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Interface Design

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SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA

Jan 6, 2011 IAT 334 1


Agenda
g Introductions - Me, TA
g HCI Overview
– Objectives
– Principles
g Review HCI’s history
– Key people and events
g Course Info, Project
– Description, details

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Course Information
g Book
– “Designing the User Interface: Strategies for Effective
Human-Computer Interaction (5th Edition)”,
– By Ben Shneiderman, Catherine Plaisant
• Addison-Wesley Computing © 2009
g Web
– Syllabus
– Assignments
– HCI resources
– Related courses

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Why We Are Here

g Look at human factors that affect


software design and development

g Central Topic: User interface design

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HCI
g What happens when a human and a computer
get together to perform a task
– Task
• Write a document
• Plan a budget
• Design a presentation
• Play a video game

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Why is this important?

g Computers (in one way or another) affect


every person in society
– Increasing % use computers in work, at
home in the road…

g Product success depends on ease of use

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Goals of HCI
(Shneiderman & Plaisant Chap1)

g Allow users to carry out tasks


– Safely

– Effectively

– Efficiently

– Enjoyably
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Goals of System Engineering
Functionality
• Tasks and sub-tasks to be carried out
Reliability
• Maintaining trust in the system
Standardization, integration, consistency and
portability
Schedules and budgets
• Adhering to timelines and expense
• Human factors principles and testing reduces costs

Jan 6, 2011 IAT 334


Usability

g Five Measurable Goals of UI Design


g Combination of
– Ease of learning
– High speed of user task performance
– Low user error rate
– Subjective user satisfaction
– User retention over time

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Interests in Human Factors in Design

Life-critical systems: air traffic control, emergency, power utilities etc.


• high reliability, error-free performance, lengthy training for systems,
subjective satisfaction less of an issue

Industrial and commercial uses: banking, inventory management, airline and


hotel reservations, etc.
• low costs is critical over reliability, ease of learning, errors calculated against
costs, subjective satisfaction of modest importance

Jan 6, 2011 IAT 334


Interests in Human Factors in Design
Office, home, entertainment: productivity and entertainment applications
• ease of learning, low error rates, subjective satisfaction are paramount since use is
discretionary and competition is fierce. Range of types of users from novice to expert.

Exploratory, creative, and cooperative: web-based, decision-making, design-support,


collaborative work, etc.
• users knowledgeable in domain but vary in computer skills, direct-manipulation
using familiar routines and gestures work best, difficult systems to design and
evaluate.

Sept14, 2009 IAT 334


Accommodating
Human Diversity

Personality
Differences
Physical Users with
Abilities and Disabilities
Workplaces

Cognitive Elderly
and Perceptual Users
Abilities Cultural
and International
Diversity

Jan 6, 2011 IAT 334


Key Historical Event

g Design of the first Mac 1983-1984


g “The computer for the rest of us”

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Moving Forward
g How do we improve interfaces?
– 1. Change attitude of software professional
• “Slap that interface on”
– 2. Draw upon fast accumulating body of knowledge
regarding H-C interface design

– 3. Integrate UI design methods & techniques into


standard software development methodologies now
in place

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Improving Interfaces
g Know the User!
– Physical abilities
– Cognitive abilities
– Personality differences
– Skill differences
– Cultural diversity
– Motivation
– Special needs

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Two Crucial Errors

g Assume all users are alike

g Assume all users are like the designer

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Another Crucial Error

g Have the user design it!

g Users bring vital knowledge to design:


– They know a lot about the problem
– They know a lot about the current tools
– They typically know very little about design

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UI Design/Develop Process

g Analyze user’s goals


g Create design alternatives Design
g Analyze designs
g Implement prototype
g Test Evaluate Implement
g Refine

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Evaluation

g Things we can measure


– Time to learn
– Speed of performance
– Rate of errors by user
– Retention over time
– Subjective satisfaction

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Interfaces in the World

g VCR
g Mouse
g Phone
g Copier
g Car
g Airline reservation
g Air traffic control

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History of HCI

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SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA

Jan 6, 2011 IAT 334 21


Agenda
g Review HCI’s history
– Key people and events
g Human capabilities
– Senses
– Information processing
• Perceptual
• Cognitive
– Memory

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History of HCI

g Digital computer grounded in ideas from


1700’s & 1800’s

g Technology became available in the


1940’s and 1950’s

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Bush
g Postulated Memex device
– Can store all records/articles/communications
– Large memory
– Items retrieved by indexing, keywords, cross
references
– Can make a trail of links through material
– etc.
g Envisioned as microfilm, not computer

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J.R. Licklider

g 1960 - Postulated “man-computer


symbiosis”

g Couple human brains and computing


machines tightly to revolutionize
information handling

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Vision/Goals

g Immediate Intermediate Long-term


• Time sharing • Combined speech • Natural language
• Electronic I/O recognition, understanding
• Interactive, real- character • Speech recognition
time system recognition, light- of arbitrary users
• Large scale pen editing • Heuristic programming
information
storage and
retrieval

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Mid 1960’s

g Computers too expensive for individuals


-> timesharing
– increased accessibility
– interactive systems, not jobs
– text processing, editing
– email, shared file system

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Sutherland Demo Videos
g http://www.youtube.com/watch?v=USyoT_Ha_bA
g http://www.youtube.com/watch?v=mOZqRJzE8xg

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Douglas Engelbart

g Invented the mouse


g Landmark system/demo:
– hierarchical hypertext, multimedia, mouse,
high-res display, windows, shared files,
electronic messaging, CSCW,
teleconferencing, …
g http://www.youtube.com/watch?v=JfIgzSoTMOs

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The Mouse

Doug Engelbart’s mouse - 1963-64

source: resonancepub.com & brittanica.com

Jan 6, 2011 IAT 334


Alan Kay

g Dynabook - Notebook sized computer


loaded with multimedia and can store
everything
g Personal Computing
g Desktop Interface

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Ted Nelson

g Computers can help people, not just


business

g Coined term “hypertext”

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Nicholas Negroponte

g MIT machine architecture & AI group


‘69-’80s

g Ideas:
– wall-sized displays, video disks, AI in
interfaces (agents), speech recognition,
multimedia with hypertext

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Personal Computers

g Late ‘70’s
– Apple II
– Z-80 CP/M
– IBM PC
g Text and command based
g Word processing
g Spreadsheets!

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PCs with GUIs

g Xerox PARC - mid 1970’s


– Alto
– Local processor, Bitmap display, Mouse
– Precursor to modern GUI
– LAN - Ethernet

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Menus

Bill Atkinson’s Polaroids of the first pull-down menu prototype - circa 1979

source: folklore.org

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Xerox Star - ‘81

g First commercial PC designed for


“business professionals”
– Desktop metaphor, pointing, WYSIWYG

g First system based on usability


engineering

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Star

g Commercial flop
– $15k cost
– closed architecture
– lacking key functionality (spreadsheet)

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Apple Lisa - ‘82

g Based on ideas of Star

g More personal rather than office tool


– Still expensive!

g Failure

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Apple Macintosh - ‘84

g Aggressive pricing - $2500


g Not trailblazer, smart copier
g Good interface guidelines
g 3rd party applications
g High quality graphics and laser printer

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Windows 95

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Handhelds
g Portable computing + phone
g Newton, Palm, Blackberry, iPhone

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Human Capabilities

g Want to improve user performance

g Know the user!


– Senses
– Information processing systems

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Senses

g Sight, hearing, touch important for


current HCI

– smell, taste ???

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Sight

g Visual System workings

g Color - color blindness: 8% males,


1% females

g Much done by context & grouping


(words, optical illusions, …)

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Eyes
Eye
g Retina receives image
g Light sensitive cells Light
Optic Nerve
g Two types:
– Rods
• Monochrome
• Sensitive to entire visible spectrum
• Small
• Fast-acting
• Distributed throughout Retina

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Eyes-Retina

g Retina Cells: Cones


– Three types
• Red, Green, Blue
• Each type sensitive to limited range of visible light
• Cones are larger cells than rods
• Cones are less sensitive
• Strongly concentrated in Fovea
• Relatively few cones outside fovea

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Fovea

g High-resolution area of Retina


– It’s what you point your eyes at to get good
image
– About 2 degrees visual angle
– Densely packed with Rods + Cones

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Hearing

g Often taken for granted how good it is


– Pitch - frequency
– Loudness - amplitude
– Timbre - type of sound (instrument)
g Sensitive to range 20Hz - 22000Hz
g Limited spatially, good temporal
performance

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Hearing

g Sounds can be perceived as coming from


a location
– Not terribly accurate
– Cone of confusion

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3D Audio Perception

g 3D Audio cues:
– Interaural Time Difference
– Interaural Intensity Difference
– Pinnae filtering
– Body filtering

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Touch

g Three main sensations handled by


different types of receptors:
– Pressure (normal)
– Intense pressure (heat/pain)
– Temperature (hot/cold)

g Where important?

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Models of Human Performance

g Predictive
g Quantitative
– Time to perform
– Time to learn
– Number and type of errors
– Time to recover from errors
g Approximations

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Basic HCI
g Model Human Processor
– A simple model of human cognition
– Card, Moran, Newell 1983
g Components:
– Senses
– Sensory store
– Short-term memory
– Long-term memory
– Cognition

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Model Human Processor
Basics

g Based on Empirical Data


g Three interacting subsystems
– Perceptual (read-scan)
– Cognitive (think)
– Motor (respond)

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Memory

g Three “types”
– Short-term memory
Conscious thought, calculations
– Intermediate
Storing intermediate results, future plans
– Long-term
Permanent, remember everything ever
happened to us

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Memory: Sort Term

g Short Term (Working) Memory (WM)


– Gets basic recognition from Sensory Store
• “Stop sign” vs. “red octagon w/white marks”
– 7 +/- 2 “chunks”
• 4048946328 vs. 404-894-6328

– WM: NominalRange
• Capacity: 7 chunks [5 - 9] chunks
• Decay Time: 7 seconds [5 - 226] seconds
• Access Time: 70ms [25 - 170] ms

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Memory: Long Term
g Long Term Memory (LTM)
– “Unlimited” size
– Slower access time (100ms)
– Little decay
– Episodic & Semantic
g Why learn about memory?
– Know what’s behind many HCI techniques
– Predict what users will understand

Jan 6, 2011 IAT 334 58

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