LSU/SLIS Human-Computer Interaction (HCI) Session 9 LIS 7008 Information Technologies Agenda • HW6 & Midterm • Javascript Talk • Human computer interaction Some materials from Saul Greenberg: http://pages.cpsc.ucalgary.ca/~saul/hci_topics/
Download ReportTranscript LSU/SLIS Human-Computer Interaction (HCI) Session 9 LIS 7008 Information Technologies Agenda • HW6 & Midterm • Javascript Talk • Human computer interaction Some materials from Saul Greenberg: http://pages.cpsc.ucalgary.ca/~saul/hci_topics/
LSU/SLIS Human-Computer Interaction (HCI) Session 9 LIS 7008 Information Technologies Agenda • HW6 & Midterm • Javascript Talk • Human computer interaction Some materials from Saul Greenberg: http://pages.cpsc.ucalgary.ca/~saul/hci_topics/ HW6 Working Examples • http://slis.lsu.edu/faculty/wu/7008/fa09/nhan/7008.ht ml • http://slis.lsu.edu/faculty/wu/7008/fa09/apercy/7008. html • http://slis.lsu.edu/faculty/wu/7008/fa09/jtapp/7008.ht ml • http://slis.lsu.edu/faculty/wu/7008/fa09/ldegirolamo/ 7008.html • http://slis.lsu.edu/faculty/wu/7008/fa09/kcorso/kcors o_hw6.html • … Midterm Avg=75 100 90 80 70 60 50 40 30 20 10 0 1 2 A 3 4 5 6 B 7 8 9 10 11 12 13 14 15 16 17 C D Integrated Grade = CP*10% + HQ*15% + P*40% + M*10% (or 25%) + F*25%(or 10%) Javascript Talk • Posted on syllabus page and Moodle – http://csc.lsu.edu/~wuyj/Teaching/7008/fa09/JScriptTal k/jstalk_08.html (accessible from syllabus) • Strategy for programming – Build a little, test it, build more… • Your project: – Build a little, test, build more, test… The Discipline of HCI From ACM SIGCHI Curricula for Human-Computer Interaction Moore’s Law computer performance transistors speed storage ... 1950 1990 2030 Human Cognition human performance 1950 1990 2030 Human Computer Interaction • A discipline concerned with the Implementation Design Evaluation Interactive computing systems for human use What are Humans Good At? • • • • Sense low level stimuli (e.g., stress, anxiety) Recognize patterns Reason inductively Communicate with multiple channels – Voice, image, text … • Apply multiple strategies to a task • Adapt to changes or unexpected events – Computers cannot What are Computers Good At? • Sense stimuli outside human’s range • Calculate quickly and accurately • Store large quantities and recall accurately – Reproduce information accurately • Respond rapidly and consistently • Perform repetitive actions reliably • Work under heavy load for an extended period Human-computer Synergy • Humans do what they are good at. • Computers do what they are good at. • Strengths of one cover weakness of the other Types of Applications of Interactive Systems • Life critical – Low error rate first and foremost – Justifies an enormous design and testing effort • Custom Commercial – Speed and accuracy; training of use • Office and Home – Easy self-learning, low cost, high user satisfaction • Creative task systems – User needs assessment is very challenging User Characteristics • Physical – Anthropomorphic (height, left handed, etc.) – Age (mobility, dexterity, etc.) • Cognitive • Perceptual – Sight, hearing, etc. • Personality – Including cultural factors • In contrast to programmer characteristics Modeling Interaction (E.g., reserve air ticket) Human Mental Models Task System Software Models Task Computer User Sight Sound Hands Voice Keyboard Mouse Display Speaker Discussion Point: Mental Models • As a user, what do you need to know about a machine in order to interact with it effectively? (In other words, what is your mental model of a system such as a vending machine, an ATM?) • Think about it for a minute before you see the next slide Mental Models • How the user thinks the machine works – What actions can be taken? – What results are expected from an action? – How should system output be interpreted? • Mental models exist at many levels – Hardware, operating system, and network – Application programs – Information resources Stages of Interaction Goals Intention Selection Expectation Conceptual Model Execution E.g., Google interface Evaluation Interpretation Perception The GOMS Perspective Engineering models of user’s tasks • Goals – What the user is trying to achieve • Operators – What capabilities the system provides • Methods – How those capabilities can be used • Selection strategies – Which method to choose in a specific case Input Devices • Text – Keyboard, Optical Character Recognition – Speech recognition, handwriting recognition • Direct manipulation – 2-D: mouse, trackball, touch pad, touch panel – 3-D: wand, data glove • Remote sensing – Camera, speaker ID, head tracker, eye tracker Keyboard • Produces character codes – ASCII: encodes American English characters – Latin-1: encodes European languages characters – UNICODE: encodes (nearly) Any language • Pictographic languages need “entry methods” • Keyboard shortcuts help with data entry – Different conventions for standard tasks abound • VT-100 keyboard standard functions are common – See http://www.unet.maine.edu/noc/vtkey.html – Differing layouts can inhibit usability Design Example: QWERTY Keyboard From http://home.earthlink.net/~dcrehr/whyqwert.html Dvorak Keyboard This types 30% faster. From http://www.mwbrooks.com/dvorak/ 2-D Direct Manipulation • Match control actions with on-screen behavior – Use a cursor for visual feedback if needed • Rotary devices – Mouse, trackball • http://www.trackballworld.com/?gclid=CMfRgNKlz50CFRQeDQodoHOrsw • Linear devices – Touch pad, touch screen, iPod shuttle, joystick • Rate devices – Laptop eraser head mouse, see http://prioritylaptopbattery.stores.yahoo.net/p0keerhemore1.html Modeling Interaction Human Mental Models Task System Software Models Task Computer User Sight Sound Hands Voice Keyboard Mouse Display Speaker Human Senses 5 Categories: • Visual – Position/motion, color/contrast, symbols – How many colors should you use on screen? <=4. • Too many colors confuse your eyes. • Auditory – Position/motion, tones/volume, speech • Haptic – Mechanical, thermal, electrical, kinesthethic • Olfactory – Smell, taste • Vestibular – Physical motion simulation (Disney World) Computer Output -1 • Image display – Fixed view, movable view, projection • Acoustic display – Headphones, speakers, within-ear monitors • Tactile display – vibrotactile, pneumatic, piezoelectric • Force feedback – dexterous handmaster, joystick, pen Computer Output -2 • Inertial Display – Motion-based simulators • Olfactory Display – Chemical (requires resupply), e.g., fragrance • Locomotive display – Stationary bicycle, treadmill, ... (trip hazards) • Temperature Display Four Stages of Interaction -1 • Forming an intention – – – – “What we want to happen” Intention: an internal mental characterization of a goal The goal may comprise sub-goals (but rarely well planned) For example, “write e-mail to grandma” • Selection of an action – Review possible actions and select most appropriate – For example, “use Outlook to compose e-mail” Four Stages of Interaction -2 • Execution of the action – Carry out the action using the computer – For example, “double-click Outlook icon” • Evaluation of the outcome – Compare results with expectations – Requires perception, interpretation, and incremental evaluation – For example, “did Outlook open?” Interaction Styles • Graphical User Interfaces (GUI) – Direct manipulation (2D, 3D) • e.g., copy files to folders – Menus • Language-based interfaces – Command line interfaces – Interactive voice response systems • E.g., call your credit card company, say your 16-digit number • Virtual Reality (VR) – Direct manipulation of objects in the virtual space • Ubiquitous computing – Third wave in computing WIMP Interfaces • Windows – Spatial context • Icons – For direct manipulation • Menus – Organized in a hierarchy – Question: a long list or a flat list? Show options fast. • Pointing devices – Spatial interaction with objects GUI Components • Windows (and panels) – Can resize, drag, iconify, scroll, destroy • Selectors – Menu bars, pulldown lists • Buttons – Labeled buttons, radio buttons, checkboxes • Icons (images) – Can select, open, drag, group Direct Manipulation • Select a metaphor – Desktop, CD player, map, … • Use icons to represent conceptual objects – Watch out for cultural differences of icons – E.g., Thai and American recycle bin • Manipulate those objects with feedback – Select (left/right/double click), move (drag/drop) Visual Affordance • The perceived and actual fundamental properties of the object that determine how it could be used – Appearance indicates how the object should be used • • • • • Chair for sitting Table for placing things on Knobs for turning Slots for inserting things into Buttons for pushing • Complex things may need explaining but simple things should not – When simple things need instructions, design has failed Visual Affordance Problems Sliders for sliding? Are these buttons? Dials for turning? What does this button do? Visible Constraints • Limitations of the actions possible perceived from object’s appearance – provides people with a range of usage possibilities Push or pull? Which side? Can only push, side to push clearly visible Visible Constraints: Date Entry Causality • The thing that happens right after an action is assumed by people to be caused by that action – The “feedback” of your action follows your action • False causality – Incorrect effect • Invoking unfamiliar function just as computer hangs • Causes “superstitious” behaviors – E.g., some popup windows are not the “feedback” of your Webpage manipulation actions – Invisible effect • Command with no apparent result often re-entered repeatedly – For example, mouse click to raise menu on unresponsive system Causality: An Example Effects visible only after “Exec” button is pressed • “Ok” button does nothing! • Awkward to find appropriate color level •How do you know how much Red, Green, Blue should be applied? LViewPro Transfer Effects • People transfer expectations from similar objects – Positive: prior learning applies to new situation • Whenever you see a keyboard, you want to type – Negative: prior learning conflicts with new situation • This typewriter does not have a ribbon Positive and Negative Transfer “First we thought the PC was a calculator. Then we found out how to turn numbers into letters with ASCII — and we thought it was a typewriter. Then we discovered graphics, and we thought it was a television. With the World Wide Web, we've realized it's a brochure.” ― Douglas Adams Caller: Tech: Caller: Tech: Caller: Tech: Caller: Hello, is this Tech Support?" Yes, it is. How may I help you? The cup holder on my PC is broken and I am within my warranty period. How do I go about getting that fixed? I'm sorry, but did you say a cup holder? Yes, it's attached to the front of my computer. Please excuse me if I seem a bit stumped, it’s because I am. Did you receive this as part of a promotional, at a trade show? How did you get this cup holder? Does it have any trademark on it? It came with my computer, I don't know anything about a promotional. It just has '4X' on it. At this point the Tech Rep had to mute the call, because he couldn't stand it. The caller had been using the load drawer of the CD-ROM drive as a cup holder, and snapped it off the drive. Cultural Associations • Because a trashcan in Thailand may look like this: • A Thai user is likely to be confused by this image popular in Apple interfaces: • Sun found their email icon problematic for some American urban dwellers who are unfamiliar with rural mail boxes. Population Stereotypes/Idioms • People learn “idioms” that work in a certain way – Red means danger – Green means safe • Idioms vary in different cultures – Light switches • America: down is off • Britain: down is on – Faucets • America: counter-clockwise on • Britain: counter-clockwise off Menus • Conserve screen space by hiding functions – Menu bar, pop-up window • Can be hierarchically structured – By application’s logic – By convention (e.g., where is the print function? Under the File tab) • Tradeoff between breadth and depth – Too deep can become hard to find things – Too broad becomes direct manipulation Dynamic Queries • What to do when menus become too deep? – Merges keyboard and direct manipulation • Select menu items by typing part of a word – After each letter, update the menu – Once the word is displayed, user can click on it • Example: Windows help index – In Windows XP, click “start” select “Help and Support” click “Index” tab In the search box under “type in the keyword to find,” type “blind”… Language-Based Interfaces • Command Entry – Compact and flexible – Powerful in the hands of expert users – Difficult for novices to learn • Natural Language – Use natural language to operate a computer – Intuitive and expressive – Ambiguity makes reliable interpretation difficult “Seamless Interfaces” • Computer gives informative feedback on actions • Allow easy reversal of actions • Allow user in control, computer shows: – Anticipatable outcomes – Explainable results – Browsable content • Require users a limited working memory load – Query context is given • Provide alternatives for novices and experts – Scaffolding Information Architecture • The structural design of an “information space” to facilitate access to content • Consists of at least two components: – Static design – Interaction design Information Architecture - Static Design • Organizing Principles – Logical: inherent structure design – Functional: by task – Demographic: by user • Take advantage of metaphors – – – – Organizational: e.g., e-government Physical: e.g., online grocery store Functional: e.g., cut, paste, etc. Visual: e.g., octagon for stop “Site Blueprint” Main Homepage Teaching Research Other Activities LIS 7008 Grant Proposals IR Colloquium LIS 7410 Publications TREC LIS 7610 Projects Some Layout Guidelines • Contrast: make different things different – to bring out dominant elements – to create dynamism • Repetition: reuse design throughout the interface – to create consistency • Alignment: visually connect elements – to create flow • Proximity: make effective use of spacing – to group related and separate unrelated elements Evaluate http://www.louisianafolklife.org using CRAP guideline Please discuss what problems this Website have! Screen Design: Use Grids Navigation Bar Navigation Bar Content Content Navigation Bar Content Related Links Navigation Bar Content Grid Layout: NY Times Grid Layout: NY Times Navigation Banner Ad Another Ad Content Popular Articles Information Architecture - Interaction Design • Chess analogy: a few simple rules that disguise an infinitely complex game • The three-part structure – Openings: many strategies, lots of books about this – End game: well-defined, well-understood – Middle game: nebulous, hard to describe • Information navigation has a similar structure! – Middle game is underserved From Hearst, Smalley, & Chandler (CHI 2006) Opening Moves Opening Moves Middle Game Middle Game Navigation Patterns • • • • • Drive to content Drive to advertisement Move up a level Move to next in sequence Jump to related How do you like the navigation patterns in this Website: http://www.lib.lsu.edu/edu/bbweek/index.html Design Critique • www.philipglass.com • http://www.michaelkamen.com/ • Please discuss the design problems of these two Websites. Aural Perception • We respond to sounds without prior focus – Lack of focus limits simultaneous stimuli • Absolute amplitude & pitch hard to interpret – But changes stand out clearly • Stereo effect provides a sense of direction – Relative amplitude & phase difference can be perceived. Speech Output • Replay of digitized human speech clips – High fidelity, but limited vocabulary • Every time you get the same speech with same quality. • Speech Synthesis – Generate spoken output from unrestricted input • Based on pronunciation rules and lists of exceptions – Sounds unnatural due to misplaced emphasis • Prosody-guided speech synthesis – Use pronunciation of similar words as a guide Auditory Display • Nonspeech audio output for user interfaces • Same objectives as graphical output: – Alert the user to exceptional conditions • E.g., computer gives you a warning sound – “Ding!” – Provide ubiquitous feedback – Present information • But with different characteristics – Effective even without a focus – Fairly low resolution of audio quality Auditory Display Design • Need a metaphor – Clock ticking, alarm bells, keyboard clicks, etc. • Auditory channel is easily overloaded – So do not present too many auditory channels simultaneously – A focus helps manage cognitive load • Changes are more useful than numeric values – Changes in pitch, amplitude, position, harmonics, etc. An Auditory Image Display • Display 2-D images using only sound – Sweep from left to right every second • Audible pause and click between sweeps – Top pixels are high frequency, bottom are low • Blind users can detect objects and motion using auditory image displays – Time indicates horizontal position – Pitch indicates vertical position – Sweep-to-sweep differences indicate motion • E.g., http://www.visualprosthesis.com/javoice.htm – Scroll down to the middle, under “Images for Soundscapes,” try some auditory image displays by clicking the images. Use an earphone if necessary. Interactive Voice Response Systems • Operate without graphical interfaces – Good for hands-free operations (e.g., when driving) – Telephone access to a system • Built on three technologies – Speech recognition (Users input speech to systems) – Text-to-speech (Systems output speech by reading text) – Dialog management (computers control the process) • Example: TellMe (1-800-555-TELL) Dialogue Management • User initiative • System initiative – Allows a smaller vocabulary • E.g., please say your 16-digit card credit number • Mixed initiative (e.g., barge in) Interaction Design of Voice Response System San Francisco Oakland San Jose Baltimore National Dulles Anywhere else Where are you departing from? Where do you want to go? Anywhere else Wrong Goodbye Confirmed Sorry Verification Not a day What day do you want to travel? Another day Day when there are flights HCI Evaluation Measures • Time to learn a system • Speed of performance – How quickly can you perform a task • Error rate – E.g., how often you click a wrong button • Retention over time – How much do you still remember after using the system • Subjective satisfaction of system Evaluation Approaches • Extrinsic vs. intrinsic • Formative vs. summative • Human subjects vs. simulated users • Deductive vs. abductive Evaluation Examples • Direct observation – Evaluator observes users interacting with system • in lab: user asked to complete pre-determined tasks • in field: user goes through normal duties – Validity depends on how contrived the situation is • Think-aloud – Users speak their thoughts while doing the task – May alter the way users do the task • Controlled user studies – Users interact with system variants – Correlate performance with system characteristics – Control for confounding variables Summary • HCI design starts with user needs and abilities – Users have a wide range of both • Users must understand their tools/systems – And these tools/system can learn about their user! • E.g., browsers record your browsing history • Many techniques are available – Direct manipulation, languages, menus, etc. – Choosing the right technique is important • SLIS has an advanced course on this – LIS7401 HCI • CSC has an undergrad course on HCI design – CSC4264