Transcript Chapter 1

Chapter 1
The Psychopathology of
Everyday Things
Characteristics of a Good CHI Project
• Not just a standard, everyday UI
– Can aim at a new UI; there is a lot of effort in social,
mobile, ubiquitous technologies …
– One possibility for more traditional interfaces is to think of
what is wrong with it; aim for better
– A third possibility is to add something unique to a common
UI type
• Interesting cognitive or social issues to address
– People have limits on their attention, perception, memory,
rational thought, etc.
– Social interactions require awareness, communication,
coordination, recovery from breakdowns, etc.
Chapter 1
• The problem of use: discoverability and understanding
• Types of design: industrial design/interaction
design/experience design/human-centered design
• Affordances and signifiers
• Mappings and feedback
• Conceptual models and mental models
• The system image (combined system presentation)
• Feature creep/usefulness vs. usability/paradox of
technology
• Knowing what matters to users/customers/etc.
Bad designs
– Elevator controls and labels on the bottom row all look the same,
so it is easy to push a label by mistake instead of a control button
– People do not make same mistake for the labels and buttons on
the top row. Why not?
From: www.baddesigns.com
Good and bad design
• What is wrong with the
Apex remote?
• Why is the TiVo remote so
much better designed?
– Peanut shaped to fit in
hand
– Logical layout and colorcoded, distinctive buttons
– Easy to locate buttons
What to design
• Need to take into account:
– Who the users are
– What activities are being carried out
– Where the interaction is taking place
• Need to optimize the interactions users have with a product
– So that they match the users’ activities and needs
Understanding users’ needs
Asymmetry of interaction
– Need to take into account what people are good and bad at
Tradition and Transcendence
– Consider what might help people in the way they currently do things
No Arm-Chair Quarterbacking
– Listen to what people want and get them involved
– Use tried and tested user-centered methods
Which kind of design?
• Lots of terms are used to discuss CHI-related design practices
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user interface design,
software design,
human-centered design,
product design,
web design,
experience design (UX)
interaction design
The meanings vary both in terms of the central focus of the activity
(e.g. interface vs. experience) and in whether they view the activity as
– more upstream activity (i.e. determining what the software should do) or
– more downstream activity (e.g. designing to meet an existing specification,
engineering)
HCI and interaction design
The User Experience
• How a product behaves and is used by people in the
real world
– the way people feel about it and their pleasure and satisfaction when
using it, looking at it, holding it, and opening or closing it
– “every product that is used by someone has a user experience:
newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.”
(Garrett, 2003)
• Cannot design a user experience, only design for a
user experience
Visibility
• This is a control panel for an elevator
• How does it work?
• Push a button for the floor you want?
• Nothing happens. Push any other button? Still
nothing. What do you need to do?
It is not visible as to what to do!
From:
www.baddesigns.com
Visibility
…you need to insert your room card in the slot by
the buttons to get the elevator to work!
How would you make this action more visible?
• make the card reader more obvious
• provide an auditory message, that says what to do
(which language?)
• provide a big label next to the card reader that
flashes when someone enters
• make relevant parts visible
• make what has to be done obvious
What do I do if I am wearing black?
• Invisible automatic
controls can make it
more difficult
to use
Affordances & Signifiers
• Affordance: Something that can be done with an object
– Often misinterpreted as a signifier in CHI discussions
• Signifier: Refers to an attribute of an object that allows people
to know how to use it
– e.g. a mouse button invites pushing, a door handle affords pulling
• Since Norman’s original introduction of the concept in
software design, it has been much popularised in interaction
design to discuss how to design interface objects
– e.g. scrollbars to afford moving up and down, icons to afford clicking
on
• What do ‘signifiers’ have to offer software design?
– Interfaces are virtual and do not have signifiers like physical objects
– Instead use of interfaces involves learned conventions of mappings between action and effect at
the interface
• Some mappings are better than others
Physical Signifiers
How do these physical objects signify their use?
Are they obvious?
Virtual Signifiers
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?
Logical or ambiguous design?
• Where do you plug the mouse?
• Where do you plug the
keyboard?
• top or bottom connector?
• Do the color coded icons help?
From: www.baddesigns.com
How to design them more logically
(i) A provides direct adjacent
mapping between icon
and connector
(ii) B provides color coding to
associate the connectors
with the labels
From: www.baddesigns.com
Mappings: Avoiding Ambiguous Design
Feedback
• Sending information back to the user about what has
been done
• Includes sound, highlighting, animation and combinations
of these
– e.g. when screen button clicked on provides sound or red
highlight feedback:
“ccclichhk”
Because Software Signifiers are
Learned: Consistency
• Design interfaces to have similar operations
and use similar elements for similar tasks
• For example:
– always use ctrl key plus first initial of the
command for an operation – ctrl+C, ctrl+S, ctrl+O
• Main benefit is consistent interfaces are easier
to learn and use
When consistency breaks down
• What happens if there is more than one command starting
with the same letter?
– e.g. save, spelling, select, style
• Have to find other initials or combinations of keys, thereby
breaking the consistency rule
– e.g. ctrl+S, ctrl+Sp, ctrl+shift+L
• Increases learning burden on user, making them more prone
to errors
Internal and external consistency
• Internal consistency refers to designing operations
to behave the same within an application
– Difficult to achieve with complex interfaces
• External consistency refers to designing operations,
interfaces, etc., to be the same across applications
and devices
– Like Apple’s design guidelines on applications
Conceptual Models and
Mental Models
Conceptual model
• Need to first think about how the system will appear
to users (i.e. how they will understand it)
• A conceptual model is:
– “a high-level description of how a system is organized and
operates.” (Johnson and Henderson, 2002, p. 26)
– Not a description of the user interface but a structure
outlining the concepts and the relationships between
them
• Conceptual models can be presented through
signifiers in the design and through descriptions and
documentation
Helps the design team
• Orient themselves towards asking questions about
how the conceptual model will be understood by
users
• Not to become narrowly focused early on
• Establish a set of common terms they all understand
and agree upon
• Reduce the chance of misunderstandings and
confusion arising later on
Main components
• Major metaphors and analogies that are used to
convey how to understand what a product is for
and how to use it for an activity.
• Concepts that users are exposed to through the
product
• The relationships between the concepts
– e.g., one object contains another
• The mappings between the concepts and the user
experience the product is designed to support
Mental models
• Users develop an understanding of a system through
learning and using it
• Knowledge is often described as a mental model
– How to use the system (what to do next)
– What to do with unfamiliar systems or unexpected
situations (how the system works)
• People make inferences using mental models of how
to carry out tasks
Mental models
• Craik (1943) described mental models as internal
constructions of some aspect of the external
world enabling predictions to be made
• Involves unconscious and conscious processes,
where images and analogies are activated
• Deep versus shallow models (e.g. how to drive a
car and how it works)
Everyday reasoning and mental models
(a) You arrive home on a cold winter’s night to a cold house. How
do you get the house to warm up as quickly as possible? Set
the thermostat to be at its highest or to the desired
temperature?
(b) You arrive home starving hungry. You look in the fridge and find
all that is left is an uncooked pizza. You have an electric oven.
Do you warm it up to 375 degrees first and then put it in (as
specified by the instructions) or turn the oven up higher to try
to warm it up quicker?
Heating up a room or oven that is
thermostat-controlled
• Many people have erroneous mental models
(Kempton, 1996)
• Why?
– General valve theory, where ‘more is more’
principle is generalised to different settings (e.g.
gas pedal, gas cooker, tap, radio volume)
– Thermostats based on model of on-off switch
model
A classic conceptual model: the
spreadsheet
• Analogous to ledger
sheet
• Interactive and
computational
• Easy to understand
• Greatly extending
what accountants
and others could do
www.bricklin.com/history/refcards.htm
Why was it so good?
• It was simple, clear, and obvious to the users how to
use the application and what it could do
• “It is just a tool to allow others to work out their
ideas and reduce the tedium of repeating the same
calculations.”
• Capitalized on user’s familiarity with ledger sheets
• Got the computer to perform a range of different
calculations and recalculations in response to user
input
Another classic
• 8010 Star office system targeted at workers not
interested in computing per se
• Spent several person-years at beginning working out
the conceptual model
• Simplified the electronic world, making it seem more
familiar, less alien, and easier to learn
Johnson et al (1989)
The Star interface
Interface metaphors
• Designed to be similar to a physical entity but also has own
properties
– e.g. desktop metaphor, search engine
• Exploit user’s familiar knowledge, helping them to understand
‘the unfamiliar’
• Conjures up the essence of the unfamiliar activity, enabling
users to leverage of this to understand more aspects of the
unfamiliar functionality
• People find it easier to learn and talk about what they are
doing at the computer interface in terms familiar to them
Benefits of interface metaphors
• Makes learning new systems easier
• Helps users understand the underlying
conceptual model
• Can be innovative and enable the realm of
computers and their applications to be made
more accessible to a greater diversity of users
Problems with interface metaphors
• Can constrain designers in the way they conceptualize a
problem space and limit designers’ imagination in coming up
with new conceptual models
• Can conflict with design principles
• Users’ mental model may only be accurate for parts of
software connected to the metaphor
– Difficulty going beyond surface features
• Can inadvertently use bad existing designs and transfer the
bad parts over
• Mixed-metaphors can be confusing to users
• May break conventional and cultural rules
– e.g., recycle bin placed on desktop
Chapter 1
• The problem of use: discoverability and understanding
• Types of design: industrial design/interaction
design/experience design/human-centered design
• Affordances and signifiers
• Mappings and feedback
• Conceptual models and mental models
• The system image (combined system presentation)
• Feature creep/usefulness vs. usability/paradox of
technology
• Knowing what matters to users/customers/etc.