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COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 COMP10092



                                   Human Computer
                                     Interaction
                                                                 COMP10092
                                                                Sean Bechhofer
                                                       sean.bechhofer@manchester.ac.uk




                 Why HCI?



                                                                          To optimise performance
                                                                          of human and computer
                                                                          together as a system




                    http://www.flickr.com/photos/eruditorum/1794630023/
        COMP10092 HCI and Accessibility   2




© University of Manchester, 2010© University of
Manchester, 2010                                                                                                     1
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Resources

                         Alan Dix, Janet Finlay, Gregory D. Abowd and Russell Beale. Human-
                          Computer Interaction (3rd edition). Prentice Hall, 2004.
                           –  http://www.hcibook.com/e3/ 
                         Ben Shneiderman. Designing the user interface: Strategies for effective
                          human-computer interaction (3rd ed.). Addison-Wesley Publishing, 1998
                           –  handouts
                         Jakob Nielsen on Usability and Web Design
                           –  http://www.useit.com/
                         Donald Norman The design of everyday things. Basic Books, 2002




                                                                    COMP10092 HCI and Accessibility   3




                 What is HCI?

                         “the study of the interaction between people, computers and
                          tasks” (Johnson) 
                         “a very difficult business. It combines two awkward disciplines:
                          psychology and computer science” (Thimbleby)
                         “The ideal designer of an interactive system would have expertise in
                          … psychology … cognitive science … ergonomics … sociology …
                          computer science … engineering … business … graphic design …
                          technical writing … and so it goes on” (Dix et. al) 
                         Teamwork and a recognition of non-Computer Science specialisms




                                                                    COMP10092 HCI and Accessibility   4




© University of Manchester, 2010© University of
Manchester, 2010                                                                                          2
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Why is HCI Important?

                         HCI can assist in building products/systems that are
                           –  Useful, accomplish what’s required
                           –  Usable, do it easily and naturally
                           –  Used, make people want to use them
                         Increasing participation
                           –  Ensuring interfaces and systems are accessible. 
                         International Directives and Standards (EC Directive 90/270/EEC; ISO
                          9241) place requirements on systems in terms of usability
                         Safety and Security 
                           –  Remember those robots…..




                                                                  COMP10092 HCI and Accessibility                 5




                                                                  http://www.flickr.com/photos/benadamson/370361128/

                                                                  COMP10092 HCI and Accessibility                 6




© University of Manchester, 2010© University of
Manchester, 2010                                                                                                       3
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                                                   http://www.flickr.com/photos/whiteafrican/2735720397/

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                                                  http://www.flickr.com/photos/williamhook/2830319467/

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© University of Manchester, 2010© University of
Manchester, 2010                                                                                           4
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Everyday things




                   http://www.flickr.com/photos/montillon/3177170555/




                                                                                       http://www.flickr.com/photos/tomasfano/2885450065/

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                 Alternatives
                                                                                      http://www.flickr.com/photos/soapbeard/2654965481/




                                                                                                http://www.flickr.com/photos/szudi/2473004057/




                                                                                            COMP10092 HCI and Accessibility
                                           http://www.flickr.com/photos/8586443@N03/2450347082/
                                        10




© University of Manchester, 2010© University of
Manchester, 2010                                                                                                                                 5
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Affordance

                           Describes the perceived and actual properties of an object.
                             –  Buttons are for pushing
                             –  Slots are for inserting 
                                things into

                             –  Handles are for pulling
                           Constraints
                             –  Limit the possibilities
                             –  Size of hole/slot




                                                                       http://www.flickr.com/photos/jmmason/2093621345/


                   http://www.flickr.com/photos/tea_time/3158449107/
                                                                               COMP10092 HCI and Accessibility            11




                 Interaction

                           Computer-Computer                            Human-Computer Interaction
                            Interaction
                                   –  User’s Conceptual Model
                             –  Well-defined protocols                         (UCM) 
                                (e.g. TCP/IP)
                             –  Study of task: modelling 
                             –  Restricted
                                –  Evaluation of interfaces
                                                                              (experimentation) 
                             –  No margin for error
                                                                           –  Design Guidelines:
                           Human-Human Interaction 
                         distillation of design and
                             –  Evolving
                                     experimental results 
                             –  Informal
                                  –  UI design must be an
                                                                              integral part of system
                             –  Error-prone, but corrective 
                                                                              design process, not a last-
                                                                              minute add-on. 




                                                                               COMP10092 HCI and Accessibility            12




© University of Manchester, 2010© University of
Manchester, 2010                                                                                                               6
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Humans

                         User’s Conceptual Model              BUT…
                          (UCM)
                                 Humans are adaptable and able
                           –  of task and tool interface 
        to learn 
                           –  skills, knowledge
                 Different kinds of users
                           –  prior experience 
                                                                 Different kinds of tasks 
                           –  metaphors
                                                                 Good UI design must account
                           –  patterns
                                                                  for Humans and their different
                           –  associations
                       needs!
                         Humans 
                           –  make mistakes 
                           –  change their minds 
                           –  are inconsistent 
                           –  forget things 
                           –  overlook things 

                                                                        COMP10092 HCI and Accessibility                  13




                 Models

                         Models can help us understand complex systems
                           –  Approximations that identify key characteristics of the system
                              that we are observing
                                  Model Human Processor; Semantic network (memory); Task Action
                                   Grammar (TAG): to describe interaction sequences; State Transition
                                   Networks; Process algebras; Temporal logics; Keystroke-level
                                   models, e.g. Fitts’ Law; etc.
                         Model Human Processor.
                           –  attempts to describe/approximate 
                              some (parts of) the system
                           –  assists in understanding how to 
                              build systems
                           –  informs our design choices
                         Experiments help us in constructing 
                          such models.

                                                                  http://www.flickr.com/photos/practicalowl/392894653/
                                                                          COMP10092 HCI and Accessibility                14




© University of Manchester, 2010© University of
Manchester, 2010                                                                                                              7
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Model Human Processor

                         Developed and tested via numerous experimental studies
                         Card, Moran, Newell (1983) The Psychology of Human-Computer
                          Interaction
                         A simple “computer” architecture: 
                           –  Perceptual processor
                                 storage of signals from senses + brief memory
                           –  Cognitive processor
                                 Working memory
                                 Long-term memory (LTM)
                                 Think, analyse, recall from LTM, store in STM
                           –  Motor processor
                                 Transmit signals to muscles etc.



                                                                       COMP10092 HCI and Accessibility   15




                 Model Human Processor
                                                  Long Term Memory

                                                   Working Memory
                         Visual Image 
    Auditory Image 
                            Store
             Store




                          Perceptual 
                         Cognitive 
                  Motor 
                          Processor
                           Processor
                 Processor




                                                                       COMP10092 HCI and Accessibility   16




© University of Manchester, 2010© University of
Manchester, 2010                                                                                              8
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Model Human Processor

                         Perceptual processor:
               Long-term Memory (LTM)
                           –  ~100ms cycle [50-200]              –  Links/associations
                              attention; change blindness
       –  Capacity ~ ∞
                         Cognitive processor:
                  –  Decay ~ ∞
                           –  ~70ms cycle [30-100]
              –  Association; priming; gist
                           –  Recognize-act cycle 
              –  Interference reduces
                         Working Memory
                           chances of retrieval
                           –  Limited capacity: 7 (plus or     Motor Processor:
                              minus 2) items 
                   –  ~ 70ms cycle [25-175]
                           –  Decay: ~ 7 secs
                           –  Chunking (cf experiments)
                           –  Interference reduces
                              chances of retrieval

                                                                   COMP10092 HCI and Accessibility   17




                 Long Term Memory: Semantic Networks




                                                                   COMP10092 HCI and Accessibility   18




© University of Manchester, 2010© University of
Manchester, 2010                                                                                          9
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Motor Processor: Mouse-Gesture Analysis

                         Fitt’s Law:
                                                 Tmove = a + b.log(D/S + 1) 
                           D: distance to move 
                           S: size of target 
                           a and b constants depending on particular context.
                           In other words, to reduce time taken:
                             –  Reduce the movement distance
                             –  Make the target bigger




                                                                     COMP10092 HCI and Accessibility   19




                 Modelling Interaction

                         Interaction models or frameworks can help:
                           –  in understanding what is going on when humans interact with a
                              system.
                           –  identify points of failure and likely causes of difficulty. 

                         Interaction aids a user in accomplishing goals from a domain.
                          Tasks manipulate concepts, and a goal is the desired output from a
                          task. An intention is a specific action required to meet the goal.

                         The System uses a core language, while the User uses a task
                          language to describe relevant concepts. 




                                                                     COMP10092 HCI and Accessibility   20




© University of Manchester, 2010© University of
Manchester, 2010                                                                                            10
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Execution - Evaluation (Norman)

                         User formulates a plan, which is then executed.

                       1.    Establishing the goal
                       2.    Forming the intention
                       3.    Specifying the action sequence
                       4.    Executing the action
                       5.    Perceiving the system state
                       6.    Interpreting the system state
                       7.    Evaluating the system state with 
                             respect to the goals and intentions


                                                                      http://www.flickr.com/photos/curiouskiwi/486099153/



                                                                     COMP10092 HCI and Accessibility                  21




                 Execution - Evaluation
                                                            Goals
                                                         What we want 
                                                          to happen

                                   Execution                                       Evaluation
                                  What we do to
                                  Comparing what 
                                    the world
                                     happened with 
                                                                                  what we wanted 
                                                                                     to happen




                                                        The World


                                                                     COMP10092 HCI and Accessibility                  22




© University of Manchester, 2010© University of
Manchester, 2010                                                                                                            11
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Execution - Evaluation
                                Gulf of Execution
                          Gulf of Evaluation
                         Difference between user’s                    Distance between the physical
                         formulation of the the actions to            presentation of the system state
                         reach the goal and the actions               and the expectation of the user.
                         allowed
                                                                      Psychological gap that needs to be
                                                                      crossed in order to interpret a
                                                                      user interface




                  http://www.flickr.com/photos/brewbooks/394853504/
         COMP10092 HCI and Accessibility   23




                 Slips and Mistakes

                           If I understand a system, but mistype or accidently press the mouse
                            button at the wrong time, I’ve made a slip. 
                              –  I formulated the correct action but it was not executed
                                  correctly.

                           If I don’t understand the system, then I may make mistakes. E.g. I think
                            this button:



                           is for search, but it actually magnifies the text. This is a mistake. 
                              –  I haven’t formulated the right goal. 




                                                                            COMP10092 HCI and Accessibility   24




© University of Manchester, 2010© University of
Manchester, 2010                                                                                                   12
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Interaction Framework (Abowd  Beale)
                                                         Input

                                      1. articulation
                           2. performance




                                                           User Interface
                            User
                                                                   System
                                     4. observation
                             3. presentation



                                                         Output
                                                                             COMP10092 HCI and Accessibility   25




                 Interaction Styles

                           Command line
                           Menus
                           Natural Language
                           Direct Manipulation 
                           Form-Fill




                                                                             COMP10092 HCI and Accessibility   26




© University of Manchester, 2010© University of
Manchester, 2010                                                                                                    13
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Command Line Interfaces

                              Advantages
                       Disadvantages
                         quick and powerful for              little or no prompting
                          experienced users
                  requires user’s knowledge of
                         user-controlled interaction
         system, programs
                         minimal amount of typing (no        relies on recall of commands
                          mouse use)
                          and syntax
                         can be used in conjunction with     difficult to learn 
                          other user interfaces 
             error prone




                                                                  COMP10092 HCI and Accessibility   27




                 Menu Interfaces

                              Advantages
                       Disadvantages
                         Users don’t have to memorize        May not be appropriate or
                          complex commands
                    efficient for some users and
                         Structured navigation benefits        tasks
                          novices and casual users
           Can force user through many
                         Can shorten user learning time       levels of menus
                          and effort
                         Users may get lost in menu
                         Supports recognition memory
         hierarchies
                                                              Menu terms and names may
                                                               not be meaningful to users
                                                              Use of modes forces users to
                                                               follow the system’s path 



                                                                  COMP10092 HCI and Accessibility   28




© University of Manchester, 2010© University of
Manchester, 2010                                                                                         14
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Direct Manipulation Interfaces

                              Advantages
                        Disadvantages
                         Visual presentation of task         Can be hard to implement
                          concepts
                           Requires graphics display/
                         Allows easy learning
                pointing devices
                         Encourages exploration




                                                                  COMP10092 HCI and Accessibility   29




                 Natural Language Interfaces

                              Advantages
                        Disadvantages
                         Relieves the burden of learning     Requires clarification
                          special syntax
                     More keystrokes
                                                              Unpredictable




                                                                  COMP10092 HCI and Accessibility   30




© University of Manchester, 2010© University of
Manchester, 2010                                                                                         15
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Form Fillin

                              Advantages
                           Disadvantages
                         Simplifies data entry
                  Screen real estate
                         Minimal training




                                                                      COMP10092 HCI and Accessibility   31




                 Guidelines

                         Guidelines, heuristics and “golden rules” can help us in designing and
                          building user interfaces that aim to fulfill the goals of optimising user/
                          system performance.
                         They don’t guarantee that your interface/system will work!




                                                                      COMP10092 HCI and Accessibility   32




© University of Manchester, 2010© University of
Manchester, 2010                                                                                             16
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Schneiderman’s Golden Rules

                       1.    Consistency
                       2.    Shortcuts for frequent/trained users
                       3.    Provide informative feedback
                       4.    Design dialogues to yield “closure”
                       5.    Error prevention and handling
                       6.    Easy reversal
                       7.    Internal locus of control
                       8.    Reduce short-term memory load




                                                                     COMP10092 HCI and Accessibility   33




                 Nielsen’s 10 heuristics

                       1.  Visibility of system status
                       2.  Match between system and the real world
                       3.  User control and freedom
                       4.  Consistency and standards
                       5.  Error prevention
                       6.  Recognition rather than recall
                       7.  Flexibility and efficiency of use
                       8.  Aesthetic and minimalist design
                       9.  Errors: recognise, diagnose and recover
                       10.  Help and documentation 


                                                                      http://www.useit.com/

                                                                     COMP10092 HCI and Accessibility   34




© University of Manchester, 2010© University of
Manchester, 2010                                                                                            17
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Norman

                         Make it easy to determine what actions are possible at any moment
                           –  well-designed things can only be put together certain ways (e.g.
                               trapezoidal cable plugs, SIM cards)
                           –  menus only display the actions which can be carried out at that
                               time (other options are dimmed).
                         Follow natural mappings between intentions and the required actions,
                          between actions and the resulting effect; and between the
                          information that is visible and the interpretation of the system state
                           –  it should be obvious what the function of a button or menu is -
                               use conventions already established, don't try to design
                               something which changes what people are familiar with

                                   In other words, make sure that the user can
                                        1.  figure out what to do, and 
                                        2.  tell what is going on.

                                                                    COMP10092 HCI and Accessibility   35




                 Users in Design

                         Think “User”
                            –  Remember that somebody (and most likely somebody else) is going
                               to use the system. 
                         Try it out
                            –  Sit a user down with an early version of the interface. Record
                               what the user thinks/does
                         Involve the users
                            –  Users will have lots of valuable knowledge about the domain. Get
                               them to contribute.
                         Iterate
                            –  Make early prototypes and be prepared to throw them away.




                                                                    COMP10092 HCI and Accessibility   36




© University of Manchester, 2010© University of
Manchester, 2010                                                                                           18
COMP10092: Graphical User
InterfacesCOMP10092 HCI and Accessibility




                 Evaluation: How Good is your UI?

                         Observations
                         Experiments: 
                         Interviews
                           What to measure? 
                         Sound experimental                      –  effectiveness, 
                          methodology: how to obtain              –  efficiency, 
                          meaningful, reliable results 
          –  learning, 
                                                                  –  errors, 
                                                                  –  aesthetics…
                                                                When to measure it? 
                                                                  –  during design?
                                                                  –  after design
                                                                  –  prototyping?



                                                                    COMP10092 HCI and Accessibility   37




                 HCI

                         Should be integral to system design 
                         Models and understanding of users important
                           –  User’s Conceptual Model
                         Developed on a large body of scientific work
                           –  Guidelines distilled from scientific work can be useful
                         Prototyping and Evaluation
                         Future technology for interfaces 
                           –  e.g. virtual reality; 3D; audio 

                         Further focus on this topic in 2nd Year (e.g. COMP20341) 




                                                                    COMP10092 HCI and Accessibility   38




© University of Manchester, 2010© University of
Manchester, 2010                                                                                           19

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Comp10092 hci

  • 1. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility COMP10092 Human Computer Interaction COMP10092 Sean Bechhofer sean.bechhofer@manchester.ac.uk Why HCI? To optimise performance of human and computer together as a system http://www.flickr.com/photos/eruditorum/1794630023/ COMP10092 HCI and Accessibility 2 © University of Manchester, 2010© University of Manchester, 2010 1
  • 2. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Resources   Alan Dix, Janet Finlay, Gregory D. Abowd and Russell Beale. Human- Computer Interaction (3rd edition). Prentice Hall, 2004. –  http://www.hcibook.com/e3/   Ben Shneiderman. Designing the user interface: Strategies for effective human-computer interaction (3rd ed.). Addison-Wesley Publishing, 1998 –  handouts   Jakob Nielsen on Usability and Web Design –  http://www.useit.com/   Donald Norman The design of everyday things. Basic Books, 2002 COMP10092 HCI and Accessibility 3 What is HCI?   “the study of the interaction between people, computers and tasks” (Johnson)   “a very difficult business. It combines two awkward disciplines: psychology and computer science” (Thimbleby)   “The ideal designer of an interactive system would have expertise in … psychology … cognitive science … ergonomics … sociology … computer science … engineering … business … graphic design … technical writing … and so it goes on” (Dix et. al)   Teamwork and a recognition of non-Computer Science specialisms COMP10092 HCI and Accessibility 4 © University of Manchester, 2010© University of Manchester, 2010 2
  • 3. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Why is HCI Important?   HCI can assist in building products/systems that are –  Useful, accomplish what’s required –  Usable, do it easily and naturally –  Used, make people want to use them   Increasing participation –  Ensuring interfaces and systems are accessible.   International Directives and Standards (EC Directive 90/270/EEC; ISO 9241) place requirements on systems in terms of usability   Safety and Security –  Remember those robots….. COMP10092 HCI and Accessibility 5 http://www.flickr.com/photos/benadamson/370361128/ COMP10092 HCI and Accessibility 6 © University of Manchester, 2010© University of Manchester, 2010 3
  • 4. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility http://www.flickr.com/photos/whiteafrican/2735720397/ COMP10092 HCI and Accessibility 7 http://www.flickr.com/photos/williamhook/2830319467/ COMP10092 HCI and Accessibility 8 © University of Manchester, 2010© University of Manchester, 2010 4
  • 5. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Everyday things http://www.flickr.com/photos/montillon/3177170555/ http://www.flickr.com/photos/tomasfano/2885450065/ COMP10092 HCI and Accessibility 9 Alternatives http://www.flickr.com/photos/soapbeard/2654965481/ http://www.flickr.com/photos/szudi/2473004057/ COMP10092 HCI and Accessibility http://www.flickr.com/photos/8586443@N03/2450347082/ 10 © University of Manchester, 2010© University of Manchester, 2010 5
  • 6. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Affordance   Describes the perceived and actual properties of an object. –  Buttons are for pushing –  Slots are for inserting things into –  Handles are for pulling   Constraints –  Limit the possibilities –  Size of hole/slot http://www.flickr.com/photos/jmmason/2093621345/ http://www.flickr.com/photos/tea_time/3158449107/ COMP10092 HCI and Accessibility 11 Interaction   Computer-Computer   Human-Computer Interaction Interaction –  User’s Conceptual Model –  Well-defined protocols (UCM) (e.g. TCP/IP) –  Study of task: modelling –  Restricted –  Evaluation of interfaces (experimentation) –  No margin for error –  Design Guidelines:   Human-Human Interaction distillation of design and –  Evolving experimental results –  Informal –  UI design must be an integral part of system –  Error-prone, but corrective design process, not a last- minute add-on. COMP10092 HCI and Accessibility 12 © University of Manchester, 2010© University of Manchester, 2010 6
  • 7. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Humans   User’s Conceptual Model BUT… (UCM)   Humans are adaptable and able –  of task and tool interface to learn –  skills, knowledge   Different kinds of users –  prior experience   Different kinds of tasks –  metaphors   Good UI design must account –  patterns for Humans and their different –  associations needs!   Humans –  make mistakes –  change their minds –  are inconsistent –  forget things –  overlook things COMP10092 HCI and Accessibility 13 Models   Models can help us understand complex systems –  Approximations that identify key characteristics of the system that we are observing   Model Human Processor; Semantic network (memory); Task Action Grammar (TAG): to describe interaction sequences; State Transition Networks; Process algebras; Temporal logics; Keystroke-level models, e.g. Fitts’ Law; etc.   Model Human Processor. –  attempts to describe/approximate some (parts of) the system –  assists in understanding how to build systems –  informs our design choices   Experiments help us in constructing such models. http://www.flickr.com/photos/practicalowl/392894653/ COMP10092 HCI and Accessibility 14 © University of Manchester, 2010© University of Manchester, 2010 7
  • 8. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Model Human Processor   Developed and tested via numerous experimental studies   Card, Moran, Newell (1983) The Psychology of Human-Computer Interaction   A simple “computer” architecture: –  Perceptual processor   storage of signals from senses + brief memory –  Cognitive processor   Working memory   Long-term memory (LTM)   Think, analyse, recall from LTM, store in STM –  Motor processor   Transmit signals to muscles etc. COMP10092 HCI and Accessibility 15 Model Human Processor Long Term Memory Working Memory Visual Image Auditory Image Store Store Perceptual Cognitive Motor Processor Processor Processor COMP10092 HCI and Accessibility 16 © University of Manchester, 2010© University of Manchester, 2010 8
  • 9. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Model Human Processor   Perceptual processor:   Long-term Memory (LTM) –  ~100ms cycle [50-200] –  Links/associations attention; change blindness –  Capacity ~ ∞   Cognitive processor: –  Decay ~ ∞ –  ~70ms cycle [30-100] –  Association; priming; gist –  Recognize-act cycle –  Interference reduces   Working Memory chances of retrieval –  Limited capacity: 7 (plus or   Motor Processor: minus 2) items –  ~ 70ms cycle [25-175] –  Decay: ~ 7 secs –  Chunking (cf experiments) –  Interference reduces chances of retrieval COMP10092 HCI and Accessibility 17 Long Term Memory: Semantic Networks COMP10092 HCI and Accessibility 18 © University of Manchester, 2010© University of Manchester, 2010 9
  • 10. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Motor Processor: Mouse-Gesture Analysis   Fitt’s Law: Tmove = a + b.log(D/S + 1)   D: distance to move   S: size of target   a and b constants depending on particular context.   In other words, to reduce time taken: –  Reduce the movement distance –  Make the target bigger COMP10092 HCI and Accessibility 19 Modelling Interaction   Interaction models or frameworks can help: –  in understanding what is going on when humans interact with a system. –  identify points of failure and likely causes of difficulty.   Interaction aids a user in accomplishing goals from a domain. Tasks manipulate concepts, and a goal is the desired output from a task. An intention is a specific action required to meet the goal.   The System uses a core language, while the User uses a task language to describe relevant concepts. COMP10092 HCI and Accessibility 20 © University of Manchester, 2010© University of Manchester, 2010 10
  • 11. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Execution - Evaluation (Norman)   User formulates a plan, which is then executed. 1.  Establishing the goal 2.  Forming the intention 3.  Specifying the action sequence 4.  Executing the action 5.  Perceiving the system state 6.  Interpreting the system state 7.  Evaluating the system state with respect to the goals and intentions http://www.flickr.com/photos/curiouskiwi/486099153/ COMP10092 HCI and Accessibility 21 Execution - Evaluation Goals What we want to happen Execution Evaluation What we do to Comparing what the world happened with what we wanted to happen The World COMP10092 HCI and Accessibility 22 © University of Manchester, 2010© University of Manchester, 2010 11
  • 12. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Execution - Evaluation Gulf of Execution Gulf of Evaluation Difference between user’s Distance between the physical formulation of the the actions to presentation of the system state reach the goal and the actions and the expectation of the user. allowed Psychological gap that needs to be crossed in order to interpret a user interface http://www.flickr.com/photos/brewbooks/394853504/ COMP10092 HCI and Accessibility 23 Slips and Mistakes   If I understand a system, but mistype or accidently press the mouse button at the wrong time, I’ve made a slip. –  I formulated the correct action but it was not executed correctly.   If I don’t understand the system, then I may make mistakes. E.g. I think this button:   is for search, but it actually magnifies the text. This is a mistake. –  I haven’t formulated the right goal. COMP10092 HCI and Accessibility 24 © University of Manchester, 2010© University of Manchester, 2010 12
  • 13. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Interaction Framework (Abowd Beale) Input 1. articulation 2. performance User Interface User System 4. observation 3. presentation Output COMP10092 HCI and Accessibility 25 Interaction Styles   Command line   Menus   Natural Language   Direct Manipulation   Form-Fill COMP10092 HCI and Accessibility 26 © University of Manchester, 2010© University of Manchester, 2010 13
  • 14. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Command Line Interfaces Advantages Disadvantages   quick and powerful for   little or no prompting experienced users   requires user’s knowledge of   user-controlled interaction system, programs   minimal amount of typing (no   relies on recall of commands mouse use) and syntax   can be used in conjunction with   difficult to learn other user interfaces   error prone COMP10092 HCI and Accessibility 27 Menu Interfaces Advantages Disadvantages   Users don’t have to memorize   May not be appropriate or complex commands efficient for some users and   Structured navigation benefits tasks novices and casual users   Can force user through many   Can shorten user learning time levels of menus and effort   Users may get lost in menu   Supports recognition memory hierarchies   Menu terms and names may not be meaningful to users   Use of modes forces users to follow the system’s path COMP10092 HCI and Accessibility 28 © University of Manchester, 2010© University of Manchester, 2010 14
  • 15. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Direct Manipulation Interfaces Advantages Disadvantages   Visual presentation of task   Can be hard to implement concepts   Requires graphics display/   Allows easy learning pointing devices   Encourages exploration COMP10092 HCI and Accessibility 29 Natural Language Interfaces Advantages Disadvantages   Relieves the burden of learning   Requires clarification special syntax   More keystrokes   Unpredictable COMP10092 HCI and Accessibility 30 © University of Manchester, 2010© University of Manchester, 2010 15
  • 16. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Form Fillin Advantages Disadvantages   Simplifies data entry   Screen real estate   Minimal training COMP10092 HCI and Accessibility 31 Guidelines   Guidelines, heuristics and “golden rules” can help us in designing and building user interfaces that aim to fulfill the goals of optimising user/ system performance.   They don’t guarantee that your interface/system will work! COMP10092 HCI and Accessibility 32 © University of Manchester, 2010© University of Manchester, 2010 16
  • 17. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Schneiderman’s Golden Rules 1.  Consistency 2.  Shortcuts for frequent/trained users 3.  Provide informative feedback 4.  Design dialogues to yield “closure” 5.  Error prevention and handling 6.  Easy reversal 7.  Internal locus of control 8.  Reduce short-term memory load COMP10092 HCI and Accessibility 33 Nielsen’s 10 heuristics 1.  Visibility of system status 2.  Match between system and the real world 3.  User control and freedom 4.  Consistency and standards 5.  Error prevention 6.  Recognition rather than recall 7.  Flexibility and efficiency of use 8.  Aesthetic and minimalist design 9.  Errors: recognise, diagnose and recover 10.  Help and documentation http://www.useit.com/ COMP10092 HCI and Accessibility 34 © University of Manchester, 2010© University of Manchester, 2010 17
  • 18. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Norman   Make it easy to determine what actions are possible at any moment –  well-designed things can only be put together certain ways (e.g. trapezoidal cable plugs, SIM cards) –  menus only display the actions which can be carried out at that time (other options are dimmed).   Follow natural mappings between intentions and the required actions, between actions and the resulting effect; and between the information that is visible and the interpretation of the system state –  it should be obvious what the function of a button or menu is - use conventions already established, don't try to design something which changes what people are familiar with In other words, make sure that the user can 1.  figure out what to do, and 2.  tell what is going on. COMP10092 HCI and Accessibility 35 Users in Design   Think “User” –  Remember that somebody (and most likely somebody else) is going to use the system.   Try it out –  Sit a user down with an early version of the interface. Record what the user thinks/does   Involve the users –  Users will have lots of valuable knowledge about the domain. Get them to contribute.   Iterate –  Make early prototypes and be prepared to throw them away. COMP10092 HCI and Accessibility 36 © University of Manchester, 2010© University of Manchester, 2010 18
  • 19. COMP10092: Graphical User InterfacesCOMP10092 HCI and Accessibility Evaluation: How Good is your UI?   Observations   Experiments:   Interviews   What to measure?   Sound experimental –  effectiveness, methodology: how to obtain –  efficiency, meaningful, reliable results –  learning, –  errors, –  aesthetics…   When to measure it? –  during design? –  after design –  prototyping? COMP10092 HCI and Accessibility 37 HCI   Should be integral to system design   Models and understanding of users important –  User’s Conceptual Model   Developed on a large body of scientific work –  Guidelines distilled from scientific work can be useful   Prototyping and Evaluation   Future technology for interfaces –  e.g. virtual reality; 3D; audio   Further focus on this topic in 2nd Year (e.g. COMP20341) COMP10092 HCI and Accessibility 38 © University of Manchester, 2010© University of Manchester, 2010 19