IAT 334 Interface Design Cognitive Aspects (Review) Usability Principles ______________________________________________________________________________________ SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA Jan 20, 2011 IAT 334 1 Agenda Cognitive Processes – Implications – Motor system Usability Principles – Learnability Principles – Flexibility Principles – Robustness Principles Jan 20, 2011 IAT 334 2 Basic HCI Model Human Processor – A simple model of human cognition – Card, Moran, Newell 1983 Components: – – – – – Senses Sensory store Short-term memory Long-term memory Cognition Jan 20, 2011 IAT 334 3 Model Human Processor Basics Based on Empirical Data Three interacting subsystems – Perceptual (read-scan) – Cognitive (think) – Motor (respond) Jan 20, 2011 IAT 334 4 Information Processing Usually serial action – Respond to buzzer by pressing button Usually parallel recognition • Driving, reading signs, listening to radio Jan 20, 2011 IAT 334 5 Processes Four main processes of cognitive system: – Selective Attention – Learning – Problem Solving – Language Jan 20, 2011 IAT 334 6 Selective Attention We can focus on one particular thing – Eg cocktail party talk Salient visual cues can facilitate s.a. – Examples? – Bold, Larger fonts Jan 20, 2011 IAT 334 7 Learning Procedural Learning: – How to do something Declarative Learning: – Facts about something Involves – Memorization – Understanding concepts & rules – Acquiring motor skills – Automization Jan 20, 2011 IAT 334 8 Learning Facilitated – By analogy – By structure & organization – If presented in incremental units – Repetition Use user’s previous knowledge in interface – Hence, I hate PowerPoint 07! Jan 20, 2011 IAT 334 9 Observations Users focus on getting job done, not learning to effectively use system Users apply apply analogy even when it doesn’t – Mac Trashcan for disk eject Jan 20, 2011 IAT 334 10 Problem Solving Storage in LTM, then application Reasoning – Deductive- If P then Q, P – Inductive- If P then Q, Q – Abductive- Generalization Jan 20, 2011 IAT 334 11 Observations People are more heuristic than algorithmic People often choose suboptimal strategies for low priority problems People learn better strategies with practice Jan 20, 2011 IAT 334 12 Implications Allow flexible shortcuts – Forcing lengthy, mechanistic plans on user will bore them – Quick Keys! ALT-Q to Quit Have active rather than passive help – Recognize waste Jan 20, 2011 IAT 334 13 Language Rule-based – How do you make plurals? Productive – We make up sentences Key-word and positional – Patterns Should systems have natural language interfaces? Jan 20, 2011 IAT 334 14 People “Good” – Infinite capacity LTM – LTM duration & complexity – High-learning capability – Powerful attention mechanism – Powerful pattern recognition Jan 20, 2011 “Bad” – Limited capacity STM – Limited duration STM – Unreliable access to LTM – Error-prone processing – Slow processing IAT 334 15 Recap I. Senses – A. Sight – B. Sound – C. Touch II. Information processing – A. Perceptual – B. Cognitive • 1. Memory – a. Short term – b. Medium term – c. Long term • 2. Processes – – – – a. Selective attention b. Learning c. Problem solving d. Language – C. Motor system Jan 20, 2011 IAT 334 16 UI Design Principles Categories – Learnability • support for learning for users of all levels – Flexibility • support for multiple ways of doing tasks – Robustness • support for recovery Always Jan 20, 2011 think about exceptions, suitability IAT 334 17 Learnability Principles Predictability Synthesizability Familiarity Generalizability Consistency Jan 20, 2011 IAT 334 18 Predictability I think that this action will do… Operation visibility - can see avail actions – e.g. menus vs. command shell – grayed menu items Jan 20, 2011 IAT 334 19 Predictable? Jan 20, 2011 IAT 334 20 Synthesizability From the resulting system state, My previous action did… – compare in command prompt vs UI – same feedback needed for all users, all apps? Jan 20, 2011 IAT 334 21 Familiarity Does UI task relate real-world task or domain knowledge? – to anything user is familiar with? – Use of metaphors • pitfalls – Are there limitations on familiarity? Jan 20, 2011 IAT 334 22 Familiarity What does the blinking green traffic light mean in Ontario? Jan 20, 2011 IAT 334 23 Generalizability Does knowledge of one UI apply to others? – Cut and paste in many apps Does knowledge of one aspect of a UI apply to rest of the UI? – File browsers in MacOS/ Windows Aid: Jan 20, 2011 UI Developers guidelines IAT 334 24 Consistency Similar ways of doing tasks – interacting – output – screen layout Is this always desirable for all systems, all users? Jan 20, 2011 IAT 334 25 Flexibility Principles Dialog Initiative Multithreading Task migratibility Substitutivity Customizability Jan 20, 2011 IAT 334 26 Dialog Initiative System pre-emptive – system does all prompts, user responds • sometimes necessary • Eg. Bank machine User pre-emptive – user initiates actions • more flexible Jan 20, 2011 IAT 334 27 Multithreading Two types – Concurrent • input to multiple tasks simultaneously – Interleaved • many tasks, but input to one task at a time Jan 20, 2011 IAT 334 28 Task migratability Ability to move performance of task to entity (machine or person) that can do it better – Eg. Autopilot – Spellchecking – When is this good? Bad? Jan 20, 2011 IAT 334 29 Substitutivity Flexibility in details of operations – Allow user to choose suitable interaction methods – Allow different ways to • perform actions • specify data • configure – Allow different ways of presenting output • to suit task, user Jan 20, 2011 IAT 334 30 Customizability Ability to modify interface – By user - adaptability – By system - adaptivity Jan 20, 2011 IAT 334 31 Robustness Principles Observability Recoverability Responsiveness Task Jan 20, 2011 Conformance IAT 334 32 Observability Can user determine internal state of system from observable state? – Browsability • explore current state (without changing it) – Reachability • navigate through observable states – Persistence • how long does observable state persist? Jan 20, 2011 IAT 334 33 Recoverability Ability to continue to a goal after recognizing error • Difficulty of Recovery procedure should relate to difficulty of original task – Forward Recoverability • ability to fix when we can’t undo? – Backward Recoverability • undo previous error(s) Jan 20, 2011 IAT 334 34 Responsiveness Rate of communication between user and system – Response time • time for system to respond in some way to user action(s) – Stability principle • response time, rate should be consistent – As computers have gotten better, required computer response has gotten shorter Jan 20, 2011 IAT 334 35 Task Conformance Task coverage – can system do all tasks of interest? Task adequacy – Can user do tasks? – Does system match real-world tasks? Jan 20, 2011 IAT 334 36
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