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Human Computer Interaction UNIT-1

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B V RAJU COLLEGE
Vishnupur :: Bhimavaram – 534 202
Department of M.C.A
LECTURE NOTES
ON
HUMAN COMPUTER INTERACTION
III MCA I Semester
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MCA-19503 HUMAN COMPUTER INTERACTION (ELECTIVE-II)
Instruction: 4 Periods/week
Internal: 25 Marks
Time: 3 Hours
External: 75 Marks
Credits: 4
Total: 100 Marks
UNIT-I
Introduction: Usability of Interactive Systems- introduction, usability goals and measures,
usability motivations, universal usability, goals for our profession Managing Design
Processes: Introduction, Organizational design to support usability, Four pillars of design,
development methodologies, Ethnographic observation, Participatory design, Scenario
Development, Social impact statement for early design review, legal issues, Usability
Testing and Laboratories.
UNIT-II
Command and Natural Languages: Introduction, Command organization Functionality,
Strategies and Structure, Naming and Abbreviations, Natural Language in Computing
Interaction Devices: Introduction, Keyboards and Keypads, Pointing Devices, Speech and
Auditory Interfaces, Displays- Small and large.
UNIT-III
Quality of Service:Introduction, Models of Response-Time impacts, Expectations and
attitudes, User Productivity, Variability in Response Time, Frustrating Experiences
Balancing Function and Fashion: Introduction, Error Messages, Nonanthropomorphic
Design, Display Design, Web Page Design, Window Design, Color.
UNIT-IV
Information Search:Introduction, Searching in Textual Documents and Database Querying,
Multimedia Document Searches, Advanced Filtering and Searching Interfaces Information
Visualization: Introduction, Data Type by Task Taxonomy, Challenges for Information
Visualization
Text Books
1. Designing the User Interface, Strategies for Effective Human Computer Interaction, 5ed,
Ben Shneiderman, Catherine Plaisant, Maxine Cohen, Steven M Jacobs, Pearson
2. The Essential guide to user interface design,2/e, Wilbert O Galitz, Wiley DreamaTech.
Reference Books
1. Human Computer, Interaction Dan R.Olsan, Cengage ,2010.
2. Designing the user interface. 4/e, Ben Shneidermann , PEA.
3. User Interface Design, Soren Lauesen , PEA.
4. Interaction Design PRECE, ROGERS, SHARPS, Wiley.
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UNIT-I
Introduction: Usability of Interactive Systems- introduction, usability goals and measures, usability
motivations, universal usability, goals for our profession Managing Design Processes: Introduction,
Organizational design to support usability, Four pillars of design, development methodologies, Ethnographic
observation, Participatory design, Scenario Development, Social impact statement for early design review,
legal issues, Usability Testing and Laboratories.
INTRODUCTION
Human–computer interaction (HCI), alternatively man–machine interaction (MMI) or
computer–human interaction (CHI) is the study of interaction between people (users) and
computers.
• With today's technology and tools, and our motivation to create really effective and
usable interfaces and screens, why do we continue to produce systems that are inefficient
and confusing or, at worst, just plain unusable? Is it because:
1.
We don't care?
2.
We don't possess common sense?
3.
We don't have the time?
4.
We still don't know what really makes good design?
DEFINITION
• "Human-computer interaction is a discipline concerned with the design, evaluation and
implementation of interactive computing systems for human use and with the study of major
phenomena surrounding them."
GOALS
• A basic goal of HCI is
– to improve the interactions between users and computers
– by making computers more usable and receptive to the user's needs.
• A long term goal of HCI is
– to design systems that minimize the barrier between the human's cognitive model of
what they want
–
to accomplish and the computer's understanding of the user's task
WHY IS HCI IMPORTANT
•
User-centered design is getting a crucial role!
•
It is getting more important today to increase competitiveness via HCI studies
(Norman, 1990)
•
High-cost e-transformation investments
•
Users lose time with badly designed products and services
•
Users even give up using bad interface
–
Ineffective allocation of resources
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DEFINING THE USER INTERFACE
• User interface, design is a subset of a field of study called human-computer interaction
(HCI).
•
Human-computer interaction is the study, planning, and design of how people and
computers work together so that a person's needs are satisfied in the most effective way.
•
HCI designers must consider a variety of factors:
– what people want and expect, physical limitations and abilities people possess,
how information processing systems work,
– what people find enjoyable and attractive.
– Technical characteristics and limitations of the computer hardware and softwaremust also
be considered.
•
The user interface is to
– the part of a computer and its software that people can see, hear, touch, talkto, or otherwise
understand or direct.
•
The user interface has essentially two components: input and output.
•
Input is how a person communicates his / her needs to the computer.
–
Some common input components are the keyboard, mouse, trackball, one's finger, and
one's voice.
•
Output is how the computer conveys the results of its computations and requirements to
the user.
–
Today, the most common computer output mechanism is the display screen, followed by
mechanisms that take advantage of a person's auditory capabilities: voice and sound.
•
The use of the human senses of smell and touch output in interface design still remain
largely unexplored.
•
Proper interface design will provide a mix of well-designed input and output mechanisms
that satisfy the user's needs, capabilities, and limitations in the most effective way possible.
•
The best interface is one that it not noticed, one that permits the user to focus on the
information and task at hand, not the mechanisms used to present the information and perform
the task.
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THE IMPORTANCE OF GOOD DESIGN
With today's technology and tools, and our motivation to create really effective and usable
interfaces and screens, why do we continue to produce systems that are inefficient and
confusing or, at worst, just plain unusable? Is it because:
•
We don't care?
•
We don't possess common sense?
•
We don't have the time?
•
We still don't know what really makes good design?
•
But we never seem to have time to find out what makes good design, nor to properly apply
it. After all, many of us have other things to do in addition to designing interfacesand screens.
•
So we take our best shot given the workload and time constraints imposed upon us. The
result, too often, is woefully inadequate.
• Interface and screen design were really a matter of common sense, we developers would
have been producing almost identical screens for representing the real world.
•
–
–
Example bad designs
Closed door with complete wood
suggestion : glass door
THE IMPORTANCE OF THE USER INTERFACE
•
A well-designed interface and screen is terribly important to our users. It is their window to
view the capabilities of the system.
•
It is also the vehicle through which many critical tasks are presented. These tasks often
have a direct impact on an organization's relations with its customers, and its profitability.
•
A screen's layout and appearance affect a person in a variety of ways. If they are confusing
and inefficient, people will have greater difficulty in doing their jobs and will make more
mistakes.
•
Poor design may even chase some people away from a system permanently. It can also
lead to aggravation, frustration, and increased stress.
The Benefits of Good Design
•
–
–
Poor clarity forced screen users to spend one extra second per screen.
Almost one additional year would be required to process all screens.
Twenty extra seconds in screen usage time adds an additional 14 person years.
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•
The benefits of a well designed screen have also been under experimental scrutiny for
many years.
–
One researcher, for example, attempted to improve screen clarity andreadability by
making screens less crowded.
–
Separate items, which had been combined on the same display line to conserve space,
were placed on separate lines instead.
–
The result screen users were about 20 percent more productive with the less crowded
version.
•
Proper formatting of information on screens does have a significant positive effect on
performance.
–
In recent years, the productivity benefits of well-designed Web pages have also been
scrutinized.
•
Training costs are lowered because training time is reduced.
•
support line costs are lowered because fewer assist calls are necessary.
•
Employee satisfaction is increased because aggravation and frustration are reduced.
•
Ultimately, that an organization's customers benefit because of the improved service they
receive.
•
Identifying and resolving problems during the design and development process also has
significant economic benefits
•
How many screens are used each day in our technological world?
•
How many screens are used each day in your organization? Thousands? Millions?
•
Imagine the possible savings. Proper screen design might also, of course, lower the costs
of replacing "broken" PCs.
A BRIEF HISTORY OF THE HUMAN-COMPUTER INTERFACE
•
The need for people to communicate with each other has existed since we first walked
upon this planet.
•
The lowest and most common level of communication modes we share are movements
and gestures.
•
Movements and gestures are language independent, that is, they permit people who do not
speak the same language to deal with one another.
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•
The next higher level, in terms of universality and complexity, is spoken language.
•
Most people can speak one language, some two or more. A spoken language is a very
efficient mode of communication if both parties to the communication understand it.
•
At the third and highest level of complexity is written language. While most people
speak, not all can write.
•
But for those who can, writing is still nowhere near as efficient a means .of
communication as speaking.
•
In modem times, we have the typewriter, another step upward in communication
complexity.
•
Significantly fewer people type than write. (While a practiced typist can find typing
faster and more efficient than handwriting, the unskilled may not find this the case.)
•
Spoken language, however, is still more efficient than typing, regardless' of typing skill
level.
•
Through its first few decades, a computer's ability to deal with human communication
was inversely related to what was easy for people to do.
-- The computer demanded rigid, typed input through a keyboard; people responded slowly using
this device and with varying degrees of skill.
-- The human-computer dialog reflected the computer's preferences, consisting of one style or a
combination of styles using keyboards, commonly referred to as Command Language, Question
and Answer, Menuselection, Function Key Selection, and Form Fill-In.
•
Throughout the computer's history, designers have been developing, with varying degrees
of success, other human-computer interaction methods that utilize more general, widespread, and
easier-to-learn capabilities: voice and handwriting.
--Systems that recognize human speech and handwriting now exist, although they still lack the
universality and richness of typed input.
INTRODUCTION OF THE GRAPHICAL USER INTERFACE
•
The Xerox systems, Altus and STAR, introduced the mouse and pointing and
selecting as the primary human-computer communication method.
•
The user simply pointed at the screen, using the mouse as an intermediary.
•
These systems also introduced the graphical user interface as we know it a new
concept was born, revolutionizing the human-computer interface.
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A BRIEF HISTORY OF SCREEN DESIGN
•
While developers have been designing screens since a cathode ray tube display was
first attached to a computer, more widespread interest in the application of good design
principles to screens did not begin to emerge until the early 1970s, when IBM introduced its
3270 cathode ray tube text-based terminal.
•
A 1970s screen often resembled the one pictured in Figure.
It usually consisted of many fields (more than are illustrated here) with very cryptic and
often unintelligible captions.
•
It was visually cluttered, and often possessed a command field that challenged
the user to remember what had to be keyed into it.
•
Ambiguous messages often required referral to a manual to interpret.
•
Effectively using this kind of screen required a great deal of practice and patience.
•
Most early screens were monochromatic, typically presenting green text on
black backgrounds.
•
At the turn of the decade guidelines for text-based screen design were finally
made widely available and many screens began to take on a much less cluttered look
through concepts such as grouping and alignment of elements, as illustrated in Figure 1.2.
•
User memory was supported by providing clear and meaningful field captions
and by listing commands on the screen, and enabling them to be applied, through function
keys. Messages also became clearer.
•
These screens were not entirely clutter-free, however. Instructions and
reminders to the user had to be inscribed on the screen in the form of prompts or completion
aids such as the codes PR and Sc.
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•
Not all 1980s screens looked like this, however. In the 1980s, 1970s-type
screens were still being designed, and many still reside in systems today.
•
The advent of graphics yielded another milestone in the evolution of screen
design, as illustrated in Figure above.
While some basic "design principles did not change, groupings and alignment, for
example,
Borders were made available to visually enhance groupings, and buttons and menus for
implementing commands replaced function keys.
•
Multiple properties of elements were also provided, including many different font
sizesand styles, line thicknesses, and colors.
•
The entry field was supplemented by a multitude of other kinds of controls,
including list boxes, drop-down combination boxes, spin boxes, and so forth.
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•
These new controls were much more effective in supporting a person's memory,
nowsimply allowing for selection from a list instead of requiring a remembered key entry.
•
Completion aids disappeared from screens, replaced by one of the new listing controls.
Screens could also be simplified, the much more powerful computers being able to
quickly present a new screen.
•
In the 1990s, our knowledge concerning what makes effective screen design
continued to expand. Coupled with ever-improving technology, the result was even greater
improvements in the user-computer screen interface as the new century dawned.
1.1 Usability of Interactive Systems- Introduction
New technologies provide extraordinary-almost supernatural-powers to those people who master
them. Networked computers with advanced interfaces are compelling new technologies that are
being rapidly disseminated. Great excitement spreads as designers provide remarkable functions
in carefully crafted interactive devices and interfaces.
The opportunities for rule-breaking innovators and business-focused entrepreneurs are substantial,
and the impacts on individuals, organizations, and cultures are profound.
Like early photography equipment or automobiles, early computers were usable only by people who
devoted effort to mastering the technology. Harnessing the computer's power is a task for
designers who combine an understanding of technology with a sensitivity to human capacities
and needs.
User interfaces help produce business success stories and Wall Street sensations. They also produce
intense competition, copyright-infringement suits, intellectual-property battles, mega-mergers,
and international partnerships. Crusading Internet visionaries promote a world with free access
to music, while equally devoted protectors of creative artists argue for fair payments.
User interfaces are also controversial because of their central role in national identification schemes,
homeland defense, crime fighting, medical records management, and so on. In the aftermath of
the September 11, 2001 terrorist attacks, some members of the U.s. Congress blamed the
inadequacies of user interfaces for the failure to detect the terrorists.
At an individual level, user interfaces change many people's lives: effective user interfaces for
professionals mean that doctors can make more accurate diagnoses and pilots can fly airplanes
more safely; at the same time, children can learn more effectively and graphic artists can
explore creative possibilities more fluidly.
Some changes, however, are disruptive. Too often, users must cope with frustration, fear, and failure
when they encounter excessively complex menus, incomprehensible terminology, or chaotic
navigation paths. What user wouldn't be disturbed by receiving a message such as "Illegal
Memory Exception: Severe Failure" with no guidance about what to do next?
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1.2 Usability goals and measures
Usability goals:
1. Ascertain the users' needs.
2. Ensure proper reliability.
3. Promote appropriate standardization, integration, consistency and portability.
4. Complete projects on schedule and within budget.
Standardization refers to common user-interface features across multiple applications. Apple
Computers successfully developed an early standard that was widely applied by thousands of
developers, enabling users to learn multiple applications quickly.
When the Microsoft Windows interface became standardized, it became a powerful force. Similarly,
the standards provided by the World Wide Web Consortium have done much to accelerate adoption
of the Web.
Integration across application packages and software tools was one of the key design principles of
Unix. (Portability across hardware platforms was another.) If file formats are used consistently, users
can apply multiple applications to transform, refine, or validate their data.
Consistency primarily refers to common action sequences, terms, units, layouts, colors, typography,
and so on within an application program. Consistency is a strong determinant of success of interfaces.
It is naturally extended to include compatibility across application programs and compatibility with
paper or non-computer-based systems.
Portability refers to the potential to convert data and to share user interfaces across multiple software
and hardware environments.
The fourth goal for interface designers is to complete projects on schedule and within budget.
Proper attention to usability principles and rigorous testing often lead to reduced cost and rapid
development
1.3 Usability Measures:
If adequate requirements are chosen, reliability is ensured, standardization is addressed, and
scheduling and budgetary planning are complete, developer can focus their attention on the design
and testing process. Multiple design alternatives must be evaluated for specific user communities and
for specific benchmark tasks. A clever design for one community of users may be inappropriate for
another community. An efficient design for one class of tasks may be inefficient for another class.
1. Time to learn.
How long does it take for typical members of the user community to learn how to use the
actions relevant to a set of tasks?
2. Speed of performance.
How long does it take to carry out the benchmark tasks?
3. Rate of errors by users.
How many and what kinds of errors do people make in carrying out the benchmark tasks?
Although time to make and correct errors might be incorporated into the speed of
performance, error handling is sucha critical component of interface usage that it deserves
extensive study
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4. Retention over time. How well do users maintain their knowledge after an hour, a day, or a
week? Retention may be linked closely to time to learn, and frequency of use plays an
important role.
5. Subjective satisfaction. How much did users like using various aspects of the interface? The
answer can be ascertained by interview or by written.
1.4 Usability motivations
The enormous interest in interface usability arises from the growing recognition of how poorly
designed many current interfaces are and of the benefits elegant interfaces bring to users. This
increased motivation emanates from developers of life-critical systems; industrial and
commercial systems; office, home, and entertainment applications; exploratory, creative, and
collaborative interfaces; and socio technical systems.
Life-critical systems
Life-critical systems include those that control air traffic, nuclear reactors, power utilities,
police or fire dispatch, military operations, and medical instruments. In these applications high
costs are expected, but they should yield high reliability and effectiveness.
Industrial and commercial uses
Typical industrial and commercial uses include banking, insurance, order entry, inventory
management, airline and hotel reservations (Fig. 1.8), car rentals, utility billing, credit-card
management, and point-of-sales terminals. In these cases, costs shape many judgments.
Operator training time is expensive, so ease of learning is important. Since many businesses
are international, translation to multiple languages and adaptations to local cultures are
necessary.
Office, home, and entertainment applications
The rapid expansion of office, home, and entertainment applications is the third source of
interest in usability. Personal-computing applications include e-mail, bank machines, games,
educational packages, search engines, cell phones, and mobile devices. For these interfaces, ease of
learning, low error rates, and subjective satisfaction are paramount because use is frequently discretionary
and competition is fierce. If the users cannot succeed quickly, they will abandon the use of a computer or
try a competing package. In cases where use is intermittent, clear, easy-to-remember procedures are
important, and if retention is still faulty, comprehensible online help becomes important.
Exploratory, creative, and collaborative interfaces
An increasing fraction of computer use is dedicated to supporting human intellectual and
creative enterprises. Exploratory applications include World Wide Web browsing search
engines, scientific simulation, and business decision making. Creative environments include writing
work benches, architectural design systems
Sociotechnical systems
A growing domain for usability is in complex systems that involve many people over long time periods,
such as systems for voting, health support, identity verification, and crime reporting.
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1.5 Universal usability
Universal usability refers to the design of information and communications products and services that
are usable for every citizen. The concept has been advocated by Professor Ben Shneiderman, a
computer scientist at the Human-Computer Interaction Lab at the University of Maryland, College
Park.
Variations in physical abilities and physical workplaces
These physical abilities influence elements of the interactive-system design. They also play a
prominent role in the design of the workplace or workstation (or play station). The draft
standard Human Factors Engineering of Computer Workstations (2002) lists these concerns:
 work-surface and display-support height
• Clearance under work surface for legs
• Work-surface -width and depth
• Adjustability of heights and angles for chairs and work surfaces
• Posture-seating depth and angle; back-rest height and lumbar support
• Availability of armrests, footrests, and palm rests
• use of characteristic.
Diverse cognitive and perceptual abilities
•Short-term and working memory
•Long-term and semantic memory
•Problem solving and reasoning
•Decision making and risk assessment
•Language communication and comprehension
•Search, imagery, and sensory memory
•Learning, skill development, knowledge acquisition, and concept attainment.
•Arousal and vigilance
•Fatigue and sleep deprivation
•Perceptual (mental) load
•Knowledge of results and feedback
•Monotony and boredom
•Sensory deprivation
•Nutrition and diet
•Fear, anxiety, mood, and emotion
•Drugs, smoking, and alcohol
•Physiological rhythms
Personality differences
Extroversion versus introversion. Extroverts focus on external stimuli and like variety and
action, whereas introverts prefer familiar patterns, rely on their inner ideas, and work
alone contentedly.
• Sensing versus intuition. Sensing types are attracted to established routines, are good at
precise work, and enjoy applying known skills, whereas intuitive types like solving new
problems and discovering new relations but dislike taking time for precision.
• Perceptive versus judging. Perceptive types like to learn about new situations but may
have trouble making decisions, whereas judging types like to make a careful plan and will
seek to carry through the plan even if new facts change the goal.
• Feeling versus thinking. Feeling types are aware of other people's feelings, seek to please
others, and relate well to most people, whereas thinking types are unemotional, may treat
people impersonally, and like to put things in logical order.
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1.6 Goals for our profession
Clear goals are useful not only for interface development but also for educational and professional
enterprises. Three broad goals seem attainable: (1) influencing academic and industrial
researchers; (2) providing tools, techniques, and knowledge for commercial developers; and (3)
raising the computer consciousness of the general public.
Influencing academic and industrial researchers:

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




Understanding of a practical problem and related theory
Lucid statement of a testable hypothesis
Manipulation of a small number of independent variables
Measurement of specific dependent variables
Careful selection and assignment of subjects
Control for bias in subjects, procedures, and materials
Application of statistical tests
Interpretation of results, refinement of theory, and guidance for experimenters
Providing tools, techniques, and knowledge for commercial developers
Raising the computer consciousness of the general public.
1.7Managing Design Processes: Introduction
In the first decades of computer-software development, technically oriented programmers
designed text editors, programming languages, and applications for themselves and their peers.
The substantial experience and motivation of these users meant that complex interfaces v, There
accepted and even appreciated.
Now, the user population for mobile devices, instant messaging, e-business, and digital libraries is
so vastly different from the original that programmers' intuitions may be inappropriate.
Current users are not dedicated to the technology; their background is more tied to their work
needs, while their use of computers for entertainment is discretionary. Designs should be based on
careful observation of current users, refined by thoughtful analysis of task frequencies and
sequences, and validated through early usability and thorough acceptance tests.
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1.8 Organizational design to support usability
Usability engineers and user-interface architects are gaining experience in managing organizational
change. As attention shifts from software-engineering or management-information systems, battles
for control and power manifest themselves in budget and personnel allocations.
Well-prepared managers who have a concrete organizational plan, defensible cost/benefit analyses,
and practical development methodologies are most likely to be winners. Design is inherently creative
and unpredictable. Interactive system designers must blend a thorough knowledge of technical
feasibility with a mystical esthetic sense of what attracts users. Carroll and Rosson (1985)
characterize design in this way:
• Design is a process; it is not a state and it cannot be adequately represented statically.
• The design process is nonhierarchical; it is neither strictly bottom-up norstrictly top-down.
• The process is radically transformational; it involves the development of partialand interim solutions
that may ultimately play no role in the final design.
• Design intrinsically involves the discovery of new goals.
1.9 Four pillars of design
Used to help user interface architects to turn ideas into successful systems, though not
guaranteed to work flawlessly.
A set of fundamentals to assist interface designers optimize usability. These are benefits that
are derived from Academic Research and if used properly will assist the designer in creating
a Successful Interface.



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Ethnographic Observation provides User-interface Requirements
Theories and Models provide a means of developing Guidelines Documents &
Process
Algorithms and Prototypes assist the development of User-interface Software
Tools which can be used for Rapid-Prototyping.
Controlled Experimentation provides Expert Reviews & Usability Testing
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User Interface requirements
Soliciting and clearly specifying user requirements is major key to success in any
development activity for a successful end result. System Requirements, whether it be
hardware, software, system performance, or reliability, must be clearly stated and agreed
upon. Team must have clear understanding of requirements.
Tools which construct interactive user interfaces must support rapid development and
component and modular development through ethnographic observation. The ability to rapidly
prototype the look-and-feel leads to early and immediate feedback.
Guidelines Documents and Processes



Elicit user requirements and mutually agree to them
o System requirements and user requirements are aligned through interface
design
The more thorough and complete these are, the better chance of success
o Incomplete and vague requirements create an interface adrift
Examples
o Performance requirements
o Functional requirements
o Interface requirements.
User interface Software Tools
*Use simple and handy tools for early prototyping:*


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Word, PowerPoint, Visio, etc.
PageMaker, Illustrator, Photoshop.
Flash, Javascript, Processing, Ajax
Powerful IDEs

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Visual Studio
C#, VisualBasic.NET, Expression Designer, etc.
Java SDK
Java Look and Feel Design Guidelines, Swing/JFC, LWUIT
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1.10 Development methodologies
Many software development projects fail to achieve their goals due to poor
communication between Developers and their business clients/users.


Successful developers
o work careful to understand the business's needs and refine their skills in eliciting
accurate requirements
o also know that careful attention to user centered design issues during software
development dramatically reduces development time and cost.
o Design methodologies include: GUIDE, STUDIO, OVID
Rapid contextual design Examples
o Contextual Inquiry
 Field interviews and observation
o Interpretation sessions and working modeling
 Team discussions on workflow and organizational issues
o Model consolidation and affinity diagram building
 Synthesize observations and share with target population
o Persona development
 Develop fictitious characters and enact scenarios
o Visioning
 Walk through scenarios using the developed personal
o Storyboarding
 Design users tasks with visuals and sequencing
o User environment design
 Comprehensive and coherent representation, built from the storyboards
o Paper prototypes and mock-up interviews

Testing on paper
1.11 Ethnographic observation



Early stages of most methodologies include observation of users. A user group constitutes a
unique culture so,
o Ethnographic methods are appropriate as they are used to observe people within their
own culture
o Ethnographic methods allow for immersion by listening, observing and asking
questions
Non-traditional ethnography
o User-interface designers observe and listen in order to create designs which improve
and otherwise change the users’ lives
o User-interface designers do not have weeks and/months to observe, they must keep it
short
Intentions for observation
o Influence design
o Follow a valid process
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Guidelines for an Ethnographic Study
 Preparation
o Understand policies in work environments and family values in homes.
o Familiarize yourself with the existing interface and its history.
o Set initial goals and prepare questions
o Gain access and permission to observe or interview.
 Field Study
o Establish a rapport with all users
o Observe and collect (objective/subjective, qualitative/quantitative) data
o Follow any leads that emerge from the visits and record you visits.
 Analysis
o Compile and organize (databases)
o Quantify and summarize (statistics)
o Reduce and interpret data
o Refine and revisit goals
 Report
 Consider multiple audiences and goals
 Prepare a report and present findings
1.12 Scenario Development
When a current interface is being redesigned, reliable data about the distribution of task frequencies
and sequences is an enormous asset. If current data do not exist, usage logs can quickly provide
insight.
 How is the interface used?
o What is the frequency with which each user performs each task
Scenarios
 “Day-in-the-life” helpful to characterize what happens when users perform typical tasks.
 Analogs and metaphors
 Describes novel systems
 Write scenarios of usage and then if possible, act them out as a form of theater, effective with
multiple user cooperation.
Useful applications
 Control rooms, cockpits, financial trading rooms and other places where people must
coordinate
1.13 Social Impacts
Interactive systems often have a dramatic impact on large numbers of users. To minimize risks, a
thoughtful statement of anticipated impacts circulated among stakeholders can be a useful process for
eliciting productive suggestions early in development.
* Inspired by the environmental impact statement
* Encourages early and wide discussion
Examples of a social impact statement
 Describe the new system and it's benefits
o Convey the high-level goals of the new system
o identify the stakeholders.
o Identify specific benefits
 Address concerns and potential barriers
o Anticipate changes in job functions.
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o
o
o
o
o
o
o
o
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address security and privacy issues
Describe accountability and responsibility for system misuse and failure.
Avoid potential biases.
weigh individual rights
assess trade-offs between centralization and decentralization
Preserve democratic principles
ensure divers access
promote simplicity.
Outline the development process
o Present an estimated project schedule
o propose a process for making decisions discuss expectations of how stake holders will
be involved.
o recognize needs for staff,training and hardware.
o propose a plan for backups of data
o outline a plan for migrating to the new system.
o Describe a plan for measuring the success of the new system.
1.14 Legal Issues
As user interfaces have become more prominent, serious legal issues have emerged.
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Privacy
o Medical,legal, financial, an data that can be used for unapproved access illegal
tampering. .
Safety and reliability
o User interfaces for aircraft, automobiles, medical equipment, military systems, utility
control rooms anything that can effect a life or death situation.
Paten protection for software
o developers who patent software who attempt to recover time and money spent on the
project and make a profit.
Piracy, P2P, file-sharing, etc.
o Do customers have the right to store the information electronically for later use, can
they share this copy, do you own the contents of an email.
Freedom of Speech
o Do users have the right to make controversial or potential offensive statements through
e-mail or list servers?
Localization:
o International, Federal, State, Municipality, etc.
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