Course Introduction; Principles of Good Design Professor Larry Heimann Carnegie Mellon University 88-272 Lecture Notes — Fall 1999 Agenda • • • • • Course Introduction & Overview The Problems of Design The Psychology of Users Principles for User-Centered Design Why Designers Go Astray Course Business • Welcome to 88-272 • Introduction of Professors – Professor Peter Muhlberger – Professor Larry Heimann • Course Policies – complete listing of course policies at website – http://www.andrew.cmu.edu/course/88-272/index.html – print out syllabus and first lab instructional material Course Expectations & Overview • Course Expectations – What is this course supposed to be? – What this course is not supposed to be • Course Overview – – – – Begin with design and interface issues Spend time on database issues and SQL Move to web development via ASP and CGI Return to usability and software processes The Problems of Design • The frustration of everyday life – my problems using our cordless phone – using my digital watch as a stop watch – opening doors • The need for good conceptual models – my solution to the door opening problem – example of freezer/refrigerator Freezer/Refrigerator Controls NORMAL SETTING C AND COLDER FRESH FOOD C AND 6-7 1 SET BOTH CONTROLS COLDEST FRESH FOOD B AND 8-9 2 ALLOW 24 HOURS COLDER FREEZER D AND 7-8 WARMER FRESH FOOD C AND 4-1 OFF (FRESH FD & FRZ) 0 A B C D FREEZER E 5 TO STABILIZE 7 6 5 4 FRESH FOOD 3 A Conceptual Model of F/R Freezer Fresh Food (w/ thermostat) (w/ thermostat) Freezer Control Cooling Unit Fresh FD Control Cooling Unit Correct Conceptual Model of F/R Thermostat Control A Freezer COLD AIR Fresh Food Control B Cooling Unit The Problems of Design • The frustration of everyday life – my problems with using our cordless phone – using my digital watch as a stop watch – opening doors • The need for good conceptual models – my solution to the door opening problem – example of freezer/refrigerator – conceptual models guide user actions; wrong conceptual models leads to inexplicable errors Design Problems… (continued) • The principle of mapping – relationship between two things; in this case, between the controls and results – natural mapping takes advantage of physical analogies and cultural standards (e.g., sound volume control) – artificial mapping schemes may be necessary when no obvious natural mapping scheme exists (e.g., gas range) • The principle of feedback – let users know condition of task in progress or whether it has been successfully completed – good feedback reduces user frustration and/or confusion Trade-offs in Knowledge Location Property Knowledge in the world Knowledge in the head Retrievability Retrievable whenever visible or audible. Not readily retrievable. Requires memory search or reminding. Learning Not required. Interpretation substitutes for learning. Ease of interpretation is a function of ability to exploit natural mappings and constraints. Required and can be considerable. Learning made easier if there is a good mental model to guide. Efficiency of use Slowed up by need to find and interpret external information Can be very efficient. Ease of use at 1st encounter High. Low. Aesthetics Maintaining a lot of information can lead to clutter and unaesthetic designs (depending on skill of designer Nothing need be visible which gives freedom to designer to work on design aesthetics The Psychology of Users • Falsely blaming yourself – usability testing runs into problems: no one likes to be watched because it makes them feel clumsy or stupid – If an error occurs on a task that appears simple, people tend to blame themselves -- not the design • Misconceptions of everyday life • Blaming the wrong cause • Learned and taught helplessness – people experience failure at a task; assume it can’t be done – with poor design, it’s as if we teach people to be helpless Errors Users Make • Slips -- typically occurring when we are distracted, tired, or stressed – – – – – capture errors (driving a familiar route rather than correct route) description errors (throwing dirty clothes in garbage, not hamper) mode errors (digital watch in wrong mode for action) data-driven errors (dialing phone number of room I’m in) loss-of-activation errors (forgetting why I went to kitchen) • Selective attention and the problem of focus Errors… (continued) • Errors in different task structures – wide and deep structures (chess) – shallow structures (choosing ice cream flavor) – narrow structures (cookbook) • Social pressures and errors in judgment – example of KAL 007 shot down over Soviet air space – better design can sometimes (but not always!) help reduce this type of error – forcing functions may also be effective solutions Execution and Evaluation • The “Action Cycle” explained – – – – begin with goals: what we want to see happen execution: what we do to the world evaluation: comparing what happened to what we wanted back to goals step; should they be revised? • The gulf of execution -- the difference between intentions and allowable actions. • The gulf of evaluation -- the amount of effort needed to determine how well results meet expectations. Principles of User-Centered Design • • • • • • • Use both knowledge in world and in head Simplify task structures Narrow gulfs of execution & evaluation Get mappings right Exploit the power of constraints Design for error When all else fails, standardize Why Designers Go Astray • • • • • • Ignorance Put aesthetics first Worship complexity Designers forget they are not typical users Identify the wrong group of users Designers give way to “creeping featurism”