Professional Documents
Culture Documents
Chapter 1:
Introduction to HCI
Definition of HCI:
Human-computer interaction is a discipline concerned with the design,
evaluation and implementation of interactive computing systems for human
use and with the study of major phenomena surrounding them.
Why HCI is Important
► The study of our interface with information.
► It is not just ‘how big should I make buttons’ or ‘how to layout menu
choices’
► It can affect
Effectiveness
Productivity
Morale
Safety
► Example: a car with poor HCI
► Take 5 minutes for everyone to write down one common device with
substantial HCI design choices and discuss with the neighbor the pros
and cons. How does it affect you or other users?
My Choice
► iPod by Apple Computers
► Pros:
portable
power
ease of use
# of controls
► Cons:
scratches easily
no speech for car use
proprietary
What fields does HCI cover?
► Computer Science (For application design and engineering.)
► Psychology (cognitive) (For application of theories and analytical
purpose.)
► Communication
► Education
► Anthropology (the study of human societies and cultures and their
development.)
► Design (e.g. graphic and industrial)
HCI Community
► Academics/Industry Research
Taxonomies
Theories
Predictive models
► Experimenters
Empirical data
Product design
► Other areas (Sociologists, anthropologists, managers)
Motor
Perceptual
Cognitive
Social, economic, ethics
HCI Tools
► Sound
► 3D
► Animation
► Video
► Devices
Size (small->very large)
Portable (PDA, phone)
Plasticity
► Context sensitive/aware
► Personalizable
► Ubiquitous
Usability Requirements
► Goals:
Usability
Universality
Usefulness
► Achieved by:
Planning
Sensitivity to user needs
Devotion to requirements analysis
Testing
Bad Interfaces
Encumbering (restrict or impede (someone or something) in such a
way that free action or movement is difficult.)
► Confusing
► Slow
► Trust (ex. windows crashing)
► What makes it hard?
Varies by culture
Multiple platforms
Variety of users
Requirements Analysis
1. Ascertain users’ needs
2. Ensure proper reliability
3. Promote appropriate standardization, integration, consistency, and
portability
4. Complete projects on schedule and within budget
Ascertain User’s Needs
► Define tasks
Tasks
Subtasks
► Frequency
Frequent
Occasional
Exceptional
Repair
► Ex. difference between a space satellite, car engine, and fighter jet
Reliability
► Actions function as specified
► Data displayed must be correct
► Updates done correctly
► Leads to trust! (software, hardware, information) – case: Pentium
floating point bug
► Privacy, security, access, data destruction, tampering
Standardization, Integration, Consistency, Portability
► Standardization – common user-interface features across multiple
applications
Apple
Web
Windows
► Integration – across application packages
file formats
► Consistency – common action sequences, terms, units, layouts, color,
typography within an application
► Portability – convert data and interfaces across multiple hardware and
software environments
Word/HTML/PDF/ASCII
Usability Motivations
► Life-Critical systems
Applications: air traffic, nuclear reactors, military, emergency
dispatch
Requirements: reliability and effective (even under stress)
Not as important: cost, long training, satisfaction, retention
► Industrial and Commercial Use
Applications: banking, insurance, inventory, reservations
Requirements: short training, ease of use/learning, multiple
languages, adapt to local cultures, multiplatform, speed
► Office, Home, and Entertainment
Applications: E-mail, ATMs, games, education, search engines,
cell phones/PDA
Requirements: Ease of learning/use/retention, error rates,
satisfaction
Difficulties: cost, size
► Exploratory, Creative, Collaborative
Applications: Web browsing, search engines, simulations,
scientific visualization, CAD, computer graphics, music
composition/artist, photo arranger (email photos)
Requirements: remove the ‘computer’ from the experience,
Difficulties: user tech savvy-ness (apply this to application
examples)
► Socio-technical systems
Applications: health care, voting, police
Requirements: Trust, security, accuracy, veracity, error
handling, user tech-savy-ness
Universal Usability
► Interface should handle diversity of users
Backgrounds
Abilities
Motivation
Personalities
Cultures
► Question, how would you design an interface to a database differently
for:
A. right-handed female, Indian, software engineer, technology
savvy, wants rapid interaction
B. left-handed male, French, artist
► Does not mean ‘dumbing down’
Ex. Helping disabled has helped others (parents w/ strollers,
elderly)
Ex. Door handles
► Goal: Address the needs of more users - unlike yourself!
► Everyone is often not at full faculties at all times
Physical Variation
► Ability
Disabled (elderly, handicapped, vision, ambidexterity, ability to
see in stereo [SUTHERLAND])
Speed
Color deficiency
► Workspace (science of ergonomics)
Size
Design
► Lots of prior research
► Field of anthropometry
Measures of what is 5-95% for weight, height, etc. (static and
dynamic)
Large variance reminds us there is great ‘variety’
Name some devices that this would affect.
► note most keyboards are the same
► screen brightness varies considerably
► chair height, back height, display angle
► Multi-modal interfaces
► Audio
► Touch screens
Cognitive and Perceptual Variation
► Bloom’s Taxonomy
knowledge, comprehension, analysis, application, synthesis,
evaluation
► Memory
short-term and working
long-term and semantic
► Problem solving and reasoning
► Decision making
► Language and communication
► Language and communication
► Search, imagery, sensory memory
► Learning, skill development, knowledge acquisition
► Confounding factors:
Fatigue
Cognitive load
Background
Boredom
Fear
Drugs/alcohol
Personality
► Computer anxiety
► Gender
Which games do women like?
Pac-man, Donkey Kong, Tetris
Why? (Hypotheses: less violent, quieter soundtracks, fully visible
playing fields, softer colors, personality, closure/completeness)
Can we measure this?
► What current games are for women?
► Style, pace, top-down/bottom-up, visual/audio learners, dense vs.
sparse data
► No simple taxonomy of user personality types. Ex. Myers-Briggs Type
Indicator
Extrovert vs. introvert
Sensing vs. intuition
Perceptive vs. judging
Feeling vs. thinking
► Weak link between personality types and interfaces
► Think about your application, and see if user personality is important!
Fighter jets vs. search engines
Cultural and International Variety
► Language
► Date / Time conventions
► Weights and Measures
► Left-to-right
► Directions (!)
► Telephone #s and addresses
► Names, titles, salutations
► SSN, ID, passport
► Sorting
► Icons, buttons, colors
► Etiquette
► Evaluation:
Local experts/usability studies
Users with Disabilities
► Federal law to ensure access to IT, including computers and web sites.
(1998 Amendment to Rehabilitation Act)
► Disabilities
Vision
► Blind (bill-reader)
► low-vision
► color-blind
Hearing
► Deaf
► Limited hearing
Mobility
Learning
► Dyslexia
► Attention deficient, hemisphere specific, etc.
► Keyboard and mouse alternatives
► Color coding
► Font-size
► Contrast
► Text descriptors for web images
► Screen magnification
► Text to Speech (TTS) – JAWS (web pages)
Check email on the road, in bright sunshine, riding a bike
► Speech Recognition
► Head mounted optical mice
► Eye Gaze control
► Learning what helps those with disabilities affects everyone
Present procedures, directions, and instructions accessible to
even poor readers
Design feedback sequences that explain the reason for error and
help put users on the right track
Reinforcement techniques with other devices
► Good target area for a final project!
Elderly
► Reduced
Motor skills
Perception
Vision, hearing, touch, mobility
Speed
Memory
► Other needs
Technology experience is varied (How many grandmothers use
email? mothers?)
Uninformed on how technology could help them
Practice skills (hand-eye, problem solving, etc.)
► Touch screens, larger fonts, louder sounds
Children
► Technology saviness?
► Age changes much:
Physical dexterity
► (double-clicking, click and drag, and small targets)
Attention span
(vaguely) Intelligence
► Varied backgrounds (socio-economic)
► Goals
Educational acceleration
Socialization with peers
Psychological - improve self-image, self-confidence
Creativity – art, music, etc. exploration
► Teenagers are a special group
Next generation
Beta test new interfaces, trends
Cell phones, text messages, simulations, fantasy games, virtual
worlds
► Requires Safety
► They
Like exploring (easy to reset state)
Don’t mind making mistakes
Like familiar characters and repetition (ever had to babysit a kid
with an Ice Age DVD?)
Don’t like patronizing comments, inappropriate humor
► Design: Focus groups
HCI Goals
► Influence academic and industrial researchers
Understand a problem and related theory
Hypothesis and testing
Study design (we’ll do this!)
Interpret results
► Provide tools, techniques and knowledge for commercial developers
competitive advantage (think ipod)
► Raising the computer consciousness of the general public
Reduce computer anxiety (error messages)
Common fears:
► I’ll break it
► I’ll make a mistake
► The computer is smarter than me
HCI contributes to this!
Near & Future Interfaces
• Let’s review
• Minority Report • Time to learn
• Steel Battalion • Speed of performance
• Eye Toy • Rate of errors
• Dance Dance Revolution • Retention over time
• Nintendo Wii • Subjective satisfaction
Chapter # 2
Usability Heuristics
Design Principles:
-Avoid common design pitfalls by following 9 design principles
-Inspect an interface for usability problems with these principles
Nine principles of design
– Simple and natural dialog
– Speak the user’s language
– Minimize user’s memory load
– Be consistent
– Provide feedback
– Provide clearly marked exits
– Provide shortcuts
– Deal with errors in a positive manner
– Provide help
• (tooltip icon)
4: Be consistent
Consistent syntax of input
Consist language and graphics
– same visual appearance across the system (e.g. widgets)
– same information/controls in same location on all windows
Consist effects
– commands, actions have same effect in equivalent situations
• predictability
5: Provide feedback
Continuously inform the user about
– what it is doing
– how it is interpreting the user’s input
– user should always be aware of what is going on
– Random
• for unknown times
6. Provide clearly marked exits
Users don’t like to feel trapped by the computer!
– should offer an easy way out of as many situations as possible
Strategies:
– Cancel button (for dialogs waiting for user input)
– Universal Undo (can get back to previous state)
– Interrupt (especially for lengthy operations)
– Quit (for leaving the program at any time)
– Defaults (for restoring a property sheet)
7. Provide shortcuts
Experienced users - perform frequent operations quickly
Strategies:
– keyboard and mouse accelerators
• abbreviations
• command completion
• context menus
• function keys
• double clicking vs menu selection
– type-ahead (entering input before the system is ready for it)
– navigation jumps
• e.g., going to window/location directly, and avoiding
intermediate nodes
– history systems
• WWW: ~60% of pages are revisits
8: Deal with errors in a positive manner
People will make errors!
Errors we make
– Mistakes
• conscious deliberations lead to an error instead of correct
solution
– Slips
• unconscious behaviour gets misdirected en route to
satisfying goal
– e.g. drive to store, end up in the office
• shows up frequently in skilled behaviour
– usually due to inattention
• often arises from similar actions
Designing for slips
General rules
– prevent slips before they occur
– detect and correct slips when they do occur
– user correction through feedback and undo
Types of slips
Capture error
– frequently done activity takes charge instead of one intended
– occurs when common & rarer actions have same initial sequence
• change clothes for dinner and find oneself in bed (William
James, 1890)
• confirm saving of a file when you don’t want to delete it
– minimize by
• make actions undoable instead of confirmation
• allows reconsideration of action by user
– e.g. open trash to undelete a file
Description error
– intended action similar to others that are possible
• usually occurs when right & wrong objects physically near
each other
– pour juice into bowl instead of glass
– throw sweaty shirt in toilet instead of laundry basket
– move file to wrong folder with similar name
– minimize by
• rich feedback
• check for reasonable input, etc.
• undo
Loss of activation
– forget what the goal is while undergoing the sequence of actions
• start going to room and forget why you are going there
• navigating menus/dialogs & can’t remember what you are
looking for
• but continue action to remember (or go back to
beginning)!
– minimize by
• if system knows goal, make it explicit
• if not, allow person to see path taken
Mode errors
– people do actions in one mode thinking they are in another
• refer to file that’s in a different directory
• look for commands / menu options that are not relevant
– minimize by
• have as few modes as possible (preferably none)
• make modes highly visible
Generic system responses for errors
General idea: Forcing functions
– prevent / mitigate continuation of wrongful action
Gag
– deals with errors by preventing the user from continuing
• eg cannot get past login screen until correct password
entered
Warn
– warn people that an unusual situation is occurring
– when overused, becomes an irritant
• e.g.,
– audible bell
– alert box
Do nothing
– illegal action just doesn’t do anything
– user must infer what happened
• enter letter into a numeric-only field (key clicks ignored)
• put a file icon on top of another file icon (returns it to
original position)
Self-correct
– system guesses legal action and does it instead
– but leads to a problem of trust
• spelling corrector
Lets talk about it
– system initiates dialog with user to come up with solution to the
problem
• compile error brings up offending line in source code
Teach me
– system asks user what the action was supposed to have meant
– action then becomes a legal one
8: Deal with errors in a positive manner
Provide meaningful error messages
– error messages should be in the user’s task language
– don’t make people feel stupid
Try again, bonehead!
Error 25
Cannot open this document
Cannot open “chapter 5” because the application “Microsoft Word”
is not on your system
Cannot open “chapter 5” because the application “Microsoft Word”
is not on your system. Open it with “Teachtext” instead?
Prevent errors
– try to make errors impossible
– modern widgets: can only enter legal data
Provide reasonableness checks on input data
– on entering order for office supplies
• 5000 pencils is an unusually large order. Do you really
want to order that many?
9. Provide help
Help is not a replacement for bad design!
Simple systems:
– walk up and use; minimal instructions
Most other systems
– feature rich
– simple things should be simple
– learning path for advanced features
Documentation and how it is used
Many users do not read manuals
– prefer to spend their time pursuing their task
Usually used when users are in some kind of panic
– paper manuals unavailable in many businesses!
• e.g. single copy locked away in system administrator’s
office
– online documentation better
– good search/lookup tools
– online help specific to current context
Sometimes used for quick reference
– syntax of actions, possibilities...
– list of shortcuts ...
Types of help
Tutorial and/or getting started manuals
– short guides that people are likely to read when first obtaining
their systems
• encourages exploration and getting to know the system
• tries to get conceptual material across and essential syntax
– on-line “tours”, exercises, and demos
• demonstrates very basic principles through working
examples
Reference manuals
– used mostly for detailed lookup by experts
• rarely introduces concepts
• thematically arranged
– on-line hypertext
• search / find
• table of contents
• index
• cross-index
Reminders
– short reference cards
• expert user who just wants to check facts
• novice who wants to get overview of system’s capabilities
– keyboard templates
• shortcuts/syntactic meanings of keys; recognition vs.
recall; capabilities
– tooltips and other context-sensitive help
• text over graphical items indicates their meaning or
purpose
Wizards
– walks user through typical tasks
– but dangerous if user gets stuck
Tips
– migration path to learning system features
– also context-specific tips on being more efficient
– must be “smart”, otherwise boring and tedious
Other Guidelines: Style guides
Guidelines published by producers of graphical user interfaces (GUIs)
– examples:
• Open Software Foundation MOTIF
• Open Look
• MS Windows
• Apple
Describes the “look and feel” of the GUI
– e.g. Open Look
• grouping items in the same menu:
– Use white space between long groups of controls on
menus or in short groups when screen real estate is
not an issue
Good, but hard too follow
– GUI and widget specific
– vast number of guidelines
– may miss fundamental design principles
Heuristic evaluation
– Principles can be used to systematically inspect the interface for
usability problems
Evaluating Heuristic evaluation
Problems found by a single inspector
Problems found by multiple inspectors
Individuals vs. teams
Self guided or scenarios?
Varies according to
– difficulty of the interface being evaluated
– the expertise of the inspectors
Average problems found by:
– novice evaluators - 22%
• no usability expertise
– regular specialists - 41%
• expertise in usability
– double specialists - 60%
• experience in both usability and the particular
kind of interface being evaluated
• also find domain-related problems
Tradeoff
– novices poorer, but cheaper!
Individuals vs teams
Nielsen
– recommends individual evaluators inspect the interface alone
Why?
– evaluation is not influenced by others
– independent and unbiased
– greater variability in the kinds of errors found
– no overhead required to organize group meetings
Chapter 3
(Chap 7 of book)
Design Rules
Types of Design Rules
• principles
– abstract design rules
– low authority
– high generality
• standards
– specific design rules
– high authority
– limited application
• guidelines
– lower authority
– more general application
i) Principles of learnability
Predictability
– users don’t like surprises (exception games and then only a few)
– determining effect of future actions based on past interaction
history
– operation visibility
Synthesizability – requires user to have a mental model (chap 1)
– assessing the effect of past actions
– immediate vs. eventual honesty – changing wysisyg doc vrs
updating web pages
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
ii) Principles of flexibility
Dialogue initiative
– system and users in a conversation
– freedom from system imposed constraints on input dialogue
– system vs. user pre-emptiveness
– understanding of main use-cases
Multithreading
– ability of system to support user interaction for more than one
task at a time
– concurrent vs. interleaving
– multimodality – button click / alt + / menu item
Task migratability
– passing responsibility for task execution between user and
system
– ultimate user control
Substitutivity
– allowing equivalent values of input and output to be substituted
for each other
– representation multiplicity (graph/values)
– equal opportunity (define line by drawing or specifying
length/position)
Customizability
– modifiability of the user interface by user (adaptability) or
system (adaptivity)
iii) Principles of robustness
Observability
– ability of user to evaluate the internal state of the system from
its perceivable representation
– browsability; defaults; reachability; persistence; operation
visibility
Recoverability
– ability of user to take corrective action once an error has been
recognized
– reachability; forward/backward recovery; commensurate effort
Responsiveness
– 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
Standards
• set by national or international bodies to ensure compliance by a large
community of designers standards require sound underlying theory
and slowly changing technology
– many large organisations have their own standards
• hardware standards more common than software high authority and
low level of detail
• ISO 9241 defines usability as effectiveness, efficiency and satisfaction
with which users accomplish tasks
• There are also some ISO standards for usability reporting
Guidelines
1) Define HCI, why HCI is important?
Golden rules and heuristics
Norman’s 7 Principles
1. Use both knowledge in the world and knowledge in the head.
2. Simplify the structure of tasks.
3. Make things visible: bridge the gulfs of Execution and Evaluation.
4. Get the mappings right.
5. Exploit the power of constraints, both natural and artificial.
6. Design for error.
7. When all else fails, standardize.
* Task description from the first-time user's viewpoint. Include any special
assumptions about the state of the system assumed when the user begins
work.
* Action sequence: Make a numbered list of the atomic actions that the user
should perform to accomplish the task.
* Anticipated users: Briefly describe the class of users who will use this
system. Note what experience they are expected to have with similar or
previous versions.
* User's initial goals: List the goals the user is likely to form when starting
the task. If there are other likely goals list them, and estimate for each what
percentage of user are likely to have them.
Table 7-6: Measures for comparing displays (Scott & Findlay, 1991)
Section Status
1 Introduction draft
2 accessibility draft
3 presentation of information ISO document
4 user guidance ISO document
5 direct manipulation ISO document
6 color draft
7 forms fill-in ISO document
8 command languages ISO document
9 voice i/o
voice recognition draft
non-speech auditory output draft
interactive voice response draft
10 visually displayed menus re-drafted ISO doc
CHAPTER 7:
Direct Manipulation and
Immersive Environments
Introduction
• Positive feelings associated with good user interfaces ☺
– Mastery of the interface
– Competence in performing tasks
– Ease in learning the system originally and in assimilating
advanced features
– Confidence in the capacity to retain mastery over time
– Enjoyment in using the system
– Eagerness to show the system off to novices
– Desire to explore more powerful aspects of the system
Immersive Enviroments
2D and 3D Interfaces
• “Pure” 3D interfaces have strong utility in some contexts, for example:
– Medical
– Product design
– Scientific visualization
• In some situations, 2D may actually be preferable to simplify
interactions
• The power of 3D interfaces lies in applying them in the appropriate
domain or context where the added dimension provides more
understanding and improves task outcomes
3D Interfaces
• By using a medical simulation inserted into a large scale visualization
(using CAVE technology), physicians were able to find a solution, that
would not have been possible without doing the actual surgery
Grape Surgery!
3D Interfaces (continued)
Features for effective 3D
– Use occlusion, shadows, perspective, and other 3D techniques
carefully
– Minimize the number of navigation steps for users to accomplish
their tasks
– Keep text readable
– Avoid unnecessary visual clutter, distraction, contrast shifts, and
reflections
– Simplify user movement
– Prevent errors
– Simplify object movement
– Organize groups of items in aligned structures to allow rapid
visual search
– Enable users to construct visual groups to support spatial recall
• Telepresence
– allows a person to feel as if they were present
– facilitates formal or informal conversations
• Presence led to development of mobile remote presence systems
(MRP)
• ImmerseBoard allows two users to be co-located and work on the
same shared screen
– Teamviewer and Chrome remote desktop share similar features
***Augmented and Virtual Reality
***Virtual Reality
• Virtual reality breaks the physical limitations of space and allow users
to act as though they were somewhere else
Example
• Image of a virtual meditative world that users can use for engaging in
meditation activities
– The virtual world has sounds
– They change with each chakra (stage) of the meditation process
– This is an application of positive computing
***Augmented Reality
• Augmented reality shows the real world with an overlay of additional
overlay
• Situational awareness shows information about the real world that
surrounds you by tracking your movements in a computer model
• Augmented reality is an important variant
– Enables users to see the real world with an overlay of additional
interaction.
Augmented Reality (example)
• Augmented reality might be used to help surgeons or their assistants
during surgery, by showing pertinent information superimposed on a
view of the real world. http://augmentarium.umiacs.umd.edu
• Navigation
– Enables users to know where they are and to steer themselves
to their intended destination
– Is about getting work done or having fun through a series of
actions, much like sailors who steer their boat to a harbor
– Is key to:
• successfully operating interactive applications, such as
installing a mobile app, completing an on-line survey, or
purchasing a train ticket (task navigation)
• finding information on a website or browsing social media
(web navigation)
• finding the action needed in a desktop application
(command menu navigation)
• Navigation
– Note that even if a designer uses slick graphical menus, elegant
form fill-in, or well known gestures there is no guarantee that
the interface will be appealing and easy to use
– Effective interfaces emerge only after careful consideration of
and testing for numerous design issues, such as:
• task-related organization
• phrasing of items
• sequence of items
• graphic layout and design
• responsive design to adapt to various sizes of devices
• shortcuts for knowledgeable frequent users
• online help and error correction
(Bailly, G., Lecolinet, E., Nigay, L., Visual menu techniques (2015)
in preparation)
Navigation By Selection
• Menu bars, pop-up menus, toolbars, palettes and ribbons
• Shortcuts and gestures for rapid interaction
• Long lists
• Linear versus simultaneous presentation
• Radio Buttons and Checkboxes
Examples of common gestures and their effect:
• Tap: select
• Long press: varied, from magnified cursor (iOS) to showing a tooltip
(Windows 8)
• Double tap: varied, e.g. zoom (iOS)
• Small swipe: varied, e.g. move location or order of objects, reveal a
delete button
• Large swipe: usually scroll
• Rapid swipe or fling: fast scroll with inertia
• Pinch and spread: zoom in and out
• Variation with two or more fingers: varied effects
• Menus for long lists
• Sliders and alpha-sliders
• When items consist of ranges or numerical values, a slider
is a natural choice to allow the selection of a value
• The alpha-slider uses multiple levels of granularity in
moving the slider thumb and therefore can support tens or
hundreds of thousand of items
Small Displays
• Phrasing:
– Use familiar and consistent terminology.
• Carefully select terminology that is familiar to the
designated user community and keep a list of these terms
to facilitate consistent use
– Ensure that items are distinct from one another
• Each item should be distinguished clearly from other items.
For example, “Slow tours of the countryside,” “Journeys
with visits to parks,” and “Leisurely voyages” are less
distinctive than are “Bike tours,” “Train tours to national
parks,” and “Cruise-ship tours”
– Use consistent and concise phrasing
• Review the collection of items to ensure consistency and
conciseness. Users are likely to feel more comfortable and
to be more successful with “Animal,” “Vegetable,” and
“Mineral” than with “Information about animals,”
“Vegetable choices you can make,” and “Viewing mineral
categories”
– Bring the keyword to the fore
• Try to write menu items such that the first word aids the
user in recognizing and discriminating between items —
use “Size of type” instead of “Set the type size.” Then, if
the first word indicates that this item is not relevant, users
can begin scanning the next item
• Layout
– Techniques to indicate position in the menu structure can be
useful
– The set of headers below from the Library of Congress
collections webpages gives a clear indication of progress down
the tree
• When users want to do a traversal back up the tree or to
an adjoining menu at the same level, they will feel
confident about what action to take
Audio Menus
• For Interactive Voice Response (IVR) systems, instruction prompts and
lists of options are spoken to users, who respond by using the keys of
a keyboard, phone, or by speaking
• Complex and deep menu structures should be avoided
– ‘Listen carefully, as our menu options have recently changed’
– More in Chapter 9
Form Fill-in
Data Entry with Form Fill-in
• Form Fill-in
– Appropriate when many fields of data must be entered:
• Full complement of information is visible to user
• Display resembles familiar paper forms
• Few instructions are required for many types of entries
– Users must be familiar with:
• Keyboards
• Use of TAB key or mouse to move the cursor
• Error correction methods
• Field-label meanings
• Permissible field contents
• Use of the ENTER and/or RETURN key
Dialog Boxes
• This dialog box includes a binary menu with two choices (Yes or No)
• The blue highlighting on Yes indicates that this selection is the
default and that pressing Return will select it
• Specific keyboard shortcuts can be made available
• Escape closes the dialog box
• Typing the letter ‘N’ will select ‘No’ as indicated by the
underlined letter ‘N’
•
• This dialog box is used to alert clinicians who try to prescribe the drug
Warfarin, because it increases the risk of bleeding of patients already
on Aspirin
• Several possible actions are proposed
• Overriding the alert is possible but requires confirmation by
clicking a check box
• Because of the severity of the alert, this is a modal dialog box
and it requires immediate action
• Dialog Boxes
– Combination of menu and form fill-in techniques
– Internal layout guidelines:
• Meaningful title, consistent style
• Top-left to bottom-right sequencing
• Clustering and emphasis
• Consistent layouts (margins, grid, white space, lines,
boxes)
• Consistent terminology, fonts, capitalization, justification
• Standard buttons (OK, Cancel)
• Error prevention by direct manipulation
• Dialog Boxes
– External Relationship
• Smooth appearance and disappearance
• Distinguishable but small boundary
• Size small enough to reduce overlap problems
• Display close to appropriate items
• No overlap of required items
• Easy to make disappear
• Clear how to complete/cancel
Chapter 14
Communication and collaboration models
Face-to-face communication
Adjacency pairs
Simplest structure – adjacency pair
Adjacency pairs may nest:
Brian: Do you want some gateau?
Alison: is it very fattening?
Brian: yes, very
Alison: and lots of chocolate?
Brian: masses
Alison: I'll have a big slice then.
Context in conversation
Utterances are highly ambiguous
We use context to disambiguate:
Brian: (points) that post is leaning a bit
Alison: that's the one you put in
Two types of context:
• external context – reference to the environment
• e.g., Brian's ‘that’ – the thing pointed to
• internal context – reference to previous conversation
e.g., Alison's ‘that’ – the last thing spoken of
Common Ground
Resolving context depends on meaning
participants must share meaning
so must have shared knowledge
Conversation constantly negotiates meaning
… a process called grounding:
Alison: So, you turn right beside the river.
Brian: past the pub.
Alison: yeah …
Each utterance is assumed to be: relevant – furthers the current topic
helpful – comprehensible to listener
Breakdown
Breakdown happens at all levels:
topic, indexicals, gesture
Breakdowns are frequent, but
– redundancy makes detection easy
(Brian cannot interpret ‘they're … summer’)
– people very good at repair
(Brain and Alison quickly restore shared focus)
Electronic media may lose some redundancy
breakdown more severe
Coordinator
Conversations for action (CfA)
CfA in action
• Simplest route 1–5:
Alison: have you got the market survey on chocolate mousse? request
Brian: sure
Brian: there you are
Alison: thanks
• More complex routes possible, e.g., 1–2–6–3 …
Alison: have you got …
Brian: I've only got the summary figures
Alison: that'll do
Text-based communication
Most common media for asynchronous groupware exceptions: voice mail,
answer-phones
Familiar medium, similar to paper letters
but, electronic text may act as speech substitute!
Types of electronic text:
– discrete directed messages, no structure
– linear messages added (in temporal order)
– non-linear hypertext linkages
– spatial two dimensional arrangement
In addition, linkages may exist to other artefacts
Problems with text
No facial expression or body language
weak back channels
So, difficult to convey:
affective state – happy, sad, …
illocutionary force – urgent, important, …
Participants compensate: ‘flaming’ and smilies
;-) :-( :-)
example – ‘Conferencer’
Grounding constraints
Establishing common ground depends on
grounding constraints
cotemporality – instant feedthrough simultaneity – speaking together
sequence – utterances ordered
Often weaker in text based communication e.g., loss of sequence in linear
text
loss of sequence
Maintaining context
Recall context was essential for disambiguation
Text loses external context, hence deixis (but, linking to shared objects can
help)
1. Alison: Brian's got some lovely roses
2. Brian: I'm afraid they're covered in greenfly
3. Clarise: I've seen them, they're beautiful
Non-linear conversation
1. Alison:
Brian’s got some lovely
roses
3. Clarise:
I’ve seen them they’re
beautiful
hypertext-based or threaded-
message systems maintain
‘parallel’ conversations
Coping strategies
People are very clever!
they create coping strategies when things are difficult
Coping strategies for slow communication attempt to increase granularity:
eagerness – looking ahead in the conversation game
a Brian: Like a cup of tea? Milk or lemon?
multiplexing – several topics in one utterance
a Alison: No thanks. I love your roses.
Physical environment
Face-to-face working radically affected by layout of workplace
e.g. meeting rooms:
– recessed terminals reduce visual impact
– inward facing to encourage eye contact
– different power positions
chapter 11
user support
user support
• Issues
– different types of support at different times
– implementation and presentation both important
– all need careful design
• Types of user support
– quick reference, task specific help, full explanation, tutorial
• Provided by help and documentation
– help - problem-oriented and specific
– documentation - system-oriented and general
– same design principles apply to both
Requirements
• Availability
– continuous access concurrent to main application
• Accuracy and completeness
– help matches and covers actual system behaviour
• Consistency
– between different parts of the help system and paper
documentation
• Robustness
– correct error handling and npredictable behaviour
• Flexibility
– allows user to interact in a way appropriate to experience and
task
• Unobtrusiveness
– does not prevent the user continuing with work
Knowledge representation
User modelling
• All help systems have a model of the user
– single, generic user (non-intelligent)
– user-configured model (adaptable)
– system-configure model (adaptive)
Knowledge representation
Domain and task modelling
• Covers
– common errors and tasks
– current task
• Usually involves analysis of command sequences.
• Problems
– representing tasks
– interleaved tasks
– user intention
Knowledge representation
Advisory strategy
• involves choosing the correct style of advice for a given situation.
e.g. reminder, tutorial, etc.
• few intelligent help systems model advisory strategy, but choice of
strategy is still important.
Presentation issues
• How is help requested?
– command, button, function (on/off), separate application
• How is help displayed?
– new window, whole screen, split screen,
– pop-up boxes, hint icons
• Effective presentation requires
– clear, familiar, consistent language
– instructional rather than descriptive language
– avoidance of blocks of text
– clear indication of summary and example information
Implementation issues
Is help What resources are available?
– operating system – screen space
command – memory capacity
– meta command – speed
– application
CHAPTER 14:
Documentation and User Support (a.k.a Help)
Introduction
• When it comes to learning about computer systems many people
experience anxiety, frustration, and disappointment
• Even though increasing attention is being paid to improving interface
design, complex systems can still benefit context-sensitive, online help
CHAPTER 12:
Advancing the User Experience
• Interface design is edging closer to match the art, trendiness, and
techniques taught in design schools
– In an era of smartphones, tablets, the thinnest of laptops, and
wearables, competition over design has intensified
– This chapter deals with design matters that are functional issues
within User Experience evaluation criteria
Display design
• Effective display designs must provide all the necessary data in the
proper sequence to carry out the task
• Mullet and Sano's categories of design principles:
– Elegance and simplicity: unity, refinement and fitness
– Scale, contrast, and proportion: clarity, harmony, activity,
and restraint
– Organization and visual structure: grouping, hierarchy,
relationship, and balance
– Module and program: focus, flexibility, and consistent
application
– Image and representation: immediacy, generality,
cohesiveness, and characterization
– Style: distinctiveness, integrity, comprehensiveness, and
appropriateness
• Field layout
– Blank spaces and separate lines can distinguish fields.
– Names in chronological order, alignment of dates, familiar date
separators.
– Labels are helpful for all but frequent users.
– Distinguish labels from data with case, boldfacing, etc.
– If boxes are available they can be used to make a more
appealing display, but they consume screen space.
– Specify the date format for international audiences
– Other coding categories – background shading, color, and
graphic icons
• Empirical results
– Structured form superior to narrative form
– Improving data labels, clustering related information, using
appropriate indentation and underlining, aligning numeric values,
and eliminating extraneous characters improves performance
– Performance times improve with fewer, denser displays for
expert users
– Screen contents should contain only task-relevant information
– Consistent location, structure, and terminology across displays
important
• Sequence of displays
– Should be similar throughout the system for similar tasks, but
exceptions will certainly occur
– Within a sequence, users should be offered some sense of how
far they have come and how far they have to go to reach the
end
– It should be possible to go backwards in a sequence to correct
errors, to review decisions, or to try alternatives
View (Window) Management
• Design considerations
– Users need to consult multiple sources rapidly
– Minimally disrupt user's task
– With large displays, eye-head movement and visibility are
problems
– With small displays, windows can too small to be effective
– Need to offer users sufficient information and flexibility to
accomplish task, while reducing window housekeeping actions,
distracting clutter, eye-head movement
• opening, closing, moving, changing size
• time spent manipulating windows instead of on task
– Can apply direct-manipulation strategy to windows
– Rooms - a form of window macro that enables users to specify
actions on several windows at once
• Coordinating multiple windows
– Designers may break through to the next generation of window
managers by developing coordinated windows, in which windows
appear, change contents, and close as a direct result of user
actions in the task domain
– A careful study of user tasks can lead to task-specific
coordination
– Consider these factors in interface design:
• Synchronized scrolling
• Hierarchical browsing
• Opening/closing of dependent windows
• Saving/opening of window state
• Tabbed browsing
• Tiled or overlapping windows
• Ribbon interface
• Design patterns
• Start menu
• Image browsing
– The design of image browsers should be governed by the users’
tasks, which can be classified as follows:
• Image generation
• Open-ended exploration
• Diagnostics
• Navigation
• Monitoring
Animation
• The use of animation has grown significantly
• Examples include:
– Keeping user oriented during transition
– Indicating an affordance, inviting interaction
– Entertaining
– Indicating background activity (e.g. progress bar)
– Storytelling
– Alerting
– Providing a virtual tour (e.g. for architectural designs)
– Explaining a process
Color
• Color can:
– Soothe or strike the eye
– Add accents to an uninteresting display
– Facilitate subtle discriminations in complex displays
– Emphasize the logical organization of information
– Draw attention to warnings
– Evoke strong emotional reactions of joy, excitement, fear, or
anger
• Guidelines
– Use color conservatively
– Limit the number and amount of colors
– Recognize the power of color to speed or slow tasks
– Color coding should support the task
– Color coding should appear with minimal user effort
– Color coding should be under user control
– Design for monochrome first
– Consider the needs of color-deficient users
– Color can help in formatting
– Be consistent in color coding
– Be alert to common expectations about color codes
– Be alert to problems with color pairings
– Use color changes to indicate status changes
– Use color in graphic displays for greater information density
Non-anthropomorphic design
• Concerns
– attributions of intelligence, autonomy, free will, etc. can deceive,
confuse, and mislead users
– important to clarify differences between people and computers
– users and designers must accept responsibility for misuse of
computers
– although attractive to some people, an anthropomorphic
interface can produce anxiety in others
• computers can make people feel dumb
• computers should be transparent and support
concentrating on the task in hand
– mature technology should avoid Mumford's obstacle of animism
– anthropomorphic interfaces may distract users
• Microsoft’s ill-fated Clippy character was intended to
provide help suggestions
– Amused some, but annoyed many
– Disruptive interference
– Lacked appropriate emotional expressions
• Advocates of anthropomorphic interfaces suggest that they may be
most useful as teachers, salespeople, therapists, or entertainment
figures
• An alternative design is to present a human author of a package
through prerecorded audio or video
• Guidelines
– Be cautious in presenting computers as people.
– Design comprehensible, predictable, and controllable interfaces.
– Use appropriate humans for introductions or guides.
– Use cartoon characters in games or children’s software, but
usually not elsewhere
– Provide user-centered overviews for orientation and closure.
– Do not use 'I' pronouns when the computer responds to human
actions.
– Use "you" to guide users, or just state facts.
Error messages
• Constructive guidance and positive tone
– Messages should, where possible, indicate what users should do
to correct the problem
– Unnecessarily hostile messages using violent terminology can
disturb non-technical users:
• FATAL ERROR, RUN ABORTED
• CATASTROPHIC ERROR: LOGGED WITH OPERATOR
• Negative terms such as ILLEGAL, ERROR, INVALID, BAD
should be eliminated or used infrequently
• Other examples:
Poor: SYNTAX ERROR
Better: Unmatched left parenthesis
Poor: INVALID DATA
Better: Days range from 1 to 31
Poor: BAD FILE NAME
Better: The file C:\demo\data.txt was not found
Poor: ???
Better: Touch icon twice to start app