MI1392 User Interface Design 3rd Topic, Week #3 GTR Agenda • History of User Interface (windows based) • Human abilities Senses Motor systems • I/O devices • Memory • Information Processing Key Historical Event (PC) 90 80 Mouse, pointing dev, GUI, 1970 XEROX patented mouse, 1974 Double click, overlapping windws, 1024x768 monochrom,1981 Drag & drop, Desktop Metaphora, 1983 Affordable GUI, LIsa 83, 84, 85 Windows & Amiga, 1985 Colored Mac; X Window 1987 Sim 3D screen, 1988 1989, GUI (Unix), Motif of OSF, Open Look 1990-...,Microsoft dan Apple Key Historical Event (PC) • 1970, Xerox Palo Alto Research Center • Introducing: mouse, pointing and selecting, and GUI as the main method for interaction PCs with GUIs • Xerox PARC - mid 1970’s Alto local processor, bitmap display, mouse Precursor to modern GUI, windows, menus, scrollbars LAN - ethernet • 1974: Xerox has patented mouse Xerox Star - ‘81 • 1981: Star (Xerox) double click, overlapping windows, 1024x768 monochrome • First commercial PC designed for “business professionals” desktop metaphor, pointing, WYSIWYG, high degree of consistency and simplicity • First system based on usability engineering Paper prototyping and analysis Usability testing and iterative refinement Star • Commercial flop $15k cost closed architecture lacking key functionality (spreadsheet) Apple Lisa - ‘82 • Based on ideas of Star • More personal rather than office tool Still $$$ • Failure Apple Macintosh - ‘84 • • • • • Aggressive pricing - $2500 Not trailblazer, smart copier Good interface guidelines 3rd party applications High quality graphics and laser printer Key Historical Event (PC) • 1983: Macintosh (Apple) with a revolution in interfacing Usingdesktop metaphor: Files consider as papers Directories consider as folders Drag and drop Key Historical Event (PC) • Lisa 1 (Jan ‘83 – Jan ‘84) • The first affordable GUI • Lisa 2 (Jan ‘84 – Apr ‘85) Lisa-1 Lisa-2 Interface Lisa-2 Key Historical Event (UI) • • 1985: Windows 1.0 (Microsoft) dan Amiga 100 (Commodore) 1987: Macintosh II (Apple) Colored Macintosh; X Window become famous Key Historical Event (UI) • • 1988: NeXTStep (NeXT), simulated 3D screen. 1989: Some GUIs based on UNIX has released: Open Look (AT&T and Sun), Motif for the Open Software Foundation (DEC dan HP) Key Historical Event (UI) • During 1990-Now: So many products from Microsoft dan Apple Human Capabilities -Senses -Memory -Motor Systems Human Capabilities • Why do we care? better design! • Want to improve user performance Time and effort expended • Knowing the user informs the designto complete tasks Senses (I/O Channel) Information processing Memorizing Learning Apply Physical responding Movement I. Senses • Sight, hearing, touch important for current HCI smell, taste ??? • Abilities and limitations affect design Vision • Visual System Eye Retina Neural pathway ~ 80% of brain’s operation Visual Abilities • Sensitivity Luminance: 10-6~107 mL Absolute threshold: 10-6 mL Comfortable reading: 1~100 mL Colorless vision 10-6 ~ 10-1 mL Color vision 1 ~ 107 mL • Acuity detection, alignment, recognition (visual angle) Ability to sense the details • Foveal vision retinal position: fovea has best acuity • Peripheral vision Senses the area surrounding the location we looking at Visual Abilities • Movement tracking, reading, vibrations • Note: Vision decreases with age • Implications (??) Font size & location depends on task Much done by context & grouping Hearing • Capabilities (best-case scenario) pitch - frequency (20 - 20,000 Hz) loudness - amplitude (30 - 100dB) location (5° source & stream separation) timbre - type of sound (lots of instruments) • Often take for granted how good it is (disk whirring) • Implications (??) Touch • Three main sensations handled by different types of receptors: Pressure (normal) Intense pressure (heat/pain) Temperature (hot/cold) • Sensitivity, Dexterity, Flexibility, Speed • Where important? Mouse, Other I/O, VR, surgery II. Motor System • Capabilities Range of movement, reach, speed, strength, dexterity, accuracy • Often cause of errors Wrong button Double-click vs. single click • Principles Feedback is important Minimize eye movement Interaction Devices • “…are the mechanism or devices through which people communicate their needs and desires to the computer, and the output mechanism or devices through which the computer responds to people.” Input Devices • Keyboard • Mouse, and its cousins: Trackball Joystick • • • • Light pen Graphic tablet or track pad Touch screen Voice Pointing devices Characteristic of Input Devices • To point at an object on the screen. • To select the object or identify it as the focus of attention. • To drag an object across the screen. • To draw something free-form on the screen. • To track or follow a moving object. • To orient or position an object. • To enter or manipulate data or information. Characteristic of Input Devices • Two important factor to consider: Mechanism Relationship between hand-operated device and the pointer movement direction, distance, speed. Mechanism • Direct Operated in the screen itself • Indirect Operated in a location other than the screen, most often on the desktop • Discrete Used to enter individual bits of information (letter, numbers, or commands) • Continuous Operate sequentially in nature (dragging or drawing) Relationship… • Direction – Distance – Speed • Devices possessing all three aspects require less psychomotor skill learning Up Next... • There will be an assessment • Topic: 1st slide until today’s slide • Reading: Chapter 2, page 45-58 • Topics for project will be announced next week (after assessment) See you next week! (be prepared...) MI1392 User Interface Design 3rd Topic, Week #5 GTR III. Memory Information Processing • Three major systems of human information processing: Perceptual (read-scan) Cognitive (think) Motor system (respond) 1. Perceptual • “…is our awareness and understanding of the elements and environment through the physical sensation of our various sense” • Memory structures Sensory buffer - Holds fixed image of outside world long enough for some analysis • Our sensing mechanism are bombarded by many stimuli Signal: important stimuli Noise: not important or unwanted stimuli • Processes - Info goes to brain for more processing e.g. Pattern recognition Uses context & knowledge • Could be different with others… try these: 2. Cognitive • Cognitive model How does it work? Memory Chess • Four “types” Perceptual “buffers” (sensory storage) Brief impressions Short-term memory Conscious thought, calculations Intermediate Storing intermediate results, future plans Long-term Permanent, remember everything ever happened to us Perceptual / Sensory Store • Visual and auditory impressions visuospatial sketchpad, phonological loop • Very brief, but veridical representation of what was perceived Details decay quickly (~.5 sec) Rehearsal prevents decay Another task prevents rehearsal Short-term memory • Use “chunks”: 4-5 units (Koyani et al. Piece of information 2004) Previous research by Miller (1956), human can handle 7±2 units of chunks gradually lowered • Display format should match memory system used to perform task • New info can interfere with old info Short-term memory • Format depends on peoples characteristics • V-K-A-D Visual: sensing as an image Kinematic: sensing through touch Auditory: sensing through audio/voice Digital auditory: imaginary conversation Long-term Memory • Seemingly permanent & unlimited File system full • Access is harder, slower -> Activity helps (we have a cache) LT Memory Structure • Episodic memory Events & experiences in serial form Helps us recall what occurred • Semantic memory Structured record of facts, concepts & skills One theory says it’s like a network Another uses frames & scripts (like record structs) Memory Characteristics • Things move from STM to LTM by rehearsal & practice and by use in context Unclear if we ever really forget something Lack of use • We “forget” things due to decay and interference Similar gets in way of old Exercise Exercise • • • • Put a number 1000 into your memory We’ll do a simple math operation: add Speak out loud every result you’ve count Get ready… Do it quick!!! 1000 40 + 1000 + 30 + 1000 + 20 + 1000 + 10 + ??? Processes • Four main processes of cognitive system: Selective Attention Learning Problem Solving Language Selective Attention • We can focus on one particular thing Cocktail party chit-chat • Salient visual cues can facilitate s.a. Examples? Boldface, blinking and beeping Learning • Two types: Procedural – How to do something Declarative – Facts about something • Involves Understanding concepts & rules Memorization Acquiring motor skills Automotization -> Tennis Learning • Facilitated By analogy By structure & organization If presented in incremental units Repetition • Use user’s previous knowledge in interface Problem Solving • Storage in LTM, then application • Reasoning Deductive- If A, then B Inductive- Generalizing from previous cases to learn about new ones Abductive- Reasons from a fact to the action or state that caused it Implications • Allow flexible shortcuts Forcing plans will bore user • Have active rather than passive help Recognize waste People • Good Infinite capacity LTM LTM duration & complexity High-learning capability Powerful attention mechanism Powerful pattern recognition • Bad Limited capacity STM Limited duration STM Unreliable access to LTM Error-prone processing Slow processing QUESTIONS ???
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