spacecraft missions
Planning
Commanding
Post-flight analysis
Analysis and Coding
Small projects
Programmers are the users
Requirements are fixed
Not user-centered
Time sensitive
o Early completion of requirements Documentation
14
Waterfall Model
Advantages of the waterfall model:
o Highly disciplined process of documentation
o Easily observable development progress
o Easy to create budget
15
Interactive System Design
The uni-directional flow is not
appropriate for interactive
system design.
In other words, Each stage
depends on the previous
stages.
It may also depend on the next
stages (feedback).
It is no longer the (linear)
waterfall model
16
Interactive System Design
Advantage of Iterative Waterfall Model:
o Consistent review process
17
Spiral Model
Barry Boehm (1988)
o More flexible
o Centered on risk reduction
o Incorporates prototype development
o Encourages iteration
o Starts with value proposition
identifies a particular corporate mission that could be
improved by technology
18
1) The advantages of the Spiral SDLC Model are as follows −
1) Changing requirements can be accommodated.
2) Allows extensive use of prototypes.
3) Requirements can be captured more accurately.
4) Users see the system early.
5) Development can be divided into smaller parts and the risky parts can
be developed earlier which helps in better risk management.
21
Spiral Model
22
Dynamic System Development Method (DSDM)
Rapid Application Development (RAD)
The Dynamic Systems Development Method (DSDM)
o Not-for-profit consortium www.dsdm.org
Time-sensitive
Business-centered
o Main focus – on-time delivery of high-quality software for current
business needs
o 80% of a software solution can be developed in 20% of the time
required to complete a total solution.
Time frame and allocated resources are fixed
Functional requirements are flexible
23
Dynamic System Development Method (DSDM)
Three stages
o Pre-project, feasibility study, and business study phases
o Iteration between the functional model iteration, design and build
iteration, and implementation phases
o Post-project phase
24
Dynamic System Development Method (DSDM)
The DSDM framework recognizes nine principles:
1. Active user involvement is imperative.
2. The team must be empowered to make decisions.
3. The focus is on frequent delivery of products.
4. Fitness for business purpose is the essential criterion for
acceptance of deliverables.
5. Iterative and incremental development is necessary to
converge on an accurate business solution.
6. All changes during development are reversible.
7. Requirements are baselined at a high level.
8. Testing is integrated throughout the life cycle.
9. Collaboration and cooperation among all stakeholders is
essential. 25
Dynamic System Development Method (DSDM)
Advantages of the DSDM:
o Provides a technique-independent process
o Flexible in terms of requirement evolution
o Strict time and budget adherence
o Incorporates stakeholders into the development process
Disadvantages of the DSDM:
o Involves progressive development of requirements
o Focus on RAD can lead to decrease in code robustness
o Requires full commitment to DSDM process
o Requires significant user involvement
o Requires a skilled development team in both the business and
technical areas
26
Prototype-based Development
Prototypes are used to develop, demonstrate and test design ideas
o Appropriate for small-scale projects
o Enable discussions of:
Look and feel
Scope
Information flow
Product concept
Throwaway Prototyping Model
Evolutionary Prototyping Model
27
Prototype-based Development
In HCI, three broad categories of prototypes are used in different
stages of the design life cycle.
Low fidelity prototypes:
The prototypes in this category are built primarily using cheap
and non-technological means such as paper, cardboard, wood
etc.
These are useful mainly to brainstorm initial ideas at the early
design stage
Ex.: Storyboarding
28
Prototype-based Development
Low fidelity prototypes:
29
Prototype-based Development
Medium fidelity prototypes:
These prototypes are used primarily to evaluate selective
functionality of the system, during the middle phases of the
design
There are two ways in which medium fidelity prototypes are
implemented:
horizontal prototypes, in which the entire surface interface is
implemented without any functionality
Ex.: first screen of an interface (showing layout)
vertical prototypes, in which one or more features of the
systems are implemented in depth.
Ex.: working of a single menu item in full
30
Prototype-based Development
Hi fidelity prototypes:
These typically refer to prototypes where most, if not all,
functionalities of the system is implemented for final user
evaluation.
Since user evaluation is costly in term of money and effort, such
prototypes are usually developed at the final stages of the
design cycle.
31
Prototype-based Development
Advantages of prototyping:
Easy for users to give feedback
Reduced development time and cost
Involvement of the user in the development process
Disadvantages of prototyping:
Can be viewed by client as the final product
May lead to insufficient analysis due to the ease of development
Difficult for developers to discard and start creating the final
product from scratch
32
Discount Usability Engineering (DUE)
Jakob Nielsen (1994)
o Nielsen argued that the benefits derived from even small amounts of
user testing would have a significant impact on the usability of the
design.
o DUE is based on the use of the following three techniques:
Scenarios-A type of extreme prototyping that reduces the level of
functionality and number of features for a system to a minimum. Scenarios can
be paper mock-ups or actual simple prototype interfaces.
Simplified thinking aloud - A simple method that involves bringing in a
limited number of real end-users, having them use a system to carry out typical
tasks of interest
Heuristic evaluation - A group of experts are employed to individually
evaluate systems based on commonly accepted standards and "rules of thumb"
33
known as heuristics.
Discount Usability Engineering (DUE)
36
Usability Engineering (UE) : Assignment
37
Nielsen 10 Usability 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 recognize, diagnose, and recover from errors
Help and documentation
38
Contextual Inquiry
Hugh Beyer and Karen Holzblatt 1998
Contextual Design: Defining Customer-Centered Systems.
Involves
o – Observation
o – Inquiry
o – Interpretation
It is based on four main principles:
o – Context
o – Partnership
o – Focus
o – Interpretation
39
Contextual Inquiry
Context
o how and why people use software products
Partnership
o partnering with a typical user in a master/apprentice relationship.
Focus
o Observations are focused on collecting information, which can
be categorized as follows:
Tools - The various applications people use to perform their
tasks.
Artifacts – Non-digital tools required by the work but not part
of the design.
Terminology - The labels and terms people use to identify
objects and processes. 40
Contextual Inquiry
Sequences - The order in which people perform their tasks.
Methods - Organization techniques used by the workers.
Interactions - How and why people interact with each other.
Interpretation
o An affinity diagram is a way to sort, organize, and prioritize
observations
o They involve post-it notes and grouping observations
o The team creates models of :
Communication flows
Information sequences
Physical environments
Corporate culture structures
o They lead to the conceptual models of the design 41
Contextual Inquiry :: Affinity Diagram
42
Interactive System Design Life Cycle (ISLC)
Key stages
o Know the user, propose design, evaluate design by users, refine
design
Iterative design process
o The above stages are iterated till an acceptable (determined
from user feedback) solution is obtained
43
ISLC – Identify Need
What is wanted – identify users and their need
Designers make use of one or more methods to identify the
requirements
Such methods include
o Interview (structured, semi-structured, unstructured)
o Contextual inquiry
o Cultural probes
o Ethnography
o User models
44
ISLC – Analyze Data
Analysis of the data collected
Two types of analysis are performed
o Scenario analysis: analyze data collected from the user on one
or more usage scenario of the system
o Task analysis: analyze tasks required to be carried out by the
user to operate the system.
System level task analysis: analysis of external tasks
required to operate the system
Cognitive task analysis: analysis of tasks performed in the
mind of the user
45
ISLC – Propose Design
Design proposal arrived at from the analysis of collected data
o Guidelines and principles help in the development of initial
design
o Several sets of guidelines (both general and specific) are there
to cater to specific interface design context
46
ISLC – Develop Prototype
Implement a prototype of the design for collecting user feedback.
A spectrum of techniques is used in developing prototypes
o Paper prototype (one extreme)
o Complete software (other extreme)
o Lots in between …
47
ISLC – Evaluate Design
Evaluation of the design by users
In the initial design phase, evaluation is done on prototypes
o Cost effective and easier to perform
o Suitable for iterative design process where the evaluation is
performed many times
The full system is typically evaluated at the end
o Full system evaluation is costly in terms of money, manpower,
time and effort
o Hence, typically done once or a limited number of times
48
ISLC – Evaluate Design
Several evaluation methods are available
o Checklist/guideline based evaluation
Heuristic evaluation, cognitive walkthrough
o Model-based evaluation: employs models (of the system or user
or hybrid) for evaluation
Hybrid models are essentially models that combines the
features of both the system and the user
o Empirical evaluation – evaluate with real users
Involve implementation of the system with full
functionalities
49
Interaction Types
Interaction types are defined by the user experience supported by
the HCI design.
Instructing (command-based)
Conversing (dialogue-based)
Manipulating (static interaction with the environment)
Exploring (dynamic interaction with the environment)
50
Interaction Types
Instructing (command-based)
Instructions can be issued in various ways: typing in commands,
pressing buttons, selecting options from menus, speech / gesture-
based issuing of commands, thought-based issuing of commands
(brain interfaces).
Instruction-based software products: Unix, Windows, Linux, (99% of
products).
Other products: vending machines, audio / video equipment, toys,
clocks, cars…
51
Interaction Types
Conversing (dialog-based)
User has a dialogue with the system by means of speech-based or
typed-questions-based interface.
Simple (speech-based) HCIs: tele-banking, ticket booking, train-
times inquiries.
Advanced HCIs: advisory system, search engines, virtual tutoring.
Pros: more natural Cons: HCI tiresome, unable to handle complex
questions.
52
Interaction Types
Manipulating
Manipulating (static interaction with the environment)
Interacting with objects in physical or virtual environment by
selecting, moving, resizing, opening, and closing them.
Manipulation-based HCI design: direct manipulation GUI (current
trend).
Manipulation-based product design : toys.
Pros: enables easy learning / remembering, direct results → no
need for error messages, incites exploring → mastery →confidence;
Cons : too slow for experts
53
Interaction Types
Manipulating Interface
54
Interaction Types
Exploring
Exploring (dynamic interaction with the environment)
Moving through physical or virtual environment.
Exploration-based designs: fantasy and other virtual worlds,
Computer- Automated Virtual Environment (CAVE), ambient
intelligence (smart rooms)
Pros: natural HCI, opens up 1000s of possibilities;
55
GUI Design and Aesthetics
GUI determines the Usability Index of the product as a whole. Gives
the product an identity, personality & character.
56
GUI Design and Aesthetics
Case Study 1 : Windows GUI (Aesthetic and minimalist design)
57
GUI Design and Aesthetics
Case Study 2 : Icon Design (Two simple icons communicating an
activity in progress.)
58
GUI Design and Aesthetics
Case Study 3 : Graphic Design – Website Layout
59
GUI Design and Aesthetics : Assignment 1
From any computer or mobile screen pick one GUI which you do not
like & one more GUI which you like.
Write down some points in favour of your design w.r.t. functional and
usability aspect
60
GUI Design and Aesthetics : Assignment 2
61
Thank You for Your Attention !
62
Discovery - Interpretation
Interpretation means going from data to design requirements
After collection you interpret the information by:
o Creating descriptions of the people who do the work
o Describing the different goals involved in the work
o Documenting the work step by step
o Creating different stories about how the various aspects of the
work are done
o Creating charts and diagrams of the work flow
o Tracing the different stories identified with the various people
through the charts and diagrams
The data collected must be organized and transformed into
information
1
Discovery - Interpretation
The tools we will explore for interpretation include the following:
o Task analysis
o Storyboarding
o Use cases
o Primary stakeholder profiles
2
Discovery – Interpretation – Task Analysis
Task analysis is a way of documenting how people perform tasks
A task analysis includes all aspects of the work flow
It is used to explore the requirements of the proposed system and
structure the results of the data collection phase
Task decomposition
o A linear description of a process that captures the elements
involved as well as the prevailing environmental factors.
Hierarchical Task Analysis (HTA)
o HTA provides a top-down, structured approach to documenting
processes.
3
Interpretation – Task Analysis – Task Decomposition
Identify the process
Describe the steps
Include the following,
The reasons for the actions
The people who perform the actions
The objects or information required to complete the actions
11
Interpretation – Task Analysis – HTA - Example
12
Interpretation – Task Analysis – HTA
Draw a HTA for a website of your college to announce Results. Take
into consideration that there are multiple Departments, CAT1, CAT 2
& FAT exams results to be declared and documented
13
Interpretation – Storyboarding
Storyboarding involves using a series of pictures that describes a
particular process or work flow
Can be used to study existing work flows or generate
requirements.
Can facilitate the process of task decomposition
Used to brainstorm alternative ways of completing tasks.
Requirements Document
o Requirements
Functional
Information
Physical
o Inputs/outputs
o Constraints 14
Interpretation – Storyboarding
Pros
Simple to design by yourself
Makes you think through the process of how something will be
used and identify needed features
Useful for communicating ideas
Cons
Rough sketches, not everything can go in
Limited in scope, impractical to use on a whole project
15
Interpretation – Storyboarding
16
Interpretation – Use Cases
Use cases [proposed by Jacobson et al. (1992)] represent a formal,
structured approach to interpreting work flows and processes
Designed to describe a particular goal and explore the interaction
between users and the actual system components.
Incorporated into the Unified Modeling Language (UML) standard
The two main components,
Actors: similar to stakeholders, but can also include other systems,
networks, or software that interacts with the proposed system.
Use Cases: Each actor has a unique use case, which involves a
task or goal the actor is engaged in.
Describe discrete goals that are accomplished in a short time
period
Describe the various ways the system will be used and cover all
17
of the potential functionality being built into the design
Interpretation – Use Cases
Can be diverse paths through a Use Case
Basic Path: The primary path through the use case is the one that
is completed without any diversions from error conditions or
extenuating circumstances
Alternate Path: Alternate paths test the exception-handling
capabilities of the system.
They capture premature termination of a process, choosing of a
different method and possible error conditions
Scenarios: Each unique path through the use case is called a
scenario.
Scenarios represent discrete instances that combine to create
the complete use case.
They are the lowest level of the use case and should cover all
18
conceivable paths and alternatives.
Interpretation – Use Cases
Scenario Elements:
Settings – description of the starting state of the episode and
objects that are involved.
Actors
Goals
Actions – things that actors do
Events – things that happen to the actors
Objects
19
Interpretation – Use Cases
20
Interpretation – Use Cases
Example: Scenarios for ‘schedule a meeting’
Basic path – coordinator books room and a/v equip. contacts team
members and they reply, “ok”
Alt path 1: the a/v equipment is unavailable
Alt path 2: booking is ok, but team members don’t reply
Example: Flow of events ’
Coordinator checks book and sends a group email
Coordinator checks email responses
if no response, coordinator uses an alternate method
o Instant messaging
o Face to face
o Phone
Coordinator creates a list of available times 21
Interpretation – Use Cases
Coordinator checks room schedule and reserves room
6 checks a/v equip sign up sheet.
o If a/v not available, alter room schedule (go back to step 5)
End Loop
22
Interpretation – Use Cases
23
Interpretation – Use Cases
24
Interpretation – Use Cases
25
Interpretation – Use Cases
Include:
An include relationship is a relationship in which one use case (the
base use case) includes the functionality of another use case (the
inclusion use case).
The include relationship supports the reuse of functionality in a use
case model.
A dotted line labeled <<include>> beginning at base use case and
ending with an arrows pointing to the include use case.
<<include>>
26
Interpretation – Use Cases
27
Interpretation – Use Cases
Extend:
In UML modeling, you can use an extend relationship to specify that
one use case (extension) extends the behavior of another use case
(base)
A dotted line labeled <<extend>> with an arrow toward the base
case. The extending use case may add behavior to the base use
case.
The base class declares “extension points”.
<<extend>>
28
Interpretation – Use Cases
29
Interpretation – Use Cases
Prepare a use case for Voice based web browser
o The user gives request through voice using PC to touch tone
o The request goes to voice browser and converts the voice to text
o Checks the grammars and speech synthesis
o Access Business Information, Public Information and Personal
Information
30
Interpretation – Primary Stakeholder Profiles
Primary Stakeholder Profiles are used to define the target user
31
Interpretation – Primary Stakeholder Profiles
32
Interpretation – Primary Stakeholder Profiles
Context of Use for a common office desktop system
33
Interpretation – Primary Stakeholder Profiles
Cognitive Abilities of the target user affect the design
The cognitive abilities of the target user may be specific or more
general
Note: Domain expertise may not correlate with computer literacy
34
Interpretation – Primary Stakeholder Profiles
Physical Ability: the human condition includes wide ranges of
abilities
o visual
o auditory
o Haptic
o Describe situations when physical ability will affect design
35
Interpretation – Primary Stakeholder Profiles
Individual profiles: There are situations when personal user
information is required
o E.g. if you are designing educational software you may want to
specify age by grade level.
Describe some design situations that require personal information
36
Documentation
Mission Statement
o Project goals:
What is the value proposition?
What needs will the new system address?
How will it address these needs?
o Project scope
What does the proposed design include or exclude?
What are the external constraints such as time and
finances?
How will you decide when it satisfies the design proposal?
37
Documentation
Requirements Document
o Requirements
Functional – basically a list of required features
Information – what info. is needed to carry out functional
requirements
Physical – hardware? Also consider interoperability with
legacy systems
o Inputs/outputs
o Constraints - e.g. time, money, security…
38
Documentation
Project Management Document
o Definition of the tasks involved in the project
o Risk – e.g. time, money, security, safety
o Evaluation criteria and methods
o Implementation
o Training requirements
o Maintenance
o Future needs
39
THANK YOU FOR YOUR
ATTENTION !
40
Module – 3
3. GOMS-CMN-GOMS Analysis
1
Types of Models
Descriptive / Prescriptive models, such as state networks and the
Three-State Model, provide a framework for thinking about user
interaction.
o They can help us to understand how people interact with
dynamic systems.
o some models in HCI are used to explain/describe user
behaviour during interaction in qualitative terms.
An example is the Norman’s model of interaction. These
models help in formulating (prescribing) guidelines for
interface design
2
Types of Models
Predictive models such as the Model Human Processor (MHP) and
the Keyboard Level Model (KLM), are a priori (pre-experience)
models
o They give approximations of user actions before real users are
brought into the testing environment.
o These models can “predict” behaviour of a user in quantitative
terms.
An example is the GOMS model (composed of methods that
are used to achieve specific goals.) which can predict the task
completion time of an average user for a given system.
3
Types of Models : Sample Question
4
Types of Models : Answer
5
Predictive Engineering Models
The predictive engineering models used in HCI are of three types
o Formal (system) models
o Cognitive (user) models
o Syndetic (hybrid) model
6
Predictive Engineering Models
Formal (System) Models
In these models, the interactive system (interface and interaction) is
represented using ‘formal specification’ techniques
o For example, the interaction modelling using state transition
networks
Essentially models of the ‘external aspects’ of interactive system
(what is seen from outside)
Interaction is assumed to be a transition between states in a
‘system state space’
o A ‘system state’ is characterized by the state of the interface
(what the user sees)
7
Predictive Engineering Models
Formal (System) Models
It is assumed that certain state transitions increase usability while
the others do not.
The models try to predict if the proposed design allows the users to
make usability-enhancing transitions
By applying ‘reasoning’ (manually or using tools) on the formal
specification.
8
Predictive Engineering Models
Cognitive (User) Models
These models capture the user’s thought (cognitive) process during
interaction
o For example, a GOMS model tells us the series of cognitive
steps involved in typing a word
Essentially models are the ‘internal aspects’ of interaction (what
goes on inside user’s mind)
Usability is assumed to depend on the ‘complexity’ of the thought
process (cognitive activities)
o Higher complexity implies less usability
9
Predictive Engineering Models
Cognitive (User) Models
Cognitive activities involved in interacting with a system is assumed
to be composed of a series of steps (serial or parallel)
More the number of steps (or more the amount of parallelism
involved), the more complex the cognitive activities are
The models try to predict the number of cognitive steps involved in
executing ‘representative’ tasks with the proposed designs
Which leads to an estimation of usability of the proposed design
10
Predictive Engineering Models
Syndetic (Hybrid) Models
HCI literature mentions one more type of model, called ‘Syndetic’
model
In this model, both the system (external aspect) and the cognitive
activities (internal aspect) are combined and represented using
formal specification
The model is rather complex and rarely used.
11
Model Human Processor (MHP)
The Model Human Processor can make general predictions about
human performance
The MHP is a predictive model and is described by a set of
memories and processors that function according to a set of
principles (principles of operation)
Contains three interacting systems: perceptual, cognitive, and
motor systems
o For some tasks, systems operate in serial (pressing a key in
response to a stimulus).
o For other tasks, systems operate in parallel (driving, talking to
passenger, listening to radio).
12
Model Human Processor (MHP)
Each system has its own memory and processor.
o Memory: storage capacity and decay time.
o Processor: cycle time (includes access time).
Each system guided by principles of operation.
13
Model Human Processor (MHP)
Perceptual system (sensory image stores)
Sensors
o Eyes
o Ears
Buffers
o Visual memory store (VIS)
o Auditory memory store (AIS)
Cognitive system
o Working memory (WM)—Short-term memory
o Long-term memory (LTM)
Motor system
o arm-hand-finger system
o head-eye system. 14
Model Human Processor (MHP)
Perceptual Processor
Codes information in perceptual memory for about 100ms and then
retrieves next stimulus
Cycle time (Tp) ≈100ms [50-200ms]
Processor cannot code all information before the next stimulus
arrives
Type and order of coding influenced by:
Gestalt principles (perceive shape from atomic parts)
Attention - directs processing or filters information
Variable Processor Rate Principle
Processor cycle time varies inversely with stimulus intensity
Brighter screens need faster refresh rates
15
Why MHP is useful?
Use empirical studies to validate the model
o Validates our understanding of the three systems
Use model to:
o Predict and compare usability of different interface designs
Task performance, learnability, and error rates
No users or functional prototype required!
o Develop guidelines for interface design
Color, spatial layout, recall, response rates, etc.
To be useful, a model must:
o Be easy to use and learn
o Produce reasonably accurate results
19
What’s not in the MHP
Haptic sensory processor and memory
Motor (or muscle) memory
Attention
Active “chunk” in WM + cognitive processing
Affects perceptual processing of sensory stimuli and filters what
information is transferred from sensory memory to WM
20
MHP – Working Memory
WM consists of a subset of “activated” elements from LTM
It encode only the non-symbolic physical parameters of stimuli.
Shortly after the onset of a stimulus, a symbolic representation is
registered in the WM
The activated elements from LTM are called chunks.
Chunks can be composed of smaller units like the letters in a
word.
A chunk might also consist of several words, as in a well-known
phrase
21
MHP – Long Term Memory
The cognitive processor can add items to WM but not to LTM.
The WM must interact with LTM over a significant length of time
before an item can be stored in LTM.
This increases the number of cues that can be used to retrieve the
item later
Items with numerous associations have a greater probability of
being retrieved
23
MHP – Memory Example
What if you are given 3 sets of filenames, where each set starts
with the same characters?
o E.g., Class1, Class2, Class3, Class4; Day1, Day2, Day3, Day4,
Time1, Time2, Time3, Time4.
How many chunks?
Answer:
o 4 chunks (class, day, time, and 1,2,3,4)
24
MHP – Processor Timing
Perceptual - The perceptual system captures physical sensations
by way of the visual and auditory receptor channels.
Perceptual decay is shorter for the visual channel than for the
auditory channel.
Perceptual processor cycle time is variable according to the nature
of the stimuli
Cognitive - The cognitive system bridges the perceptual and motor
systems.
It can function as a simple conduit or it can involve complex
processes, such as learning, fact retrieval, and problem solving.
Cognitive coding in the WM is predominantly visual and auditory
25
MHP – Processor Timing
Cognitive coding in LTM is involved with associations and is
considered to be predominantly semantic.
Cognitive decay time of WM requires a large range.
Cognitive decay is highly sensitive to the number of chunks
involved in the recalled item
Cognitive decay of LTM is considered infinite.
Cognitive processor cycle time is variable according to the nature of
the stimuli.
Motor - The motor system converts thought into action.
Motor processor cycle time is calculated in units of discrete micro-
movements.
26
MHP – Processor Timing
27
MHP – Processor Timing
A user sits before a computer terminal. Whenever a symbol
appears, s/he must press the space bar. What is the time between
stimulus and response?
Tp + Tc + Tm = 240 ms
29
Keyboard / Keystroke Level Model (KLM)
The KLM is a practical design tool that can capture and calculate
the physical actions a user will have to carry out to complete
specific tasks.
The model was proposed way back in 1980 by Card, Moran and
Newell.
This is the earliest model to be proposed in the GOMS family (and
one of the first predictive models in HCI)
The model allows a designer to ‘predict’ the time it takes for an
average user to execute a task using an interface and interaction
method
o For example, the model can predict how long it takes to close
this PPT using the “close” menu option
30
Keyboard / Keystroke Level Model (KLM)
Given:
o A task (possibly involving several subtasks)
o The command language of a system
o The motor skill parameter of the user
o The response time parameters
Predict:
o The time an expert user will take to execute the task using the
system
Provided that he or she uses the method without error
The KLM is comprised of:
o Operators
o Encoding methods
o Heuristics for the placement of mental (M) operators 31
How KLM Works
In KLM, it is assumed that any decision making task is composed of
a series of ‘elementary’ cognitive (mental) steps, that are executed
in sequence
These ‘elementary’ steps essentially represent low-level cognitive
activities, which can not be decomposed any further.
The method of breaking down a higher-level cognitive activity into a
sequence of elementary steps is simple to understand, provides a
good level of accuracy and enough flexibility to apply in practical
design situations
To understand how the model works, we first have to understand
this concept of ‘elementary’ cognitive steps
These elementary cognitive steps are known as operators
o For example, a key press, mouse button press and release etc.32
KLM Operators
Each operator takes a pre-determined amount of time to perform
The operator times are determined from empirical data (i.e., data
collected from several users over a period of time under different
experimental conditions)
o That means, operator times represent average user behaviour
(not the exact behaviour of an individual)
There are seven operator defined, belonging to three broad groups
o Physical (motor) operators
o Mental operator
o System response operator
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KLM Operators
Physical (motor) operators:-
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KLM Mental Operator Times
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KLM Mental Operator Times
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KLM Encoding Methods
Encoding methods define how the operators involved in a task are
to be written
M 9K [ipconfig RETURN]
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KLM Heuristics for M Operator Placement
The KLM operators can be placed into one of two groups
o Physical or Cognitive.
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KLM Does not Do
The KLM was not designed to consider the following:
o Errors
o Learning
o Functionality
o Recall
o Concentration
o Fatigue
o Acceptability
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KLM Applications
Case 1 (Mouse-Driven Text Editor)
o During the development of the Xerox Star KLMs served as
expert proxies
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KLM Example
Suppose a user is writing some text using a text editor program. At
some instant, the user notices a single character error (i.e., a wrong
character is typed) in the text. In order to rectify it, the user moves
the cursor to the location of the character (using mouse), deletes
the character and retypes the correct character. Afterwards, the
user returns to the original typing position (by repositioning the
cursor using mouse).
Calculate the time taken to perform this task (error rectification)
following a KLM analysis for a non-typist.
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KLM Example
Let us try to do that step-by-step
Step 1: user brings cursor to the error location
o To carry out step 1, user moves mouse to the location and
‘clicks’ to place the cursor there
Operator level task sequence
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KLM Example
Let us try to do that step-by-step
Step 2: user deletes the erroneous character
o Switches to keyboard (from mouse) and presses a key (say
“Del” key)
Operator level task sequence
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KLM Example
Let us try to do that step-by-step
Step 3: user types the correct character
o Presses the corresponding character key
Operator level task sequence
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KLM Example
Let us try to do that step-by-step
Step 4: user returns to previous typing place
o Moves hand to mouse (from keyboard), brings the mouse
pointer to the previous point of typing and places the cursor
there with mouse click
Operator level task sequence
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KLM Example
Let us try to do that step-by-step
Total execution time (T) = the sum of all the operator times in the
component activities
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KLM Example – M Operator Guidelines
What about M (mental operator) – where to place them in the list?
It is usually difficult to identify the correct position of M
o However, we can use some guidelines and heuristics
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M Placement Heuristics
Rule 3: deletion of Ms before consecutive terminators
o If a K is a redundant delimiter at the end of a cognitive unit, such
as the delimiter of a command immediately following the delimiter
of its argument, then delete the M in front of it
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M Placement Heuristics
Rule 4: deletion of Ms that are terminators of commands
o If a K is a delimiter that follows a constant string, a command
name (like “print”), or something that is the same every time you
use it, then delete the M in front of it
o If a K terminates a variable string (e.g., the name of the file to be
printed, which is different each time) then leave it
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