human_factors_03.ppt

University of Manchester
University of ManchesterUniversity of Manchester
human-centered design ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],lecture:  overview
guiding  assumptions ,[object Object],[object Object],[object Object],[object Object]
human factors:  memory  systems
memory:  sensory Memory system that supports momentary storage of large amounts of information gathered by our senses (echoic, iconic, haptic etc.) Data is stored in sensory registers for a brief period of time (under 5 sec.). This is enough time to either react or attend to critical information. Most data, however, is discarded.
memory:  working Working memory provides a temporary workspace for information drawn from the sensory registers and activated from long term memory- it known as ‘STM’  ‘ STM’ is where ‘first’ thinking occurs. ‘ STM’ has a limited storage capacity for information. ‘ STM’ decays quickly without constant ‘memory rehearsal’.
memory:  long-term Humans have a memory system that supports relatively permanent storage of information.  It’s called ‘LTM’ - Long-Term Memory.  Long-term memory has unlimited capacity.* Learning is about transferring information from working memory into long-term memory. Learning theories provide strategies for encoding information in a way that it can later be recalled and applied in situations we encounter.
sensory memory:  processing ,[object Object],[object Object],[object Object],[object Object]
processes of  perception ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
sensory memory:  processing  &  interpretation ex.   jumping to conclusions
feature analysis:  design implications use contrast and size to bring out salient features of letters and objects Ex.  page background clearly delineated edges help feature analysis - line drawings and line-based icons are more quickly processed than tonal images  leverage feature compatibility – are icons and fonts compatible with expectations? Ex.  typography Icons and user interface elements should match a given interface context
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],special issues:  icons
rules of thumb:  icons Use labels with icons. Icons should be distinct to aid memory. Clear, simple icons are often more easily interpreted than complex, 3-D tonal icons.
visual  search  &  detection ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
visual search:  design strategies
visual search:  design strategies
working memory:  model
working memory:  capacity  &  duration ,[object Object]
[object Object],working memory:  capacity  &  duration The Magic Number Seven – Plus or Minus Two - George Miller
working memory:  capacity  &  duration ,[object Object]
working memory:  considerations ,[object Object],[object Object],[object Object],[object Object],[object Object]
focus on  attention ,[object Object],[object Object],[object Object],[object Object]
variables impacting  attention ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
working memory:  design strategies ,[object Object],[object Object],[object Object],[object Object]
long-term memory:  conceptual   structures ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
long-term memory:  design strategies ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
summary  Human Factors  implications ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
human-centered principles &  interface design ,[object Object],[object Object],[object Object]
design  heuristics   Jakob   Nielsen ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
design heuristics:  visibility  of  system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
design heuristics:  system  =  real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. .
design heuristics:  visibility  of  system status
design heuristics:  control  &  freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
design heuristics:  control  &  freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
design heuristics:  consistency  &  standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
design heuristics:  consistency  &  standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
design heuristics:  error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
design heuristics:  recognition  &  recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
design heuristics:  recognition  &  recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
design heuristics:  recognition  &  recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
design heuristics:  flexibility  &  efficiency  of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
design heuristics:  flexibility  &  efficiency  of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
design heuristics:  aesthetic  &   minimalist  design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
design heuristics:  aesthetic  &   minimalist  design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
design heuristics:  aesthetic  &   minimalist  design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
design heuristics:  aesthetic  &   minimalist  design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
design heuristics:  aesthetic  &   minimalist  design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
design heuristics:  recognise,   diagnose  and  recover errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
design heuristics:  recognise,   diagnose  and  recover errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
design heuristics:  help  &  documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
[email_address] ,[object Object]
visual  search  &  detection Serial and Parallel Searching
1 sur 52

Recommandé

HCI Quick Guide par
HCI Quick GuideHCI Quick Guide
HCI Quick GuideEmanuel Fernandes
5.8K vues135 diapositives
Interaction design workshop par
Interaction design workshopInteraction design workshop
Interaction design workshopShyamala Prayaga
2.8K vues139 diapositives
User cognitive aspects for HCI par
User cognitive aspects for HCIUser cognitive aspects for HCI
User cognitive aspects for HCIHafizMImran1
816 vues59 diapositives
Myo pyae phoo pwint(comp1649) par
Myo pyae phoo pwint(comp1649)Myo pyae phoo pwint(comp1649)
Myo pyae phoo pwint(comp1649)Sofia Nolasco
2.9K vues31 diapositives
20130220100249chap2 human par
20130220100249chap2 human20130220100249chap2 human
20130220100249chap2 humanJudy Watwarij
656 vues56 diapositives
Unit2 hci par
Unit2 hciUnit2 hci
Unit2 hcipradeepgupta266
3.9K vues24 diapositives

Contenu connexe

Tendances

Human computer interaction par
Human computer interactionHuman computer interaction
Human computer interactionsai anjaneya
34.5K vues64 diapositives
Users And Business Functions Of Applications par
Users And Business Functions Of ApplicationsUsers And Business Functions Of Applications
Users And Business Functions Of ApplicationsOvidiu Von M
2.2K vues33 diapositives
HCI - Chapter 4 par
HCI - Chapter 4HCI - Chapter 4
HCI - Chapter 4Alan Dix
47.6K vues26 diapositives
IntrIntroduction par
IntrIntroductionIntrIntroduction
IntrIntroductionPreeti Mishra
3.1K vues71 diapositives
DOTI North - Data and Design; Prof Matthew Chalmers par
DOTI North - Data and Design; Prof Matthew ChalmersDOTI North - Data and Design; Prof Matthew Chalmers
DOTI North - Data and Design; Prof Matthew ChalmersSnook
332 vues15 diapositives
Multimodal Interaction: An Introduction par
Multimodal Interaction: An IntroductionMultimodal Interaction: An Introduction
Multimodal Interaction: An IntroductionAbdallah El Ali
22.5K vues49 diapositives

Tendances(17)

Human computer interaction par sai anjaneya
Human computer interactionHuman computer interaction
Human computer interaction
sai anjaneya34.5K vues
Users And Business Functions Of Applications par Ovidiu Von M
Users And Business Functions Of ApplicationsUsers And Business Functions Of Applications
Users And Business Functions Of Applications
Ovidiu Von M2.2K vues
HCI - Chapter 4 par Alan Dix
HCI - Chapter 4HCI - Chapter 4
HCI - Chapter 4
Alan Dix47.6K vues
DOTI North - Data and Design; Prof Matthew Chalmers par Snook
DOTI North - Data and Design; Prof Matthew ChalmersDOTI North - Data and Design; Prof Matthew Chalmers
DOTI North - Data and Design; Prof Matthew Chalmers
Snook332 vues
Multimodal Interaction: An Introduction par Abdallah El Ali
Multimodal Interaction: An IntroductionMultimodal Interaction: An Introduction
Multimodal Interaction: An Introduction
Abdallah El Ali22.5K vues
HCI 3e - Ch 4: Paradigms par Alan Dix
HCI 3e - Ch 4:  ParadigmsHCI 3e - Ch 4:  Paradigms
HCI 3e - Ch 4: Paradigms
Alan Dix4.7K vues
Psychology Human Computer Interaction par Seta Wicaksana
Psychology Human Computer InteractionPsychology Human Computer Interaction
Psychology Human Computer Interaction
Seta Wicaksana3.1K vues
Principles Of Good Screen Design par guest7af47
Principles Of Good Screen DesignPrinciples Of Good Screen Design
Principles Of Good Screen Design
guest7af4720K vues
The Psychology of Human-Computer Interaction par Simon Bignell
The Psychology ofHuman-Computer InteractionThe Psychology ofHuman-Computer Interaction
The Psychology of Human-Computer Interaction
Simon Bignell10K vues

En vedette

User-Centered Interaction Design par
User-Centered Interaction DesignUser-Centered Interaction Design
User-Centered Interaction DesignChris Avore
5.5K vues27 diapositives
FP511 human computer interaction par
FP511 human computer interactionFP511 human computer interaction
FP511 human computer interactionFatin Fatihayah
5.8K vues52 diapositives
Human Centered Design par
Human Centered DesignHuman Centered Design
Human Centered DesignJoel Fariss
3.6K vues51 diapositives
Human-Centered Design Methods & Tools par
Human-Centered Design Methods & ToolsHuman-Centered Design Methods & Tools
Human-Centered Design Methods & ToolsJake Truemper
3.2K vues61 diapositives
Basic Principles of Interface design par
Basic Principles of Interface designBasic Principles of Interface design
Basic Principles of Interface designZdeněk Lanc
2.4K vues67 diapositives
User Centered Design 101 par
User Centered Design 101User Centered Design 101
User Centered Design 101Experience Dynamics
29.4K vues40 diapositives

En vedette(7)

User-Centered Interaction Design par Chris Avore
User-Centered Interaction DesignUser-Centered Interaction Design
User-Centered Interaction Design
Chris Avore5.5K vues
Human Centered Design par Joel Fariss
Human Centered DesignHuman Centered Design
Human Centered Design
Joel Fariss3.6K vues
Human-Centered Design Methods & Tools par Jake Truemper
Human-Centered Design Methods & ToolsHuman-Centered Design Methods & Tools
Human-Centered Design Methods & Tools
Jake Truemper3.2K vues
Basic Principles of Interface design par Zdeněk Lanc
Basic Principles of Interface designBasic Principles of Interface design
Basic Principles of Interface design
Zdeněk Lanc2.4K vues
A storyFirst Approach to Human-Centered Design | Installment #2 @ the 2014 UX... par Lou Susi
A storyFirst Approach to Human-Centered Design | Installment #2 @ the 2014 UX...A storyFirst Approach to Human-Centered Design | Installment #2 @ the 2014 UX...
A storyFirst Approach to Human-Centered Design | Installment #2 @ the 2014 UX...
Lou Susi60.5K vues

Similaire à human_factors_03.ppt

Cognitive_presentation and realistics.pptx par
Cognitive_presentation and realistics.pptxCognitive_presentation and realistics.pptx
Cognitive_presentation and realistics.pptxsol zem
4 vues27 diapositives
Design considerations for machine learning system par
Design considerations for machine learning systemDesign considerations for machine learning system
Design considerations for machine learning systemAkemi Tazaki
833 vues17 diapositives
User Experience & Design…Designing for others…UED par
User Experience & Design…Designing for others…UEDUser Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UEDPreeti Chopra
8.7K vues49 diapositives
wid_uni2.pptx par
wid_uni2.pptxwid_uni2.pptx
wid_uni2.pptxpooja976324
1 vue40 diapositives
UNIT III Lecture-I.pptx par
UNIT III Lecture-I.pptxUNIT III Lecture-I.pptx
UNIT III Lecture-I.pptxAmirEyni1
19 vues46 diapositives
Cognitive aspects in human computer interaction par
Cognitive aspects in human computer interactionCognitive aspects in human computer interaction
Cognitive aspects in human computer interactionpavishkumarsingh
211 vues23 diapositives

Similaire à human_factors_03.ppt(20)

Cognitive_presentation and realistics.pptx par sol zem
Cognitive_presentation and realistics.pptxCognitive_presentation and realistics.pptx
Cognitive_presentation and realistics.pptx
sol zem4 vues
Design considerations for machine learning system par Akemi Tazaki
Design considerations for machine learning systemDesign considerations for machine learning system
Design considerations for machine learning system
Akemi Tazaki833 vues
User Experience & Design…Designing for others…UED par Preeti Chopra
User Experience & Design…Designing for others…UEDUser Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UED
Preeti Chopra8.7K vues
UNIT III Lecture-I.pptx par AmirEyni1
UNIT III Lecture-I.pptxUNIT III Lecture-I.pptx
UNIT III Lecture-I.pptx
AmirEyni119 vues
Cognitive aspects in human computer interaction par pavishkumarsingh
Cognitive aspects in human computer interactionCognitive aspects in human computer interaction
Cognitive aspects in human computer interaction
pavishkumarsingh211 vues
Abstract par emaye
AbstractAbstract
Abstract
emaye219 vues
User Experience Design - Designing for others par BART RADKA
User Experience Design - Designing for othersUser Experience Design - Designing for others
User Experience Design - Designing for others
BART RADKA1K vues
Introduction and Human Information Processing lecture.ppt par PradeepJoshi88
Introduction and Human Information Processing lecture.pptIntroduction and Human Information Processing lecture.ppt
Introduction and Human Information Processing lecture.ppt
PradeepJoshi8815 vues
User Interface Design Chapter 2 Galiz par Latesh Malik
User Interface Design Chapter 2 GalizUser Interface Design Chapter 2 Galiz
User Interface Design Chapter 2 Galiz
Latesh Malik3.4K vues
CSE868 - Week 01 & 2 - Introduction and HCI Principles.pdf par sofiamuhammad2
CSE868 - Week 01 & 2 - Introduction and HCI Principles.pdfCSE868 - Week 01 & 2 - Introduction and HCI Principles.pdf
CSE868 - Week 01 & 2 - Introduction and HCI Principles.pdf
sofiamuhammad220 vues

Plus de University of Manchester

New dmfr cad par
New dmfr cadNew dmfr cad
New dmfr cadUniversity of Manchester
243 vues13 diapositives
Mockapp_Clock_Demo.ppt par
Mockapp_Clock_Demo.pptMockapp_Clock_Demo.ppt
Mockapp_Clock_Demo.pptUniversity of Manchester
190 vues9 diapositives
Mockapp_Library_110.ppt par
Mockapp_Library_110.pptMockapp_Library_110.ppt
Mockapp_Library_110.pptUniversity of Manchester
221 vues12 diapositives
final_showcase_06.ppt par
final_showcase_06.pptfinal_showcase_06.ppt
final_showcase_06.pptUniversity of Manchester
298 vues61 diapositives
final_showcase_07.ppt par
final_showcase_07.pptfinal_showcase_07.ppt
final_showcase_07.pptUniversity of Manchester
373 vues90 diapositives
Label 1 par
Label 1Label 1
Label 1University of Manchester
197 vues1 diapositive

human_factors_03.ppt

  • 1.
  • 2.
  • 3.
  • 4. human factors: memory systems
  • 5. memory: sensory Memory system that supports momentary storage of large amounts of information gathered by our senses (echoic, iconic, haptic etc.) Data is stored in sensory registers for a brief period of time (under 5 sec.). This is enough time to either react or attend to critical information. Most data, however, is discarded.
  • 6. memory: working Working memory provides a temporary workspace for information drawn from the sensory registers and activated from long term memory- it known as ‘STM’ ‘ STM’ is where ‘first’ thinking occurs. ‘ STM’ has a limited storage capacity for information. ‘ STM’ decays quickly without constant ‘memory rehearsal’.
  • 7. memory: long-term Humans have a memory system that supports relatively permanent storage of information. It’s called ‘LTM’ - Long-Term Memory. Long-term memory has unlimited capacity.* Learning is about transferring information from working memory into long-term memory. Learning theories provide strategies for encoding information in a way that it can later be recalled and applied in situations we encounter.
  • 8.
  • 9.
  • 10. sensory memory: processing & interpretation ex. jumping to conclusions
  • 11. feature analysis: design implications use contrast and size to bring out salient features of letters and objects Ex. page background clearly delineated edges help feature analysis - line drawings and line-based icons are more quickly processed than tonal images leverage feature compatibility – are icons and fonts compatible with expectations? Ex. typography Icons and user interface elements should match a given interface context
  • 12.
  • 13. rules of thumb: icons Use labels with icons. Icons should be distinct to aid memory. Clear, simple icons are often more easily interpreted than complex, 3-D tonal icons.
  • 14.
  • 15. visual search: design strategies
  • 16. visual search: design strategies
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30. design heuristics: visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
  • 31. design heuristics: system = real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. .
  • 32. design heuristics: visibility of system status
  • 33. design heuristics: control & freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  • 34. design heuristics: control & freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  • 35. design heuristics: consistency & standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  • 36. design heuristics: consistency & standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  • 37. design heuristics: error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
  • 38. design heuristics: recognition & recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  • 39. design heuristics: recognition & recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  • 40. design heuristics: recognition & recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  • 41. design heuristics: flexibility & efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  • 42. design heuristics: flexibility & efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  • 43. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • 44. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • 45. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • 46. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • 47. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • 48. design heuristics: recognise, diagnose and recover errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
  • 49. design heuristics: recognise, diagnose and recover errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
  • 50. design heuristics: help & documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
  • 51.
  • 52. visual search & detection Serial and Parallel Searching

Notes de l'éditeur

  1. op-Down and Bottom-Up Processing When an interpretation emerges from the data, this is called data-driven or bottom-up processing. Perception must be largely data-driven because it must accurately reflect events in the outside world. You want the interpretation of a scene to be determined mostly by information from the senses, not by your expectations. What is data-driven or bottom-up processing? What is schema-driven or top-down processing? In many situations, however, your knowledge or expectations will influence perception. This is called schema-driven or top-down processing. A schema is a pattern formed earlier in your experience. Larger scale or more abstract concepts are referred to as higher level, while concrete details (such as the input from the senses) are referred to as lower level. Top-down processing occurs any time a higher-level concept influences your interpretation of lower level sensory data. What is set or expectancy? Top-down processing is shown by the phenomena of set or expectancy. A classic example is the Rat Man of Bugelski and Alampay (1961).