Understanding User Interaction

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User-Centered Design and

Development

Instructor: Franz J. Kurfess

Computer Science Dept.

Cal Poly San Luis Obispo

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Chapter Overview

• Problem space

• Conceptual models

• Interface metaphors

• Interaction paradigms

• Conceptual models and physical design

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Motivation

• Good intentions are not sufficient to develop good user interfaces.

• It is important to understand the background, tasks, mind set, and experiences of users.

• Carefully considering the interactions of the user with the system before they are committed to code offers the flexibility to discard ideas and approaches that don’t work.

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Objectives

• Understand the terms problem space and

conceptual model.

• Use them to develop abstract descriptions of interactions.

• Identify mappings between the abstract descriptions and the methods and techniques available for implementation.

• Evaluate advantages and problems of various approaches to such mappings.

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Recap

• HCI has moved beyond designing interfaces for desktop machines

• Concerned with extending and supporting all manner of human activities

• Designing for user experiences, including:

• Making work effective, efficient and safer

• Improving and enhancing learning and training

• Providing enjoyable and exciting entertainment

• Enhancing communication and understanding

• Supporting new forms of creativity and expression

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Understanding and conceptualizing interaction

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Understanding the problem space

– What do you want to create?

– What are your assumptions?

– What are your claims?

– Will it achieve what you hope it will?

If so, how?

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A framework for analysing the problem space

• Are there problems with an existing product or user experience?

• Why do you think there are problems?

• How do you think your proposed design ideas might overcome these?

• When designing for a new user experience how will the proposed design extend or change current ways of doing things?

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An example

• What do you think were the main assumptions made by developers of online photo sharing and management applications, like

Flickr?

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Assumptions and claims

• Assumptions

– Able to capitalize on the hugely successful phenomenon of blogging

– Just as people like to blog so will they want to share with the rest of the world their photo collections and get comments back

– People like to share their photos with the rest of the world

• A claim

– From Flickr’s website (2005): “is almost certainly the best online photo management and sharing application in the world” 12

From problem space to design space

• Having a good understanding of the problem space can help inform the design space

– e.g., what kind of interface, behavior, functionality to provide

• But before deciding upon these it is important to develop a conceptual model

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Conceptual model

• How will the system appear to users?

– Internalized understanding of how the system works.

– May not correspond to the actual design of the system.

• A conceptual model is:

“a high-level description of how a system is organized and operates.” (Johnson and

Henderson, 2002, p. 26)

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What is and why need a conceptual model?

• Not a description of the user interface but a structure outlining the concepts and the relationships between them

• Why not start with the nuts and bolts of design?

– Architects and interior designers would not think about which color curtains to have before deciding where the windows will be placed in a new building

– Enables “designers to straighten out their thinking before they start laying out their widgets” (p. 28)

– Provides a working strategy and a framework of general concepts and their interrelations

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Helps the design team

• Orient themselves towards asking questions about how the conceptual model will be understood by users

• Not to become narrowly focused early on

• Establish a set of common terms they all understand and agree upon

• Reduce the chance of misunderstandings and confusion arising later on

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Main components

• Major metaphors and analogies that are used to convey how to understand what a product is for and how to use it for an activity.

• Concepts that users are exposed to through the product

• The relationships between the concepts

– e.g., one object contains another

• The mappings between the concepts and the user experience the product is designed to support

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A classic conceptual model: the spreadsheet

• Analogous to ledger sheet

• Interactive and computational

• Easy to understand

• Greatly extending what accountants and others could do www.bricklin.com/history/refcards.htm

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Why was it so good?

• It was simple, clear, and obvious to the users how to use the application and what it could do

• “it is just a tool to allow others to work out their ideas and reduce the tedium of repeating the same calculations.”

• capitalized on user’s familiarity with ledger sheets

• Got the computer to perform a range of different calculations and recalculations in response to user input

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Another classic

• 8010 Star office system targeted at workers not interested in computing per se

• Spent several person-years at beginning working out the conceptual model

• Simplified the electronic world, making it seem more familiar, less alien, and easier to learn

Johnson et al (1989)

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The Star interface

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Activity: Conceptual Model

• What is your conceptual model of a video recorder (not video player)?

– Do you believe it is close to the actual design of such a system?

– Do you know people who have an

“interesting” conceptual model of a video recorder?

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Activity: Mis-Conceptual

Model

• Do you know examples of systems or devices for which some people have incorrect conceptual models?

– This does not necessarily mean that those people are stupid!

– Conceptual models should be largely independent of the actual technology used in the implementation of the system.

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Interface metaphors

• Designed to be similar to a physical entity but also has own properties

– e.g. desktop metaphor, search engine

• Exploit user’s familiar knowledge, helping them to understand ‘the unfamiliar’

• Conjures up the essence of the unfamiliar activity, enabling users to leverage of this to understand more aspects of the unfamiliar functionality

• People find it easier to learn and talk about what they are doing at the computer interface in terms familiar to them

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Benefits of interface metaphors

• Makes learning new systems easier

• Helps users understand the underlying conceptual model

• Can be innovative and enable the realm of computers and their applications to be made more accessible to a greater diversity of users

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Problems with interface metaphors (Nelson, 1990)

• Break conventional and cultural rules

– e.g., recycle bin placed on desktop

• Can constrain designers in the way they conceptualize a problem space

• Conflict with design principles

• Forces users to only understand the system in terms of the metaphor

• Designers can inadvertently use bad existing designs and transfer the bad parts over

• Limits designers’ imagination in coming up with new conceptual models

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Activity

• A company has been asked to design a computer-based system that will encourage autistic children to communicate and express themselves better.

• What type of interaction would be appropriate to use at the interface for this particular user group?

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Interaction types

• Instructing

– issuing commands using keyboard and function keys and selecting options via menus

• Conversing

– interacting with the system as if having a conversation

• Manipulating

– interacting with objects in a virtual or physical space by manipulating them

• Exploring

– moving through a virtual environment or a physical space

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Instructing

• Where users instruct a system by telling it what to do

– e.g., tell the time, print a file, find a photo

• Very common interaction type underlying a range of devices and systems

• A main benefit of instructing is to support quick and efficient interaction

– good for repetitive kinds of actions performed on multiple objects

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Describe the conceptual model underlying the two vending machines

Which is easiest to use?

Vending machines

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Conversing

• Like having a conversation with another human

• Differs from instructing in that it more like two-way communication, with the system acting like a partner rather than a machine that obeys orders

• Ranges from simple voice recognition menudriven systems to more complex ‘natural language’ dialogues

• Examples include search engines, advicegiving systems and help systems

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Pros and cons of conversational model

• Allows users, especially novices and technophobes, to interact with the system in a way that is familiar

– makes them feel comfortable, at ease and less scared

• Misunderstandings can arise when the system does not know how to parse what the user says

– e.g. child types into a search engine, that uses natural language the question:

“How many legs does a centipede have?” and the system responds:

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Manipulating

• Exploit’s users’ knowledge of how they move and manipulate in the physical world

• Virtual objects can be manipulated by moving, selecting, opening, and closing them

• Tagged physical objects (e.g., bricks, blocks) that are manipulated in a physical world (e.g., placed on a surface) can result in other physical and digital events

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Manipulatives (PicoCrickets)

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Direct manipulation

• Shneiderman (1983) coined the term Direct

Manipulation

• Came from his fascination with computer games at the time

• Proposes that digital objects be designed so they can be interacted with analogous to how physical objects are manipulated

• Assumes that direct manipulation interfaces enable users to feel that they are directly controlling the digital objects

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Core principles of DM

• Continuous representation of objects and actions of interest

• Physical actions and button pressing instead of issuing commands with complex syntax

• Rapid reversible actions with immediate feedback on object of interest

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Why are DM interfaces so enjoyable?

• Novices can learn the basic functionality quickly

• Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new functions

• Intermittent users can retain operational concepts over time

• Error messages rarely needed

• Users can immediately see if their actions are furthering their goals and if not do something else

• Users experience less anxiety

• Users gain confidence and mastery and feel in control

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What are the disadvantages with DM?

• Some people take the metaphor of direct manipulation too literally

• Not all tasks can be described by objects and not all actions can be done directly

• Some tasks are better achieved through delegating rather than manipulating

– e.g., spell checking

• Moving a mouse around the screen can be slower than pressing function keys to do same actions

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Exploring

• Involves users moving through virtual or physical environments

• Examples include:

– 3D desktop virtual worlds where people navigate using mouse around different parts to socialize (e.g., Second Life)

– CAVEs where users navigate by moving whole body, arms, and head

– physical context aware worlds, embedded with sensors, that present digital information to users at appropriate places and times

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A virtual world

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A CAVE

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Theories, models and frameworks

• Are used to inform and inspire design

• A theory is a well-substantiated explanation of some aspect of a phenomenon

• A model is a simplification of some aspect of human–computer interaction intended to make it easier for designers to predict and evaluate alternative designs

• A framework is a set of interrelated concepts and/or a set of specific questions

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Main differences

• Theories tend to be comprehensive, explaining human–computer interactions

• Models tend to simplify some aspect of human–computer interaction

• Frameworks tend to be prescriptive, providing designers with concepts, questions, and principles to consider

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Summary points

• Need to have a good understanding of the problem space

– specifying what it is you are doing, why, and how it will support users in the way intended

• A conceptual model is a high-level description of a product

– what users can do with it and the concepts they need to understand how to interact with it

• Decisions about conceptual design should be made before commencing any physical design

• Interface metaphors are commonly used as part of a conceptual model

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Summary points

• Interaction types (e.g., conversing, instructing) provide a way of thinking about how best to support the activities users will be doing when using a product or service

• Theories, models, and frameworks provide another way of framing and informing design and research

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