Professional Documents
Culture Documents
- ACM
2
Human-Computer Interaction
● Example systems
○ Smartphone
○ Smartwatch
○ Home Appliance UI
○ Car
○ Web UIs
○ ….
3
Why HCI is important?
● Computing devices are everywhere in today’s world
○ Interacting with an app, writing something in a word processor, searching for some location,
make reservation, driving assistant in car
● Importance
Human Factors
- Capabilities
- Limitations
- Characteristics
Cognitive Science
- Study of mind and intelligence
- Psychology
- Neuroscience
- ...
○ Safely
○ Efficiently
○ Effectively
○ Enjoyably
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Key Aspects in an HCI System
“a discipline that is concerned with the design, evaluation, and
implementation of interactive computing systems for human use and
with the study of major phenomena surrounding them”
- ACM
● Components ● Aspects
○ Human ○ Design
○ Computer ○ Usability
○ Study
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○ Evaluation
Users: The most important
● Know your users
○ Demographic (Kids, Adult, Elderly)
○ Motivation
○ Evaluate options
■ Subjective and Objective
DESIGN
○ Implement
USE &
○ Test EVALUATE
○ Refine or Amend
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Usability of a System
● Crucial in this area
○ Errors made
○ User satisfaction
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User Study
● Within-subject
■ Each user → tries all variants
● Between-subject
■ Each user → tries a different variant
● Control group → dummy solution (placebo)
● Study group → actual solution
● Longitudinal study
■ To capture the usage habit (temporal effect)
■ Carried out for a long term
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Evaluation
● Expert-driven ● Subjective measures
○ Qualitative feedback
● Objective measures
○ Time to learn
○ Rate of error
12
Introduction to HCI
● Current focus
○ User-centered design, the hallmark of HCI
2
Evolution of HCI
● Early computer (e.g., ENIAC 1946)
○ Improvement in H/W technology (vacuum tube → Transistor → IC) implied
massive increase in computing power
● Mid 1950’s
○ Need for VDU (Visual Display Unit)
3
Evolution of HCI
● Sketchpad by Ivan Sutherland (1962)
○ First interactive computer graphics program
4
Evolution of HCI
● Idea of personal computer
○ Alan Kay introduced the concept of Dynabook (1970’s)
■ Early concept of laptop, tablet
5
Smalltalk 76 in execution
Evolution of HCI
● Windows and WIMP interface
○ Human can think in parallel
○ Sequential interactions are not suitable
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Evolution of HCI
● Direct Manipulation
○ Ben Shneiderman coined the term in 1982
○ First successful use of the idea in Apple Mac PC (1984)
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Evolution of HCI
● Computer supported cooperative work
(CSCW)-1990’s
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Evolution of HCI
● WWW
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Evolution of HCI
● Ubiquitous computing
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The Human in HCI
● Capabilities
○ Information i/o …
■ visual, auditory, haptic, movement
12
The Human in HCI
● Vision: Interpreting the signal
○ Size and depth
■ visual angle indicates how much of view object
occupies (relates to size and distance from eye)
○ Colour
■ made up of hue, intensity, saturation
■ cones sensitive to colour wavelengths
■ blue acuity is lowest
■ 8% males and 1% females colour blind
● Difficulty in distinguishing red and green 14
The Human in HCI
● Vision: Interpreting the signal
○ The visual system compensates for:
■ movement
■ changes in luminance.
15
The Human in HCI
● Vision: Interpreting the signal
○ Optical illusions sometimes occur due to over
compensation
16
The Human in HCI
● Vision: Interpreting the signal
○ Several stages:
■ visual pattern perceived
■ decoded using internal representation of
language
■ interpreted using knowledge of syntax,
semantics, pragmatics
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The Human in HCI
● Vision: Interpreting the signal
○ Reading involves saccades and fixations
○ Perception occurs during fixations
○ Word shape is important to recognition
○ Negative contrast improves reading from computer
screen
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The Human in HCI
● Vision: Eye tracking
○ AOI (Area of Interest)
■ Broken into small regions
■ Bounded by x,y coordinates
■ Separated by white marks
■ Rule of thumb
● Dwell time < 100 ms → did not pay enough attention
● Dwell time > 500 ms → paid attention and processed information
20
The Human in HCI
● Vision: Eye tracking
○ Fixation
■ Normally defined as pause in the eye’s movement within an AOI
■ Fixations are usually numbered
● To track the sequence of eye movement
○ Saccade
■ Movement between the fixations
■ Number of fixations
● Total count of fixations within an AOI
■ Both of these indicate the relative engagement with the object in the AOI
○ HIT ratio
■ percentage of participants who had at least one fixation within the AOI
23
The Human in HCI
● Vision: Eye tracking
○ Sequence
■ the order or sequence in which each AOI is first fixated
■ relative prominence of each AOI within the context of a given task
24
The Human in HCI
● Hearing
○ Provides information about environment:
distances, directions, objects etc.
○ Physical apparatus:
■ outer ear – protects inner 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
○ Sound
■ pitch – sound frequency
■ loudness – amplitude
■ timbre – type or quality
25
The Human in HCI
● Hearing
○ Humans can hear frequencies from 20Hz to 15kHz
■ less accurate distinguishing high frequencies than low.
26
The Human in HCI
● Touch
○ Provides important feedback about environment.
○ Increasing reaction time decreases accuracy in the unskilled operator but not in the skilled operator.
■ Video games that need to react quickly
28
The Human in HCI
● Movement: Fitts’ Law
○ Measurement of motor performance
○ 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
S=2
■ Mt = a + b log2(D/S + 1)
■ where: Object
● Size → 2
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The Human in HCI
● Movement: Fitts’ Law
○ Measurement of motor performance
■ The movement is related to some “target acquisition task”
■ The movement is rapid and aimed (i.e., no decision making is involved during
movement)
■ The movement is error-free (i.e. the target is acquired at the very first attempt)
31
The Human in HCI
● Memory
○ There are three types of memory function:
■ Sensory memories
■ Long-term memory
1
The Human in HCI
● Memory: Sensory Memory
○ Buffers for stimuli received through senses
■ iconic memory: visual stimuli
■ echoic memory: aural stimuli
■ haptic memory: tactile stimuli
○ Examples
■ “sparkler” trail
■ stereo sound
○ Continuously overwritten
2
The Human in HCI
● Memory: Short-term Memory (STM)
3
The Human in HCI
● Memory: Short-term Memory (STM)
○ Examples
■ 212348278493202
4
The Human in HCI
● Memory: Long-term Memory (LTM)
○ Two types
■ episodic – serial memory of events
■ semantic – structured memory of facts, concepts, skills
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The Human in HCI
● Memory: Long-term Memory (LTM)
6
The Human in HCI
● Memory: Long-term Memory (LTM)
○ Information storage
■ rehearsal
● information moves from STM to LTM
■ decay
● information is lost gradually but very slowly
■ interference
● new information replaces old: retroactive interference
● old may interfere with new: proactive inhibition
■ recall
● information reproduced from memory
■ recognition
● information gives knowledge that it has been seen before
● less complex than recall - information is cue
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The Human in HCI
● Thinking
○ Reasoning
■ deduction
■ induction
■ abduction
○ Problem solving
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The Human in HCI
● Thinking: Reasoning
○ Deductive Reasoning
■ derive logically necessary conclusion from given premises.
● e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
11
The Human in HCI
● Thinking: Reasoning
○ Deductive Reasoning
■ Truth and logical validity can conflict
● e.g. Some people are babies
Some babies cry
Inference - Some people cry ??
12
The Human in HCI
● Thinking: Reasoning
○ Inductive Reasoning
■ Induction:
● generalize from cases seen to cases unseen
○ e.g. all elephants we have seen have trunks
therefore all elephants have trunks.
● Unreliable:
○ can only prove false not true
● … but useful!
If a card has a vowel on one side it has an even number on the other
■ Is this true?
■ Unreliable:
● can lead to false explanations
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The Human in HCI
● Problem Solving
○ Process of finding solution to unfamiliar task using knowledge.
○ Analogy
■ analogical mapping:
● novel problems in new domain?
● use knowledge of similar problem from similar domain
■ analogical mapping difficult if domains are semantically different
○ Skill acquisition
■ skilled activity characterized by chunking
● lot of information is chunked to optimize STM
■ conceptual rather than superficial grouping of problems
■ information is structured more effectively 16
The Human in HCI
● Errors and Mental Models
○ Types of error
■ slips
● right intention, but failed to do it right
○ causes: poor physical skill, inattention etc.
○ change to aspect of skilled behaviour can cause slip
■ mistakes
● wrong intention
● cause: incorrect understanding
○ humans create mental models to explain behaviour.
○ if wrong (different from actual system) errors can occur
17
The Human in HCI
● Two-factor emotion theory1
○ Emotion involves both cognitive and physical responses to stimuli
○ Cognitive
■ Difficult to observe
○ Physical
■ Comparatively easy to observe
● e.g., happiness may be expressed as laughter
● anxiety → high pulse rate
1S. Schachter and J. Singer, “Cognitive, social, and physiological determinants of emotional state.,” Psychological review, vol. 69,
no. 5, p. 379, 1962. 18
The Human in HCI
● In psychology, there are different models of emotions
○ Discrete model
■ Ekman’s basic emotion
■ Plutchik’s emotion model
○ Continuous model
■ Russel’s Valecne-arousal (VA) model
■ Valence, arousal, and dominance (VAD) model
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The Human in HCI
● Ekman’s basic emotions
○ Happiness
○ Sadness
○ Fear
○ Disgust
○ Anger
○ Surprise
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The Human in HCI
● Plutchik’s emotion model
○ Joy
○ Grief
○ Trust
○ Disgust
○ Anticipation
○ Surprise
○ Anger
○ Fear
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The Human in HCI
● Russell’s Circumplex model
○ Continuous
○ Valence
■ Pleasant
○ Arousal
■ Activated
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The Human in HCI
● Valence-Arousal-Dominance model
○ Continuous
○ Valence
■ Pleasant
○ Arousal
■ Activated
○ Dominance
■ Control ability of emotion
■ Submissive to dominant
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The Human in HCI
● Emotion
○ The biological response to physical stimuli is called affect
“Negative affect can make it harder to do even easy tasks; positive affect can make it easier
to do difficult tasks”
(Donald Norman)
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Introduction to HCI
○ long term
– gender, physical and intellectual abilities
○ short term
– effect of stress or fatigue
○ changing
– age
○ Ask yourself:
will design decision exclude section of user population?
2
The Human in HCI
● User personality traits
Evaluation sheet
○ BIG Five Personality Dimensions
3
The Human in HCI
● User personality traits
○ BIG Five Inventory Questionnaire
■ Number of questions
■ Obtain score in Likert scale
4
The Human in HCI
● User personality traits
○ BIG Five Inventory Questionnaire
5
The Human in HCI
● User personality traits
○ BIG Five Inventory Questionnaire
○ Scoring
■ BFI scale scoring (“R” denotes reverse-scored items):
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The Human in HCI
● User personality traits
○ Scoring
■ BFI scale scoring (“R” denotes reverse-
scored items):
■ Extraversion:
● 1, 6R, 11, 16, 21R, 26, 31R, 36
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Interaction Basics
○ Eye trackers
○ Voice assistants
○ Tablets
○ …
2
Interaction Devices
● Large number of interaction devices
3
Interaction Devices
● Smartphone[1]
○ Phone usage
■ Light sensor
■ Proximity
○ Content capture
■ Camera
■ Microphone
○ Location, mapping
■ GPS
■ Compass – Global orientation
○ Device orientation
■ IMU sensors - Accelerometer, [1] Lane, Nicholas D., et al. "A survey of mobile phone sensing." IEEE
Communications magazine 48.9 (2010): 140-150. 4
gyroscope – local orientation
Interaction Devices
● Wearable[2]
○ HR monitor
■ ECG-based
■ PPG-based
○ Fatigue monitor
■ Using muscle movement
○ Location, mapping
■ GPS
○ Device orientation
■ IMU sensors - Accelerometer, [2] Guk, Kyeonghye, et al. "Evolution of wearable devices with real-time
disease monitoring for personalized healthcare." Nanomaterials 9.6 5
gyroscope – local orientation (2019): 813.
Sensors
● A few widely used sensors
○ ECG
○ PPG
○ EDA (or GSR)
○ EMG
● Basic steps
○ Capture the signal values
Overlapping segments of a signal
○ Pre-processing
○ Segmentation
○ Feature extraction
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Sensors
● HR Monitor
○ Using ECG signal
■ RR interval or IBI
■ Heart rate
■ Peak amplitude
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Sensors
● HR monitor
○ Using photoplethysmography (PPG) signal
■ Measures changes in BV in arteries and capillaries
● Correspond to heart rate
■ Peaks (P1) → denote blood flow
■ IBI (dist. Between peaks) → correspond to heart rate
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Sensors
● GSR (Galvanic Skin Response) sensor
○ GSR signal
■ Commonly used mathematical and statistical features of SCL
● maxSCL
● minSCL
● diff(maxSCL - minSCL)
● slope
● 1st, 2nd, 3rd quartile value
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Sensors
● GSR (Galvanic Skin Response) sensor
○ GSR signal
■ Commonly used mathematical and statistical features of SCR (after applying stimuli)
● rise time
● 50% recovery time
● response onset
● peak response
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Sensors
● EMG sensor
○ Measures the muscle response in response to nerve’s stimulation of a muscle
○ Can be used to measure fatigue
○ Commonly used mathematical and statistical features
■ IEMG (Integrated EMG)
● summation of the absolute values of the EMG amplitude
12
Sensors
● EMG Sensor
○ MAV (Mean Absolute Value)
■ moving average of the full-wave rectified EMG signal
13
Sensors
● EMG Sensor
○ MAVS (MAV Slope)
■ difference between the MAVs of the adjacent segments
14
Sensors
● EMG Sensor
○ SSI (Simple Square Integral)
■ energy of the EMG signal
15
Sensors
● IMU (Inertial Measurement Unit) Sensor
○ Accelerometer
■ Acceleration in x, y, and z axis
■ Unit m/s2
■ By default contains the gravity (g) component
■ To counter that, linear acceleration is to be considered
16
Sensors
● IMU (Inertial Measurement Unit) Sensor
○ Gyroscope
■ Rotation in x, y, and z axis
■ Unit rad/sec
17
Understanding User (Context)
● Understanding Users (context)
○ Helps to improve the interaction with the interaction devices
○ Sense user context using the sensors
■ Context-aware computing
● What is context?
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Context-aware Computing
● What is context?
○ Identity (who?)
○ Activity (what?)
○ Time (when?)
○ Location (where?)
○ “Context is any information that can be used to characterise the situation of an entity. An
entity is a person, place, or object that is considered relevant to the interaction between a
user and an application, including the user and applications themselves.”
20
Context-aware Computing
● What is a context-aware system?
● Example
Context:
• state of the user
• state of the physical environment
• state of the computing system
• history of user-computer interaction
•...
23
Context-aware Computing
● Context categorization → based on level of interactivity
○ Personalization
■ Set configurations as per personal preference
■ E.g., setting font / icon size in an UI
○ Active context-awareness
■ System automatically takes the action based on the changes in the context
■ E.g., mobile phone automatically changes time based on entering new time zone
○ Passive context-awareness
■ System seeks user consent before making changes based on new context
■ E.g, in previous example, before changing time, asks for user consent
24
Context-aware Computing
● Need for context-awareness
25
Context-aware Computing
● Need for context-awareness
○ Machines need to understand / sense / interpret the situation around the human to respond
more efficiently
26
Context-aware Computing
● Typical Context-aware system architecture
○ Acquisition of context
■ Use of sensors → low-level information
○ Application
■ Uses the context information
■ Triggers specific action
○ Different representations
■ Graphical, Ontological, Tuple-based etc.
28
Context-aware Computing
● Mobile Phone Sensing: Low-level sensor details to Abstraction
○ Human activity recognition (HAR) based on Accelerometer data
■ Running
■ Walking
■ Stationary
[3] Miluzzo, Emiliano, et al. "Sensing meets mobile social networks: the
design, implementation and evaluation of the cenceme application."
Proceedings of the 6th ACM conference on Embedded network sensor
systems. 2008.
[4] Consolvo, Sunny, et al. "Activity sensing in the wild: a field trial of
ubifit garden." Proceedings of the SIGCHI conference on human factors in
computing systems. 2008.
UbiFit Garden UI 31
Context-aware Computing
● Sensing scale
○ Individual sensing
○ Group sensing
○ Community sensing
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Context-aware Computing
● Sensing scale
○ Individual sensing
■ Tracking exercise routines
■ Automated diary collection
■ Health & wellness apps
■ Sole benefit of user
● High user commitment
● Direct feedback of results
33
Context-aware Computing
● Sensing scale
○ Group sensing
■ Sensing tied to a specific group
■ Users share common interest
■ Results shared with the group
■ Limited access
34
Context-aware Computing
● Sensing scale
○ Community sensing
■ Larger scale sensing
■ Open participation
■ Users are anonymous
■ Privacy must be protected
■ Example:
● Tracking bird migrations,
disease spread, congestion
patterns
● Making a noise map of a
city from user contributed
sound sensor readings Different scale of Sensing
35
Context-aware Computing
● Sensing paradigm
○ Manual (Participatory) Collection
■ Better, fewer data points
■ User is in the loop on the sensing activity, taking a picture or logging a reading
■ Users must have incentive to continue
36
Context-aware Computing
● Mobile phone sensing architecture
○ Sensing applications generally have same structure
○ Sense
■ Raw sensor data captured
○ Learn
■ Filtering and machine-learning based approach
Sense Learn Inform, share & persuade Mobile Phone Sensing Architecture 1
Context-aware Computing
● Mobile phone sensing architecture
○ Sense: Continuous sensor sampling in smartphone
■ Support for background activities Inform, share &
Sense Learn
persuade
■ Phone context
● Pocket, hip
● User, phone → perform multitasking
○ Can influence the sensor readings 2
Context-aware Computing
● Mobile phone sensing architecture
Inform, share &
○ Learn: Interpreting smartphone sensor data Sense Learn
persuade
■ Machine learning model application
● Supervised
○ Hand-annotation is costly
● Semi/Unsupervised
■ Share
● Share in the web-portal among a set of peers (e.g., Fitbit Leaderboard)
● Allow peers to share and compare
■ Persuasion
● To improve QoL (Quality of Life)
○ Activity level, quit smoking, avoid traffic
● Accurate model to identify behavioral change and intervene 4
Context-aware Computing
● Mobile phone sensing architecture
○ Privacy Issues in context sensing
■ Your personal details can be revealed
● Location, habits, conversation, activities
○ communication
user system
6
Interaction
● Interaction models
○ translations between user and system
● Ergonomics
○ physical characteristics of interaction
● Interaction styles
○ the nature of user/system dialog
● Context
○ social, organizational, motivational
7
Interaction
● Interaction models
○ Key terminologies
9
Interaction
● Interaction models: Donald Norman’s model
○ Seven stages
■ user establishes the goal
■ formulates intention
■ specifies actions at interface
■ executes action
■ perceives system state
■ interprets system state
■ evaluates system state with respect to goal
10
Interaction
● Interaction models: Donald Norman’s model
○ Seven stages
■ user establishes the goal
■ formulates intention
■ specifies actions at interface
■ executes action
■ perceives system state
■ interprets system state
■ evaluates system state with respect to goal
11
Interaction
● Interaction models: Donald Norman’s model
○ Seven stages
■ user establishes the goal
■ formulates intention
■ specifies actions at interface
■ executes action
■ perceives system state
■ interprets system state
■ evaluates system state with respect to goal
12
Interaction
● Interaction models: Donald Norman’s model
○ Seven stages
■ user establishes the goal
■ formulates intention
■ specifies actions at interface
■ executes action
■ perceives system state
■ interprets system state
■ evaluates system state with respect to goal
13
Interaction
● Interaction models: Donald Norman’s model
○ Gulf of Execution
■ user’s formulation of actions
≠ actions allowed by the system
○ Gulf of Evaluation
■ user’s expectation of changed system state
≠ actual presentation of this state
14
Interaction
● Interaction models: Donald Norman’s model
○ Human Error
■ Slip
● understand system and goal
● correct formulation of action
● incorrect action
■ Mistake
● may not even have right goal!
○ How to fix?
■ slip – better interface design
■ mistake – better understanding of system 15
Interaction
● Interaction models: Abowd and Beale framework
○ Extension on Norman’s Model
○ Four Parts
Interface
■ user
■ input
■ system
■ output
16
Interaction
● Interaction models: Abowd and Beale framework
○ Interactive cycle has four parts
■ articulation
Interface
■ performance
■ presentation
■ observation
17
Interaction
● HCI Framework
● Interaction models
○ translations between user and system
● Ergonomics
○ physical characteristics of interaction
● Interaction styles
○ the nature of user/system dialog
○ primary objective:
■ to improve user performance
2
Interaction
● Ergonomics: Example
○ arrangement of controls and displays
■ e.g. controls grouped according to function or frequency of use, or sequentially
○ surrounding environment
■ e.g. seating arrangements adaptable to cope with all sizes of user
○ health issues
■ e.g. physical position, environmental conditions (temperature, humidity), lighting,
noise,
○ use of colour
■ e.g. use of red for warning, green for okay, awareness of colour-blindness etc.
3
Interaction
● Interaction Style
4
Interaction
● Interaction Style: Common ones
5
Interaction
● Interaction Style: Common ones
○ Question/answer interfaces
■ user led through interaction via series of questions
■ suitable for novice users but restricted functionality
■ often used in information systems
○ WIMP
○ Windows
○ Icons
○ Menus
○ Pointers
7
Interaction
● Context
■ other people
● desire to impress, competition, fear of failure
■ motivation
● fear, allegiance, ambition, self-satisfaction
■ inadequate systems
● cause frustration and lack of motivation
8
Survey and Qualitative Analysis
● Response rates
● Question design
2
Surveys
● Surveys are a method of gathering information from a sample of people,
traditionally with the intention of generalizing the results to a larger
population.
● Types
○ Self-administered
○ Through interviews
○ Over the phone
○ Online
○ …
3
Surveys
● Query-based: Interviews
○ 3 types
■ Unstructured →
● No formal structure, researchers probe the user to obtain most rich information
■ Semi-structured
● → guided structure, but offers to probe, provides flexibility to the researcher
■ Structured
● → a fixed of questions, no opportunity to probe
4
Surveys
● Online Survey: Many tools
5
Case, Population, Sample
● Case
○ Every empirical instance that you are researching
○ E.g.,
■ If you are comparing e-commerce sites Amazon, Flipkart, then each of these becomes
a case
■ If you are comparing OTT platforms, then Netflix, Amazon prime, each of these
becomes a case
■ If you were interested in Fast Food companies McDonalds would be a case, Burger
King would be a case, as would Subway, KFC, etc.
6
Case, Population, Sample
● Population
○ Population – all the theoretically-relevant cases (e.g. ‘All Team USA supporters’). This is also
often referred to as the target population.
○ Study population - This may differ from the study population, which is all of the
theoretically-relevant cases that are actually available to be studied (e.g. ‘people who have
purchased tickets in 2018’).
7
Case, Population, Sample
● Selecting study population
○ Are they relevant to the problem?
○ Or are they the group that will have to carry the recommendations?
○ Or are they people who have dealt with the problem successfully elsewhere?
8
Case, Population, Sample
● Selecting Sample
○ Sometimes you can study all possible cases (i.e., the entire population)
■ e.g., All BITS F364 students
○ Often you can’t study the whole population because it is too big, or doing so would be too
costly, too time- consuming, or impossible.
■ e.g., All students who ever attended BITS
9
Case, Population, Sample
● Sampling Strategy
○ Opportunity sampling
○ Snowball sampling
○ Random sampling
○ Stratified sampling
10
Case, Population, Sample
● Sampling Strategy
○ Opportunity sampling
■ Rely on available participants
■ Justified if other sampling methods not possible
■ Need to be cautious while generalizing results from such a study
11
Case, Population, Sample
● Sampling Strategy
○ Snowball sampling
■ Researchers reach the target population, whom she can reach and uses them to locate
other members
■ Applicable if locating participants are difficult, but a few participants are connected
well with other participants
12
Case, Population, Sample
● Sampling Strategy
○ Random sampling
■ type of probability sampling where everyone in the entire target population has an
equal chance of being selected.
■ the best method of selecting your sample from the population of interest.
● The advantages are that your sample should represent the target population and
eliminate sampling bias.
● The disadvantage is that it is very difficult to achieve (i.e. time, effort and
money).
13
Case, Population, Sample
● Sampling Strategy
○ Stratified sampling
■ researcher identifies the different types of people that make up the target population
and works out the proportions needed for the sample to be representative.
● E.g., random sampling from engineering students and random sampling from
science students
● the advantage is that the sample should be highly representative of the target
population
■ Heterogeneity
● More heterogenous → bigger sample
■ Number of sub-groups
● More sub-groups → bigger sample
■ Frequency of event
● Less frequent → bigger sample
■ Desired accuracy
● Higher accuracy → bigger sample 15
Case, Population, Sample
● Sample size
○ Response rate
■ Number of participants responded to the survey
16
Questionnaire Design
● Title and purpose
○ Give suitable title
○ Include instructions
■ How to fill
■ How to return
17
Questionnaire Design
● Question design
○ Survey questions should be easy to understand and hard to misinterpret.
18
Questionnaire Design
● Question design: What to avoid
○ Avoid two-barreled question
■ Do you like running and going to gym?
22
Questionnaire Design
● Question design
○ Question types
■ Open-ended questions 23
Questionnaire Design
● Question design
○ Response categories
25
Questionnaire Design
● Question design
○ Survey: Strengths
28
Survey Evaluation
● Survey evaluation: key factors
○ Survey validity
■ Before executing the survey
■ Construct validity → how much is backed by the literature
■ Predictive validity → power of the survey to predict correct result for repetitive use
○ Survey reliability
■ After executing the survey, once the response is collected
■ Internal reliability
■ Inter-rater reliability
29
Survey Evaluation
● Survey evaluation: key factors
○ Internal reliability measurement
■ Cronbach’s alpha
● Measurement of checking if same question is answered same way by the participants
● Value between 0 to 1
● Insert one /two duplicate questions and check how the participants respond
30
Survey Evaluation
● Survey evaluation: key factors
○ Internal reliability measurement: Cronbach’s alpha calculation example
31
Survey Evaluation
● Survey evaluation: key factors
○ Inter-rater reliability measurement
■ Percentage of matches
■ Interclass correlation
■ Cohen’s kappa
■ Flessis’ kappa
32
Survey Evaluation
● Survey evaluation: key factors Three raters
○ Inter-rater reliability measurement
■ Percentage of matches
Two raters
Pr(a) =
37
Survey Evaluation
● Survey evaluation: key factors
○ Inter-rater reliability measurement: Cohen’s Kappa
■ Example
Pr(e) =
38
Survey Evaluation
● Survey evaluation: key factors
○ Inter-rater reliability measurement: Cohen’s Kappa
■ Example
39
Survey and Qualitative Analysis
○ 3 types
■ Structured
■ Unstructured
■ semi-structured
○ Mode
■ Individual
■ Group level
2
Qualitative Interview
● Qualitative interview
○ Structured
■ A structured interview uses a set of questions that are asked in a standard
way across all respondents (like a survey).
○ Unstructured
■ An unstructured interview has a topic to be explored but what is covered is
up to the respondent.
■ Ex,
● An opening question might introduce the topic:
● I’d like to get your perspective about BITS Pilani Goa campus. What
would you like to tell me about it?
3
Qualitative Interview
● Qualitative interview
○ Semi-structured
■ A semi-structured interview has specific topic areas and a general set of
questions but the interview flows like a conversation and topics are
covered as they come up.
4
Qualitative Interview
● Qualitative interview
○ Semi-structured: Probing questions: Example
■ Interview question:
● “What do you like best about this degree program?”
● Response: “I like everything.”
● Probe 1: “What one thing really stands out?”
● Response: “The exposure”
6
Qualitative Interview
● Qualitative interview
○ Group Interview
■ The most common type of group interview is the focus group (involves a
group of people)
■ Focus groups involve a particular process with a focused set of questions.
7
Qualitative Interview
● Qualitative interview
○ Steps
■ Prepare the questions
■ Practice well
○ Strengths
■ Depth of information
■ Topic guide ensures that a core list of questions is asked in each interview
■ Because order of questions not fixed, flow and sharing of views is more
natural.
9
Qualitative Interview
● Qualitative interview
○ Weakness
■ Trained interviewers needed to probe without being directive or
judgmental
10
Contextual Inquiry
● Contextual Inquiry
○ Suppose you wanted to learn how to drive a car. As a first step, should you:
11
Contextual Inquiry
● Contextual Inquiry
○ In a nutshell:
■ You are observing/shadowing the participant as they go about their
day/work, and asking probing questions about what you observe to get a
deep understanding of their actions/thinking/challenges.
12
Contextual Inquiry
● Contextual Inquiry
○ Master-Apprentice Relationship
■ Obviously, the participant is the master and you are the apprentice ☺
13
Contextual Inquiry
● Contextual Inquiry
○ Master-Apprentice Relationship
14
Contextual Inquiry
● Contextual Inquiry
○ Key Principles
■ Context
● Must be done in the setting of the participant.
■ Focus
● Themes that emerge during the inquiry. You cannot pay attention to
all facets of someone’s work at all times.
■ Partnership
● Master/apprentice model; investigator is humble.
■ Interpretation
● Observed facts must be regarded for their design implications. Raw
facts without interpretation are not very useful.
15
Contextual Inquiry
● Contextual Inquiry
16
Contextual Inquiry
● Contextual Inquiry
17
Contextual Inquiry
● Contextual Inquiry
■ Nods
● Question assumptions even if they match
● “Do they really do that? Why would they do
that?”
19
Contextual Inquiry
● Contextual Inquiry
20
Contextual Inquiry
● Contextual Inquiry
21
Contextual Inquiry
● Contextual Inquiry
■ Non-verbal cues
22
■ Commit to hearing what people actually say
Contextual Inquiry
● Contextual Inquiry
○ Steps
■ Warm up
● Meet and greet
■ Setting the device (if required)
● Pre-judging the user
● Gathering usage data and experience
23
Contextual Inquiry
● Contextual Inquiry
24
Contextual Inquiry
● Contextual Inquiry
○ Different models
■ Sequence model
● Steps required to complete a task
25
Contextual Inquiry
● Contextual Inquiry
○ Different models
■ Physical model
● maps the physical work environment and how it impacts upon work
practice
● E.g., office layout
26
Contextual Inquiry
● Contextual Inquiry
○ Different models
■ Flow model
● lines of coordination and communication between the user and other
participants within and outside the workplace.
27
Contextual Inquiry
● Contextual Inquiry
○ Different models
■ Cultural model
● reflects the influences of work culture and policy and shows the
scope of these influences.
● may include official or unofficial codes of behavior, common
expectations
28
Contextual Inquiry
● Contextual Inquiry
○ Different models
■ Artifact model
● describes the structure and use of a particular artifact within the
work process
● documents or other physical things that are part of the work
● E.g., a Paper based voucher simultaneously filled up in a particular
step of a sequential task flow.
29
Contextual Inquiry
● Contextual Inquiry
30
Contextual Inquiry
● Contextual Inquiry
○ Advantage
■ Gaining insight from user’s action
■ Provide opportunity to dig deeper based on user’s tacit knowledge
■ Shared understanding of the device interface creator and user
31
Contextual Inquiry
● Contextual Inquiry
○ Disadvantage
■ Statistical significance can’t be proven → qualitative data
■ inquirer needs to be highly skilled in multiple disciplines such as
Ethnography, Psychology, Culture, Design and HCI
32
Survey and Qualitative Analysis
○ So, you have collected data from all the qualitative research you have been
doing.
○ Interviews, surveys, observations…
○ NOW WHAT?
○ Data analysis
■ An attempt by the researcher to summarize the data.
○ Data Interpretation
■ An attempt to derive meaning from the data
2
Qualitative Analysis
● Qualitative analysis: Inductive Content Analysis
○ There are many different ways of analyzing the data collected from qualitative
methods.
○ The one we’ll be looking at is inductive analysis.
■ In general inductive research is theory-generating, whilst deductive
research is theory-testing.
○ With inductive analysis, you generate themes and use them to create
theories/narratives and draw conclusions
■ e.g., War victims express hatred towards soldiers and/or relief that the war
is over
3
Qualitative Analysis
● Qualitative analysis: Inductive Content Analysis
○ Thematic Analysis
4
Qualitative Analysis
● Qualitative analysis: Inductive Content Analysis
○ Qualitative coding
■ Reduces data to manageable format
○ Code generation
■ Research question
● What is the question you are after?
● Map responses to codes
■ previous research
■ Previous theory
5
Qualitative Analysis
● Qualitative analysis: Inductive Content Analysis
○ Code generation
■ Meaningful names
■ Combination of text
■ Code will evolve
■ Increases with a data
■ Use a codebook
● For maintaining the codes
6
Qualitative Analysis
● Qualitative analysis: Inductive Content Analysis
○ Codes
■ Actions, behaviors
■ Themes, topics
■ Ideas, concepts
■ Terms, phrases
■ Keywords
7
Qualitative Analysis
● Qualitative analysis: Inductive Content Analysis
○ Codes: Example
○ Coding Process
■ Iterative process
● Read through data multiple times. Become familiar with the data
through reading data and transcripts, listening to recordings, etc.
9
● Repeat, refine, repeat, refine…
Qualitative Analysis
● Qualitative analysis: Inductive Content Analysis
○ Coding Process
■ Guiding Principles
● Why is it important?
● So what?
10
Qualitative Analysis
● Qualitative analysis: Inductive Content Analysis
○ Coding Process
■ Identifying themes
○ Coding Process
■ Identifying themes: Example
12
Qualitative Analysis
● Qualitative analysis: Inductive Content Analysis
○ Create a narrative
○ Once you have your ~3-8 main themes, the themes are formed into a narrative
about the data.
○ For product design, create “user stories” that describe the key
concerns/actions/feelings for each main category of user.
■ Often several important categories of users.
13
Qualitative Analysis
● Qualitative analysis: Key Takeaways
○ Create a model incorporating the most important categories (3-8 categories, with
sub-categories)
2
What is a design?
● achieving goals within constraints
● goals - purpose
○ who is it for, why do they want it
● constraints
○ materials, platforms
● trade-offs
3
What is a design?
● Golden rules of design
4
What is a design?
● human ‘error’ is normal
○ we know how users behave under stress
○ so design for it!
5
Design Process
● Different phased in interaction design
○ Requirement
○ Analysis
○ Design
○ Iteration and Prototyping
○ Implement and deploy
7
Design Process
● Interaction design: One major challenge
○ limited time ➔ design trade-off
○ usability?
■ finding problems and fixing them?
■ deciding what to fix?
8
Design Process
● User Focus
○ know your user
○ personae
○ cultural probes
9
Design Process
● User Focus
○ Know your user
■ who are they?
■ probably not like you!
■ talk to them
■ watch them
■ use your imagination
● This can be dangerous
● Not only about putting you in user’s shoes, but imagining what they would do
● A method useful helping design teams produce user focussed designs is the
persona
10
Design Process
● User Focus
○ Persona
■ a fictional character that is meant to represent a group of users that share common
goals, attitudes and behaviors when interacting with a particular product or service.
11
Design Process
● User Focus
○ Persona: Example
Betty is 37 years old, She has been Warehouse Manager for five years
and worked for Simpkins Brothers Engineering for twelve years. She didn’t
go to university, but has studied in her evenings for a business diploma.
She has two children aged 15 and 7 and does not like to work late. She
did part of an introductory in-house computer course some years ago, but
it was interrupted when she was promoted and could no longer afford to
take the time. Her vision is perfect, but her right-hand movement is
slightly restricted following an industrial accident 3 years ago. She is
enthusiastic about her work and is happy to delegate responsibility and
take suggestions from her staff. However, she does feel threatened by
the introduction of yet another new computer system (the third in her time
at SBE).
12
Design Process
● User Focus
○ Persona: Why to develop?
○ Empathy
■ We are engaged by fictional characters all the time in movies and books.
○ Focus: Personas provide a precise way of thinking about…
■ how users behave
■ their motivations
■ how they think
■ what they wish to accomplish (goals)
■ why they want to do what they do
○ Communication
■ Provides a way of conveying a broad range of quantitative and qualitative data
■ Assumptions about users made explicit 13
Design Process
● User Focus
○ Persona: Why to develop?
14
Design Process
● User Focus
○ Personas are not sterotypes
■ Base your personas on REAL DATA, not assumptions
○ People within the same roles can have very different needs and goals
■ e.g., new vs. experienced programmer
■ e.g., parent of 1 vs. parent of 8
■ e.g., oncologist vs. pediatrician
15
Design Process
● User Focus
○ Personas: Different Types
■ Primary
■ Secondary
■ Supplemental
■ Customer
■ Negative
16
Design Process
● User Focus
○ Personas: Steps to create persona
17
Design Process
● User Focus
○ Personas: Steps to create persona
18
Design Process
● User Focus
○ Personas: Steps to create persona
19
Design Process
● User Focus
○ Personas: Steps to create persona
■ Represent different user types that might use your service, product or site in similar
ways
■ Helps you to understand your users’ needs, experiences, behaviors and goals.
■ Recognize that different people have different needs and expectations. Help you to
identify with the user you’re designing for.
■ Help you to achieve the goal of creating a good user experience for your target user
21
group
Design Process
● User Focus
○ Cultural Probes
■ direct observation
● sometimes hard
○ in the home
Cultural probe toolkit
○ psychiatric patients, …
■ probe packs
● items to prompt responses
○ e.g. glass to listen at wall, camera, postcard
● given to people to open in their own environment
they record what is meaningful to them
○ step-by-step walkthrough
■ what can they see (sketches, screen shots)
■ what do they do (keyboard, mouse etc.)
■ what are they thinking?
23
Design Process
● Scenarios
○ Allow exploration
■ explore interaction
● what happens when
■ explore cognition
● what are the users thinking
■ explore architecture
● what is happening inside
24
Design Process
● Scenarios
○ communicate with others
■ designers, clients, users
○ express dynamics
■ screenshots – appearance
■ scenario – behaviour
25
Design Process
● Scenarios
○ Scenarios – one linear path through system (Linearity)
○ Pros:
■ life and time are linear
■ easy to understand (stories and narrative are natural)
■ concrete (errors less likely)
○ Cons:
■ no choice, no branches, no special conditions
■ miss the unintended
○ So:
■ use several scenarios
■ use several methods 26
Interaction Design
○ Consists of
■ ICONS, buttons, scroll bars, menus, widgets, boxes,
status lamps, labels, instructions, visuals etc
■ visually pleasing as well as ergonomically useable
2
Design Process
● Requirement of GUI
○ FUNCTIONAL
■ Useable - Easy to operate ; locate what is required &
where it is required on the screen; and do what is
expected of it – without need for learning or training
○ AESTHETIC
■ Pleasing to the eye ; Highest Visual Quality; Identifiable;
Distinct ; Recognizable, Recallable
○ COMMUNICABLE
■ Express what it represents; how it is to be operated;
Unambiguous; Meaningful; Culturally & Contextually
compatible
3
Design Process
● GUI Design
○ AESTHETIC
■ Philosophical argument,
● Simplicity + Infinity + Eternity + Serenity = Beauty
4
Design Process
● GUI Design
○ AESTHETIC
5
Design Process
● GUI Design
○ AESTHETIC
■ often misunderstood & underestimated
■ is not mere beautification
■ is not mere decoration
Balance Line
Emphasis Shape
Rhythm Space
Unity Color, Form
Contrast Texture
Movement Light
7
Design Process
● GUI Design
○ Principles of design Balance
■ Grammar of the visual language. Unity
■ Rules for composing with the elements Proportion
Harmony
Direction
Rhythm
Symmetry
Pattern
Emphasis
Contrast
Movement
8
Design Process
● GUI Design
○ Principles of design
■ Unity
● Unity is an overall “sameness” throughout a screen.
How harmoniously all the elements blend together.
● Example: Windows 8 GUI
■ Balance
● Are the various elements visually balanced in terms
of their Size, shape, weight, and placement. Can the
rhythmic order be visually discernable ?
9
Design Process
● GUI Design
○ Principles of design
■ Proportion
● Size relationships found within an object or design.
Also a comparison in terms of ratio of size, shape,
etc with neighboring elements.
● Example see proportions of various buttons within
Windows 8 screen
10
Design Process
● GUI Design
○ Principles of design
■ Rule of thirds
● a simple grid overlay (divided equally into thirds,
both horizontally and vertically)
11
Design Process
● GUI Design
○ Principles of design
■ The Golden mean
● Ratio of 1:1.618
● 1000 x 618 → golden rectangle
○ Square of 618 x 618
○ Remainder 618 x 382 → another golden
rectangle
■ Aspect Ratio
12
Design Process
● GUI Design
○ Colour
■ Colour is a vast subject of both Physics and Fine Arts.
■ Graphic Designers use metrics to specify colours.
14
Design Process
● GUI Design
○ Colour
■ Psychology of colours
● COOL colours: violet, blue and green because of our
association with sky, water.
15
Design Process
● GUI Design
○ Colour
■ Colour theme
● Choice is given to users
16
Design Process
● GUI Design
○ Colour
■ Bad use of colour
17
Design Process
● GUI Design
○ Colour and 3D
■ both often used very badly!
■ colour
● older monitors limited palette
● colour over used because ‘it is there’
● beware colour blind!
● use sparingly to reinforce other information
■ 3D effects
● good for physical information and some graphs
● but if over used …
e.g. text in perspective!! 3D pie charts
18
Design Process
● GUI Design
○ Navigation design
■ Local structure (Single screen)
■ Global structure (Whole site)
19
Design Process
● GUI Design
○ Navigation design: Local
■ From one screen looking out
■ Goal seeking
■ Golden rules
● knowing where you are
● knowing what you can do
● knowing where you are going
○ or what will happen
● knowing where you’ve been
○ or what you’ve done
20
Design Process
● GUI Design
○ Navigation design: Local
■ From one screen looking out
■ Goal seeking
■ Golden rules
● knowing where you are
21
Design Process
● GUI Design
○ Navigation design: Global
■ between screens within the application
■ Hierarchical diagrams
● Parts of application
○ Groups of screen
○ Functional separation
22
Design Process
● GUI Design
○ Navigation design: Global
■ between screens within the application
■ Network diagrams
● Show different paths through system
● What leads to what
● what happens when
● including branches
23
Design Process
● GUI Design
○ screen design and layout
■ basic principles
■ grouping, structure, order
■ alignment
■ use of white space
24
Design Process
● GUI Design
○ screen design and layout
■ basic principles: grouping, structure
● logically together → physically together
25
Design Process
● GUI Design
○ screen design and layout
■ basic principles: order
■ instructions
● beware the cake recipie syndrome!
… mix milk and flour, add the fruit
after beating them
26
Design Process
● GUI Design
○ screen design and layout
■ basic principles: alignment
27
Design Process
● GUI Design
○ screen design and layout
■ basic principles: alignment
28
Design Process
● GUI Design
○ screen design and layout
■ basic principles: alignment
29
Design Process
● GUI Design
○ Multiple columns
30
Design Process
● GUI Design
○ Multiple columns
31
Interaction Design
2
Design Process
● GUI Design
○ Graphic Design Principles: Example: mobile screen
■ Reduce clutter
● Type size, font
● Safe font
○ Arial, Helvetica, sans-serif
○ Courier New, Courier, mono
○ Verdana, Arial, Helvetica, sans-serif
○ Geneva, Arial, Helvetica, sans-serif
● BOLD
○ some times , results in poor smudged
readability on mobile screens
4
Design Process
● GUI Design
○ Some unsatisfactory GUI examples
No colour contrast.
Too many data fields
undistinguishable.
Use of same colour
(orange) to for two
different tasks. 5
Design Process
● GUI Design
○ Some unsatisfactory GUI examples
Icon to depict ‘
security’ has two
humans . Not
representational &
meaningful.
6
Design Process
● Case study 1: Windows GUI
○ Aesthetic and minimalist design
■ not cluttered with excessive use of icons and buttons
■ Tabs are used to separate different functionalities
■ A simple rectangle composition arrangement is used
to model information
7
Design Process
● Case study 2: Icon design
○ Activity in progress
■ Simple design, inform the status, easy to understand
■ use gradient in colors (monochrome) to depict time
progress through animation
■ Circular form → abstract concept of time
■ icons
● need very less computing memory, amiable to
both pixel as well as vector graphics
■ aesthetic principles
● form, colour, shape, configuration, motion &
composition
8
Design Process
● Graphic design – Website Layout
○ HCI design
■ Needs to be sensitive to visual language
■ Should consider principle of visual elements
11
Design Process
● Iteration and Prototyping
○ Prototype
■ a model of the system
12
Design Process
● Iteration and Prototyping
○ What to prototype?
■ Any aspect of the design that needs to be evaluated
● Work flow
● Task design
● Screen layout
● Difficult, controversial, critical areas
13
Design Process
● Iteration and Prototyping
○ Forms of Prototype
■ A storyboard (cartoon-like series of screen sketches)
■ A cardboard mock-up
15
Design Process
● Iteration and Prototyping
○ Prototypes in HCI
■ Two extremes
● Lo-Fi
● Hi-Fi
16
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype
■ Purpose
● Brainstorm competing designs
● Elicit user reaction (including any suggestions for
modifications)
17
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Sketches
18
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Sketches
20
Storyboarding is NOT the same as Paper Prototyping
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Example
21
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Example
● Initial screen. Shows the layout of
interface options.
22
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Example
● Once a stroller is selected by the
customer, its tag is scanned with a
hand-held scanner. The details of
the stroller is displayed on the
interface if the scanning is
successful. Also, the option
buttons become active after a
successful scan.
23
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Example
● However, the customer can choose
a different product at this stage
and the same procedure is
followed. For example, the
customer may choose a stroller
with different color.
24
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Example
● Once the customer finalizes a
product, a bill is generated and
displayed on the interface. The
option buttons become inactive
again.
25
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Challenges:
● Determining WHAT to draw is often hard
● Drawing the wrong thing puts the focus on the wrong thing
● Can be challenging to represent some things
● e.g., time, attention
■ Usefulness:
● If done right, storyboards can give you quick, valuable feedback on early ideas
● MUCH quicker/easier than building the whole app, system, or prototype
26
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Goal: Understand how your product or application fits into a larger context.
● Show a single scenario / tell a single story
● Use different storyboards to tell different stories
● Start by setting the stage:
27
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Figure out the story you want to tell
● Iterative process with lots of drafts
■ Do a lot of brainstorming
■ Define a scenario and break it into segments
● Start with simple text (captions) and arrows
● Add emotions
● THEN sketch visuals on paper
■ Generate more polished versions only when you have refined/finalized the story!
28
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Elements of a storyboard
● Level of detail
● Inclusion of text
● Inclusion of people (personas!) and emotions
● Number of frames
● Portrayal of time
29
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Elements of a storyboard
● Level of detail
30
Caution: Too much detail can lose universality!
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Elements of a storyboard
● Level of detail
● Drawing is hard
32
Text is necessary, and captions help, But keep it short.
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Elements of a storyboard
● Include people and emotions
○ Generally speaking, try to use fewer frames (e.g., 4-6 frames per story)
○ More is not always better
○ May lose focus of the story
○ May lose reader’s attention
35
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Elements of a storyboard
● Passage of time → include only if it is necessary
36
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Elements of a storyboard
● Making drawing easier → It does not have to be (always) drawing
37
Design Process
● Iteration and Prototyping
○ Low Fidelity Prototype: Storyboarding
■ Summary
● Storyboards are a great way to bring a story to life.
● Good for pitching/communicating ideas
39
Design Process
● Iteration and Prototyping
○ Medium Fidelity Prototype
■ Two types
● Vertical
● Horizontal
2
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
3
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
4
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
5
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
6
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
■ Prototype extremes
● UI prototypes can be as simple as a drawing on a piece of paper or as complex
as functional web application
● Or anywhere in between those extremes!
7
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
■ Dimensionality of fidelity
● What are ways a prototype can be ‘true to life”?
8
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
■ Dimensionality of fidelity
● Breadth
● Depth
● Look
● Interaction
9
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
■ Dimensionality of fidelity
● Breadth
○ The “breadth” of a prototype refers to how much of the product’s
functionality is represented in the prototype
10
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
■ Dimensionality of fidelity
● Depth
○ The “depth” of a prototype refers to how much of the prototype is
functional, and how robust it is
■ A very shallow prototype has no backend at all and is hard-coded
to respond as though the user had provided ideal input
■ A deep prototype has some logic and error-handling capabilities
■ At first glance, depth may seem unimportant, but it affects the
amount of exploration a user can do
■ Thus depth can actually have a profound influence on user testing!
11
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
■ Dimensionality of fidelity
● Look
○ “Look” is probably what most people think of when they think of
prototype fidelity
○ It refers to how accurately a prototype represents the product’s intended
appearance, including fonts, colors, and graphics
○ It’s generally a good idea to hold off on something that has a high
fidelity look until later in the design process
■ People are less likely to point out flaws and mistakes
■ People can easily fixate on the “little” things
■ You are less likely to throw it out and start again
12
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
■ Dimensionality of fidelity
● Interaction
○ “Interaction” refers to how the prototype handles input and output
○ Interaction can often be simulated
○ For example, you might create a digital prototype for an iPad application
which runs on your desktop and responds to traditional a traditional
mouse and keyboard
○ You might use hyperlinks or animation to simulate clicking interaction
(e.g., in Powerpoint)
13
Design Process
● Iteration and Prototyping
○ High Fidelity Prototype
■ Once you have developed a lo-fi prototype and solicited feedback on it through peer
critique and user testing:
● You may wish to create another lo-fi prototype
● (isn’t iterative design fun?)
● Or you may be ready to move on to a hi-fi prototype
■ Remember, a high fidelity prototype is a substantial time investment!
■ It is good for evaluating a working design that has been derived from a few rounds
paper prototyping
14
Design Process
● Iteration and Prototyping
○ Comparison of prototypes
15
Design Process
● Iteration and Prototyping
○ Which prototype to use when?
16
Design Process
● Iteration and Prototyping
○ Prototyping tools
■ Points to consider
● Typography / font
● Color palette
● Device
● Interaction
● Implementation
■ Start by creating a digital version of your paper prototype Then iterate through user
testing and feedback
25
Design Process
● Design is a solution
○ Coding the design knowledge
○ An effective and flexible design is difficult to get “right” the first time.
○ Experienced designers evidently know something inexperienced ones don’t, what is it?
■ Reuse solutions that worked in the past
26
Design Process
● Design is a solution
○ Coding the design knowledge
○ Experienced designers evidently know something inexperienced ones don’t, what is it?
■ Reuse solutions that worked in the past
■ How can you reuse solutions that good designers have used again and again?
● But still make them new/yours
● And learn how to create awesome designs at the same time
Design Pattern
27
Design Process
● Design is a solution
○ Classic example
○ Solution
■ Plug and play UI (iOS Dev Kit)
28
Design Process
● Design is a solution
○ Apple iPhone Launch
■ The screen was not suitable for the existing Websites
○ Solution
■ Plug and play UI (iOS Dev Kit)
■ Redesign app for every device
● Web
● iPhone
● iPad
● Android
29
Design Process
● Design is a solution
○ Apple iPhone Launch
■ The screen was not suitable for the existing Websites
■ a new visual language that combines principles of good design with technical and
scientific innovation.
■ a single underlying system that allows for a unified experience across platforms and
device sizes.
31
Design Process
● Design is a solution
○ Google Solution: Material design
32
Design Process
● Design is a solution
○ Google Solution: Material design
■ Reusable components
33
Design Process
● Design is a solution
○ Google Solution: Material design
■ Different devices
34
Design Process
● Design is a solution
○ Google Solution: Material design
■ Buttons
Icon buttons
35
Design Process
● Design is a solution
○ Google Solution: Material design
■ Navigation bar
36
Design Process
● Design is a solution
○ Google Solution: Material design
■ Tabs
37
Design Process
● Design is a solution
○ Google Solution: Material design
■ Cards
38
Design Process
● Design is a solution
○ Google Solution: Material design
■ Any app can be reduced
to these basic elements
39
Design Process
● Design is a solution
○ Google Solution: Material design
■ Practice
● Goal: Decompose an app into design patterns / components
○ Choose any popular app or website
○ Go though it and identify the different patterns/components used
○ Make a list, take screenshots, label different components
40
Usability Engineering
2
Usability Engineering
● UE thus refers to the USABILITY FUNCTION aspects of the entire
process of conceptualising, executing & testing products (both hardware
as well as software), from requirements gathering stage to installation /
marketing & testing of their use.
3
Usability Engineering
● Usability
Satisfaction
Effectiveness Efficiency
the comfort (experience)
the accuracy and the resources
and acceptability of the
completeness with expended in
work system to its users
which specified users relation to the
and other people
can achieve specified accuracy and
affected by its use.
goals in particular completeness of
environments; goals achieved;
4
Usability Engineering
● Usability
○ User’s definition
Usability does not happen by it self. It has to be “engineered” into the product.
5
Usability Engineering
● Usability
○ Related with
■ Human performance
● Intuitiveness
● Efficiency
■ Design
7
Usability Engineering
● Some definitions
9
Usability Engineering
● UE Lifecycle
○ Design stages
10
Usability Engineering
● Goals of Usability Engineering
5 Es 11
Usability Engineering
● Usability Engineering
12
Usability Engineering
● User Centered Design
13
Usability Engineering
○ Human Factors & Ergonomics : Stress on human physical issues (physiology) and
on optimising work processes
○ User Interface Design: Focuses on interface layer assuming all deeper functions
are fixed.
2
Usability Engineering
● UE and related areas
○ There are overlaps in the above fields. Each is independent. UE has all of them. 3
Usability Engineering
● UE and related areas
4
Usability Engineering
● UE vs Software Engineering
5
Usability Engineering
● Example: Recoverability in a VCR system
○ Usability specification
6
Usability Engineering
● Usability
○ Effectiveness
○ Efficiency
○ Satisfaction
● Usability metrics
○ ISO 9241
7
Usability Engineering
● Usability Testing & UE – the difference
8
Usability Engineering
● Usability Testing
○ Analytical evaluation
○ Empirical evaluation
10
Usability Engineering
● Evolution of HCI and understanding Users
•User as 'cog’ in the system – (1970's)
•User a source of error (80's),
•User a social actor (90's)
•User as a consumer now (2000’s)
11
Usability Engineering
○ Learnability. How easy is it for users to accomplish basic tasks the first time they
encounter the design?
○ Efficiency. Once users have learned the design, how quickly can they perform
tasks?
○ Memorability. When users return to the design after a period of not using it, how
easily can they reestablish proficiency?
○ Errors. How many errors do users make, how severe are these errors, and how
easily can they recover from the errors?
○ one of the most recognizable airlines in Europe known for democratizing air travel for
the masses.
3
Usability Engineering
● Case Study: Ryanair
○ Motivation
○ Goal
○ User focus
5
Usability Engineering
● Case Study: Ryanair
6
Usability Engineering
● Case Study: Ryanair
○ Solution
● Real people performing real tasks and their performance are measured
7
Usability Engineering
● Case Study: Ryanair
○ Method
■ Task(s)
8
Usability Engineering
● Case Study: Ryanair
○ Method
■ Platform ■ Benchmark
■ Data collected
○ Result
■ Feedback from large population sample sizes across different mobile platforms and
devices identified opportunities for better design
■ User feedback reinforced decisions that were made in the platform redesign and
helped ensure development milestones were achieved.
10
Usability Engineering
● Case Study: Ryanair
○ Outcome
■ Feedback
11
HCI in Software Processes
2
The Software Lifecycle
● Waterfall model
3
The Software Lifecycle
● Activities in the Software Lifecycle
○ Requirements specification
■ designer and customer try capture what the system is expected to
provide can be expressed in natural language or more precise
languages, such as a task analysis would provide
○ Architectural design
■ high-level description of how the system will provide the services
required factor system into major components of the system and
how they are interrelated needs to satisfy both functional and
nonfunctional requirements
4
The Software Lifecycle
● Activities in the Software Lifecycle
○ Maintenance
■ Product is operational
■ Addressing errors and adding new functionalities
5
The Software Lifecycle
● Verification and Validation
○ Verification
○ Validation
6
The Software Lifecycle
● For Interactive Systems
■ Iterative
● To improve usability
7
The Software Lifecycle
● Design rationale
○ Design rationale is information that explains why a computer system is the way it is.
○ Benefits
○ Two types
○ Process-oriented
○ Structure-oriented
○ Two examples
○ process-oriented
10
The Software Lifecycle
● Design rationale
○ main elements:
■ issues
■ positions
■ arguments
Sub-issue generalizes
questions
Sub-issue
Sub-issue
Structure of gIBIS
The Software Lifecycle
● Design rationale
○ structure-oriented
13
The Software Lifecycle
● Design rationale
○ options
○ criteria
14
The Software Lifecycle
Criterion
Option
Option
Criterion
… Consequent …
Question
Question
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
• Expert users
– Thoroughly familiar with the task and interface concepts
• The design process, where designer collects feedback about the design
from users and use this to refine design, is known as “user centered
design” or UCD
• User-Centered design
• Assumptions
– Result of a good design is a satisfied user
– Process of design is a collaboration between designers and user.
– Design evolves and adapts to users’ changing concerns, and the process
produces a specification as an important byproduct
– The user and designer are in constant communication during the
entire process
The Software Lifecycle
• UCD - Drawback
– It is not possible for the designer to identify all possible issues to take
feedback from users, as the designer’s knowledge about the user may
not be complete
The Software Lifecycle
• Participatory Design
• Such a design process, where end users are part of the design team,
is known as “participatory design”
Design Guidelines
○ Principles of usability
■ general understanding
○ Design patterns
■ capture and reuse design knowledge
2
Design Guidelines
● Design principles
○ Learnability
■ Support for learning for users of all levels
○ Flexibility
■ Support for different ways of getting a task done
○ Robustness
■ Support for recovery
3
Design Guidelines
● Design principle: Learnability
○ How easily the user can start the interaction and achieve superior performance?
○ Predictability
○ Synthesizability
○ Familiarity
○ Generalizability
○ Consistency
4
Design Guidelines
● Learnability: Predictability
○ What some action will do?
○ Operation visibility
■ grayed menu items
■ menus or command shell
5
Design Guidelines
● Learnability: Synthesizability
○ Providing cues to indicate the cause of the current state (or error)
■ Don’t just inform
○ e.g.,
■ You can’t copy some folder
● At the same time indicate that there is not enough space
6
Design Guidelines
● Learnability: Familiarity
○ Using cues from real world
○ e.g.,
■ Errors are normally shown in red
7
Design Guidelines
● Learnability: Generalizability
○ Knowledge of one system is generalizable to other system
○ e.g.,
■ Cut and paste across different application
8
Design Guidelines
● Learnability: Consistency
○ Likeliness in behavior in terms of tasks/operations/situations
■ In different things,
● Interacting or doing a task
● Output
● Screen layout
9
Design Guidelines
● Design principle: Flexibility
○ Different ways to exchange information between user and system
○ Dialog Initiative
○ Multithreading
○ Task migration
○ Substitutivity
○ Customizability
10
Design Guidelines
● Flexibility: Dialogue Initiative
○ Interaction between the system and user
○ User-initiated
■ User initiates
■ Generally preferred
○ System-initiated
■ System does all prompts, user responds
11
Design Guidelines
● Flexibility: Multithreading
○ Ability to perform multiple tasks at a time
○ Concurrent
■ Input to multiple tasks simultaneously
○ Interleaved
■ Many tasks, but input to one at a time
12
Design Guidelines
● Flexibility: Task Migration
○ Ability to switch tasks between users and system
■ Depending upon who does it better
○ Self-driving car
■ L5 automation, control automatically goes to the machine
■ L3, L4 automation → control to user
○ Spell checking
13
Design Guidelines
● Flexibility: Substitutivity
○ Ability to chose over different options
■ Interaction methods
● Voice-based or text-based search
14
Design Guidelines
● Flexibility: Customizability
○ Ability to change the interface → personalization
■ User driven
● adaptability
■ System driven
● adaptivity
15
Design Guidelines
● Flexibility
○ Observability
○ Recoverability
○ Responsiveness
○ Task performance
17
Design Guidelines
● Robustness: Observability
○ Can user determine the internal state of the system from her observation?
○ Browsability
■ Explore current state (without changing)
■ Availability of default values
○ Reachability
■ Navigating through observable states
○ Persistence
■ Time of the persistence of the observable state
■ E.g., email message notification visual cue
18
Design Guidelines
● Robustness: Recoverability
○ Can user come out of the state in case of an error?
○ UNDO
■ the previous error
○ Move forward
■ In case the error can’t be undone
19
Design Guidelines
● Robustness: Responsiveness
○ User’s perception about the rate of communication with the system
○ Response time
■ Time taken by the system to respond to user action
○ Consistency is important
■ Every time similar amount of time should be taken to respond
20
Design Guidelines
● Robustness: Task Performance
○ Does the system allow to perform the tasks as wished by the user?
○ Task completeness
■ Can system do all tasks of interest?
○ Task adequacy
■ Can user understand how to do tasks?
○ New tasks
■ Provision for defining new tasks
21
Design Guidelines
● Robustness
23
Design Guidelines
● Example
○ Preparing usability specification for task migratability of a system. The current system
allows the user the schedule meeting for every occurrence, but in the new system the
recurrence of the meeting will be specified by the user and the scheduler will
automatically set the meeting at desired frequency.
24
Design Guidelines
● Design Guidelines used in HCI
○ To evaluate existing interfaces or to conceptualize new interfaces
25
Design Guidelines
● Design Guidelines: Background
26
Design Guidelines
● Design Guidelines: Shneiderman’s 8 Golden Rules
27
Design Guidelines
● Design Guidelines: Shneiderman’s 8 Golden Rules
28
Design Guidelines
● Design Guidelines: Shneiderman’s 8 Golden Rules
29
Design Guidelines
● Design Guidelines: Shneiderman’s 8 Golden Rules
■ Unless the user gets a feed back he/she cannot proceed or becomes unsure of
the correctness of the action.
32
Design Guidelines
● Design Guidelines: Shneiderman’s 8 Golden Rules
33
Design Guidelines
● Design Guidelines: Shneiderman’s 8 Golden Rules
36
Design Guidelines
● Design Guidelines: Shneiderman’s 8 Golden Rules
94 56 781029
○ Practice exercise
■ Choose any common software interface (e.g., MS Excel).
Analyze its interfaces by navigating to find out if it
adheres to the eight Shneiderman Rules .
th
■ Use a Novice User (e.g., 10 standard) as your
reference.
38
Design Guidelines
2
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ Knowledge in world
● Learning not required. Interpretation substitutes for learning.
● How easy it is to interpret information in the world depends upon how well it
exploits natural mappings and constraints.
3
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ E.g., typing in a keyboard does not require any prior knowledge on key alignment
● Same across keyboards
■ User’s knowledge model is not necessarily same as the world’s knowledge model
4
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ Task Level
● analyze the user's needs and to structure the
task domain in such a way, that a computer
system can play its part. The task level describes
the structure of the tasks which can be delegated
to the computer system.
6
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ Objects at the Semantic level need to be mapped to the objects at Syntactic level,
for the user.
■ achieved with making the connection as ‘Visual’ as possible.
■ Graphic User Interface designers use ‘ Metaphors’ to make the connection.
■ Semantic Level
● Delete action
■ Syntatic level
● Delete command 7
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
● Syntactic level
○ Delete command
■ Command line → (natural language)
○ Trash icon (visual)
8
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
9
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
10
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
11
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ Conceptual Model
● technically accurate model of the computer /
device / system created by designers /
teachers/researchers for their specific internal
technical use
12
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ Design Model
● The Conceptualised solution the Designer had in
his/her mind
■ to ensure that the user knows what to do next when there are
● more than one possibility or
● more than one given option.
14
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ Physical constraints
● Based on shape, size, area (example mouse over area demarcation)
■ Cultural constraints : Culturally & semantically practiced rituals, symbols, color codes.
● Ex: Always start from Right & stop on Left lower end in a word document.
● Different colors (red, yellow, green) used to denote different situations
15
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ Technological constraints:
● Example: Closing a file without saving – user needs to be warned every time this is
likely to be operated by the user.
● Program it such that it is mandatory to press the save button before close button.
16
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
17
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
18
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ Description Errors
● Two objects physically alike are described / taken mistakenly for each other.
● One solution employed is ‘highlighting’ the object which is in line of next action so
that ‘attention’ is drawn to that right object from amongst similar looking group of
objects.
■ Data Errors
● Could be perception errors or selection errors.
● A solution could be reversal of action without penalty and ‘ affordance’ by the user
to correct the error by retracing action steps.
19
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ Associative Errors
● involve activating one sequence in place of another and realising it when the
wrong/unexpected response results
● when short term memory is overloaded or long term memory fails.
● Forgetting to do something as prescribed or reversing the sequence
○ E.g., Pressing the second button first instead of the first button etc
20
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
● The cause of the error needs to be understood more than the error.
● Assume Task to be imperfect and assume that users will always ‘ approximate’ their
actions. 21
Design Guidelines
● Design Guidelines: Norman’s 7 Principles
■ In certain situations / contexts wherein the nature of the task is critical , the user needs
to be ‘ forced’ to follow a the only choice as given (afforded) by design.
22
Design Guidelines
○ What is a heuristic?
■ “rule of thumb”
○ derived after careful research by Nielsen who after conducting a factor analysis of 249 usability
problems, came up with ten simply stated guidelines in 1994.
○ Empirical derivations
3
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
■ For example :
● A glowing LED/ flashing element indicating that the
interface is live .
● An animated symbol that states that ‘saving’ act is
going on…..
4
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
■ Users need to be kept informed by the system about what is going on, through
appropriate feedback within reasonable time.
■ user needs to be constantly made aware of his/her interaction with the interface while
interacting.
■ The control response ratio (input – output time) need to be as small as possible.
■ The system should speak the users' language, with words, phrases and concepts familiar
to the user, rather than system-oriented terms.
■ Follow real- world conventions, making information appear in a natural and logical order.
■ Technical jargon or using terms like ‘Initiate’ or ‘Load’ in place of ‘Start’ contributes to
initial mismatch between the users cognitive process and machines feed back dialogue.
■ The interface should allow smooth transition from real world to digital world
6
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
7
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
■ Users often choose system functions which they did not want. (e.g., Mouse click due to
haste). This calls for Support undo and redo.
■ A user needs to have to go through tracing too many steps back to regain control.
■ Sequential thought process in a user that follows a simple everyday human habit need to
be reflected in the dialogue between the device and the user. A good interface facilitates
this.
8
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
■ Using different words to mean the same action or using different symbols on different
pages can be confusing to the user.
■ Users should not have to wonder whether different words, situations, or actions mean the
same thing. They should not be in doubt as to what to do next.
10
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
■ To achieve consistency
● Maintain a dictionary of labels /
words → prescribed set
○ 5. Error prevention
■ By research it is possible to pinpointthe typical errors that users normally tend to commit.
Prevention of error is best approach. However recovery from error prone actions through
a well designed error message should be adopted.
12
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
○ 5. Error prevention
■ Developing error prevention mechanism
● E.g., GUI-style widgets cut down
on the errors but may still have to
be double checked before
confirmation
13
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
■ Reduction on cognitive load during the interaction ensures that the user is not asked to
rely on means and methods that extract human cost.
■ If an interface requires specialised training and use of memory to operate - it will be
quickly abandoned by the user.
14
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
Difficult to interpret
Easy to find 15
location of the file
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
16
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
17
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
18
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics
19
Design Guidelines
● Design Guidelines: Nielsen’s 10 Heuristics