CS 3724 Introduction to HCI - Undergraduate Courses

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CS 3724
Introduction to HCI
Dr. Scott McCrickard
McBryde 623
mccricks@cs.vt.edu
Who are these people?
• Dr. McCrickard
– second year assistant professor in CS
– research interests include HCI, dual task
systems, information visualization, user
interfaces
• Peter Schoenhoff
– graduate student in computer science
Textbooks
• Ben Shneiderman,
Designing the User
Interface (DTUI)
• Don Norman, The
Design of Everyday
Things (DOET)
Other Resources
• Email is the best way to contact both
Dr. McCrickard (mccricks@cs.vt.edu)
and Pete (pschoen@cs.vt.edu)
• The newsgroup (vatech.class.cs3724) is
best for questions and comments
• Web page (courses.cs.vt.edu/~cs3724)
contains lecture outlines, assignments,
and related materials
Evaluation
•
•
•
•
•
Group project (35%)
Homeworks (20%)
Midterm (15%)
Final (20%)
Class participation (10%)
What is HCI?
• The Human
– Single user, groups, I/O channels, memory,
reasoning, problem solving, error, psychology
• The Computer
– Desktop, embedded system, data entry
devices, output devices, memory, processing
• The Interaction
– Direct/indirect communication, models,
frameworks, styles, ergonomics
HCI at VT
•
•
•
•
Scott McCrickard
Doug Bowman
Chris North
Manuel Perez
•
•
•
•
John Carroll
Mary Beth Rosson
Rex Hartson
Others in CS, ISE, etc
An Aside: VTURCS
VTURCS = Virginia Tech Undergraduate
Research in Computer Science
• Work with professors on ongoing research
projects.
• Receive travel money to attend
conferences.
• Present your work at annual symposium.
Attend the Project Fair in mid-fall for details
(see http://vturcs.cs.vt.edu for details)
History of HCI
• Vannevar Bush, 1945
“As We May Think”
• Vision of post-war
activities, Memex
• “…when one of these
items is in view, the
other can be instantly
recalled merely by
tapping a button”
History of HCI (con’d)
• JCR Licklider, 1960
Computer Symbiosis”
“Man-
• Tightly coupled human brain and
machine, speech recognition, time
sharing, character recognition
History of HCI (con’d)
• Douglas Engelbart, 1962
“Augmenting Human
Intellect: A Conceptual
Framework”
• In 1968, workstation with
a mouse, links across
documents, chorded
keyboard
History of HCI (con’d)
• XEROX Alto and Star
–
–
–
–
–
Windows
Menus
Scrollbars
Pointing
Consistency
• Apple LISA and Mac
– Inexpensive
– High-quality graphics
– 3rd party
applications
History (and future) of HCI
•
•
•
•
•
Large displays
Small displays
Peripheral displays
Alternative I/O
Ubiquitous
computing
• Virtual environments
• Implants
•
•
•
•
•
•
Speech recognition
Multimedia
Video conferencing
Artificial intelligence
Software agents
Recommender
systems
• ...
Goals of UI Design
• 5 (plus 1) measurable factors
– Time to learn
– Speed of performance
– Error rate
– Retention over time
– Subjective satisfaction
– Cost
Motivations
• Life-critical
– Low error rate first
and foremost
• Industrial/commercial
– Speed
– Error rates
• Office/home
– Ease of learning
– High user
satisfaction
– Low cost
• Exploratory
– Free!
Approach
• Super-reduced scientific method
– Understand problem
– Manipulate a few variables
– Measure performance
– Interpret results
…then repeat, repeat, repeat.
Change Computer
Consciousness
• Remove threat/fear/intelligence from
computer
• Be angry when something goes wrong
– Ambiguous “syntax error” is received
– Push a pull door
• Criticize the design, consider how to fix it
The H, The C, and The I
A Test
That Picture Game
What do humans do well?
•
•
•
•
•
•
Sense low level stimuli
Pattern recognition
Inductive reasoning
Multiple strategies
Adapting
“Hard and fuzzy things”, paraphrasing
George Miller
Another Test
Not That Picture Game
What do computers do well?
•
•
•
•
•
•
Counting and measuring
Accurate storage and recall
Rapid and consistent responses
Data processing/calculation
Repetitive actions
“Simple and sharply defined things”
again paraphrasing George Miller
The Interaction
At a high level,
let humans do what humans do well
and let computers do
what computers do well
The Interaction
• Let humans do:
– Sensing of low level
stimuli
– Pattern recognition
– Inductive reasoning
– Multiple strategies
– Adapting
– Creating
• Let computers do:
– Counting and
measuring
– Accurate storage and
recall
– Rapid and consistent
responses
– Data processing
– Calculation
– Repetitive actions
Affordances
• “Perceived and actual properties of the
thing, primarily those fundamental
properties that determine just how the
thing could possibly be used” -- DOET
• Chair affords sitting
• Glass affords seeing thru (and breaking)
• Wood affords support (and carving)
Poor Affordances
Window Affordances
• Rolling down the
window:
– Up?
– Down?
– Automatic?
Wiper Affordances
• Turning on the
windshield wipers
– Front wipers?
– Rear wipers?
– Speed controls?
Trunk Affordances
• Protective cover
seems useful, usable
• Is there a downside?
Know Thy User
Affordances in User Interfaces
Principles of Design
• Provide a good conceptual model
– How does it work?
– What does it say to the user?
• Make things visible
– What can user see/feel/grab/push?
– What does it look like it will do?
Human Limitations and Error
• Theoretical foundations of human
performance
• Expectations and attitudes
• User productivity
• Slips vs mistakes
• Gulf of execution vs gulf of evaluation
• Read DTUI ch 10, DOET ch 5
Limitations of Short-Term
Memory
• Miller’s 7 +/- 2 magic number
– People can recognize 7 +/- 2 chunks of
information at a time and hold these
chunks in memory for 15-30 seconds
• Chunking
– ability to cluster information together
– size of chunk depends on knowledge,
experience, and familiarity
Chunking Example 1
HEC ATR ANU PTH ETR EET
Chunking Example 2
THE CAT RAN UP THE TREE
Chunking Example (con’d)
HEC ATR ANU PTH ETR EET
THE CAT RAN UP THE TREE
Types of Errors
• Slips
– Subconscious actions intended to satisfy our
goals get waylaid by automatic behavior
– Proper goal, improper procedure
• Mistakes
– Conscious deliberation leads to incorrect
generalizations or classifications
– Improperly formed goal
Slips
•
•
•
•
•
•
Capture errors
Description errors
Data-driven errors
Associative activation errors
Loss-of-activation errors
Mode errors
Mistakes
• Mis-classifying situations
– Ex: assuming everyone thinks like you do
• Failing to take all relevant factors into
account
– Ex: ignoring the weather
• Making poor decisions
– All information accounted for, decision poor
Designing for Error
• Design to minimize causes for error
• Make it possible to undo actions
• Make it difficult to perform actions that
cannot be reversed
• Make it easier to discover errors
• Change the attitude toward errors
Forcing Functions
• Interlocks
– Forcing operations to take place in sequence
– Ex: microwave ovens, safety on gun
• Lockins
– Keeps operation active, preventing stoppage
– Ex: soft switches on computers
• Lockouts
– Prevents events from occurring
– Ex: no simple passage to basement
Conditions for Optimum
Problem Solving
•
•
•
•
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Knowledge of objects and actions
Feedback about progress to solution
Minimal delays
Few errors that are easy to handle
Low anxiety
Expectations and Attitudes
• Miller’s 2-second limit
• Task response times
– typing/mouse: 50-150 milliseconds
– simple frequent tasks: 1 second
– common tasks: 2-4 seconds
– complex tasks: 8-12 seconds
Response Time Variability
• People prefer shorter response times
– But are they more productive?
• Shorter response times lead to shorter
think times
– Compile times now and then
– Web page load times
• Response time choke
Guidelines
• Users prefer shorter
response times
• Shorter response times
lead to less thinking
• Longer times (>15 sec)
are disruptive
• Faster times may
increase productivity,
but also error rates
• Users should be
advised of long delays
• Modest variability in
response time is
acceptable
• Unexpected delays may
be disruptive
• Empirical tests can help
set response times
Models of Interaction
Foley & van Dam’s
Four Level Approach
• Four top-down level
– Conceptual level
– Semantic level
– Syntactic level
– Lexical level
• Top-down nature modular, easy to
explain, matches software architecture
Card, Moran, & Newell’s
KLM and GOMS
• Keystroke-level
model
– Task acquisition: user
builds mental
representation
– Task execution: uses
system facilities
– Decompose execution
phase into motor and
mental operators
• GOMS model
–
–
–
–
Goals
Operators
Methods
Selection rules
• CCT, NGOMSL, TAG,
others elaborated on
this model
GOMS Example
Don Norman’s
Stages of Action models
• Gulf of execution
and gulf of evaluation
• Stages of execution and evaluation
• Seven stages of action
Gulfs of Execution
and Evaluation
• Gulf of execution
– Difference/mismatch between user’s
intentions and allowable actions
• Gulf of evaluation
– Amount of effort to interpret the system
state and determine how well expectations
and intentions have been met
Stages of Execution
and Evaluation
• Execution
– An intention to act so
as to achieve a goal
– The actual sequence
of actions that we
plan to do
– The physical
execution of that
sequence of actions
• Evaluation
– Perceiving the state
of the world
– Interpreting the
perception according
to our expectations
– Evaluation of the
interpretations with
what we expected to
happen
Seven Stages of Action
Shneiderman’s 8 Golden Rules
• Strive for consistency
• Enable frequent users
to use shortcuts
• Offer informative
feedback
• Design dialogs to
yield closure
• Offer error prevention
• Permit easy reversal
of actions
• Support internal locus
of control
• Reduce short-term
memory load
Introduction to
Design and Usability
• Thus far, we have
considered
– Strengths and
limitations of the
human
– Characteristics of the
computer
– Guidelines for
interaction
• Next questions:
– How do we design
and evaluate
interfaces?
– Why are there so
many poorly
designed products?
– How can we evaluate
and improve
products?
The Evolution of Design
• Design is evolutionary, not revolutionary
– Few designs are right the first time
– Test, modify, retest
• Carroll and Rosson design characterization
– Design
– Design
– Design
– Design
is a process, not a state
process is nonhierarchical
process is radically transformational
involves discovery of new goals
Evolutionary Design Examples
• Telephone
– Crank, handset,
microphone
– Durability
– Button size, spacing,
and feedback
– Voice feedback
– Are new features
evolutionary?
• Typewriter
– Circular, piano
keyboards
– Alphabetical keyboard
– QWERTY keyboard
– Shift/tab
– Dvorak keyboard
– Chord keyboard
– Keyboards for VR,
wearable computers
Evolution of the PDA
• How not to do it: Apple Newton
– Do-it-all product does lots of things poorly
– Unfocused market -- who wants a $700
personal organizer
– Smaller than previous PDAs but still too
large for a pocket
– Poor use of undeveloped technologies:
handwriting recognition, word completion
The Doonesbury Effect
A Successful Design: Palm
• Evolution through rapid prototyping
– Developer “used” wood block as a PDA
– Each meeting centered around a prototype
• Well-targeted audience
– Four basic applications
– Inexpensive
– Data synchronization led to multiplatform
Why Designers Go Astray
• “It probably won a prize” -- putting
aesthetics first
• Designers are not typical users
– Self-designed Web pages
• Clients are often not users
– Apartment managers
– State contracts
Design Temptations
• Creeping featurism
– Word processors
– PDAs
– Computers
• Worshipping of false images
– Audio/video equipment
– Computers
How to Do Things
• The wrong way
–
–
–
–
Make things invisible
Be arbitrary
Be inconsistent
Make operations
unintelligible
– Be impolite
– Make operations
dangerous
• The right way
– Use knowledge in the
world and knowledge
in the head
– Simplify structure
– Make things visible
(invite exploration)
– Provide mappings
– Exploit constraints
– Design for error
Three Pillars of Design
• Guidelines documents
– Words/icons, screen layout, I/O, action
sequences, training
• User interface software tools
– Hypercard, MacroMind Director
– Visual Basic. Delpi, Java, Tcl/Tk
• Expert reviews and usability testing
– Pilot tests, surveys, analysis, metrics
Development Methodologies
• Business-oriented approaches to
software development
• Why use them?
– Many (most?) software development
projects fail to achieve their goals
– Need to enhance developer/user relationship
• Academicians bridged the way
– Hix and Hartson 1993; Nielsen 1993
LUCID
• Logical User-Centered Interactive
Design Methodology (Kreitzberg 1996)
• Six stages:
• Develop product concept
• Perform research and needs analysis
• Design concepts and key-screen prototypes
• Do iterative design and refinement
• Implement software
• Provide rollout support
Ethnographic Observation
• Active participation in workers’ daily lives
for an extended period of time
• Steps for ethnographers
– Preparation (understand policies and culture)
– Field study (establish rapport, observe users)
– Analysis (compile, reduce, interpret data)
– Reporting (prepare report for audiences)
Participatory Design
• Pros
– More accurate info
about tasks
– Opportunity for users
to influence design
decisions
– Increased user
acceptance
• Cons
– Very costly
– Lengthens
implementation time
– Builds antagonism
with users whose
ideas are rejected
– Force designers to
compromise designs
Scenario Development
• Study range and distribution of task
frequencies and sequences
• Data about current performance should
be collected to provide a baseline
• Generate scenarios of usage and then
act them out
Legal and Ethical Issues
• Social impact statement
– Describe system and benefits
– Address concerns and barriers
– Outline development process
• Privacy and (vs?) security
• Safety/reliability
• Copyrights and patents
The IRB at VT
• All human-subject experiments must be
cleared by the Institutional Review
Board (IRB)
• Must describe experiment, outline
potential harm to participants, provide
consent form
• Most CS experiments cleared quickly
Introduction to Usability
• Why do usability testing?
– Too easy to become entranced with own
design
– Design methods rarely account for all
situations
– Usability can help gain competitive edge
– Legal impacts
Metrics
• Customer or manager sets measurable
goals (metrics) for performance
– Time for users to learn specific functions
– Speed of task performance
– Rate of errors by users
• Acceptance tests used to verify that
metrics have been met
Web Guidelines and Metrics
• Jennifer Fleming (Web
Navigation: Designing the
User Experience)
– Be easily learned
– Remain consistent
– Provide feedback
– Provide clear visual
messages
– Support users’ goals
and behaviors
• Jacob Nielsen
(www.alertbox.com)
– Avoid frame usage
– Avoid long pages and
scrolling
– Use standard link
colors
– Design for scanning,
not reading
HW2: Reverse Engineering
Web Metrics
• Can we establish Web metrics by
analyzing “good” and “bad” sites?
• Traffic-based analysis (counters) and
time-based analysis (paths) common
• What about quantitative measures for
page composition, layout, size, etc?
• Can be used as design guidelines or in
evaluating new sites
Types of Tests
•
•
•
•
Expert reviews
Lab-based usability testing
Surveys
Evaluations during use (interviews,
focus groups, logging, error reporting)
• Acceptance tests (metrics and
guidelines)
Usability Testing
• Typical excuse: nice idea, but time and
resources are limited
• Universities: Virginia Tech, CMU, UCSD,
Colorado, Michigan
• Industry: IBM, Microsoft
• Consulting companies: Aaron Marcus,
Nielsen-Norman
VT Usability Lab
• Partitioned into work,
evaluation areas
• Two-way mirrors allow
observation
• Machines support
logging and screen
capturing
• Video recording and
editing equipment
Stages of Usability Testing
• Schedule facility
• Develop detailed test plan
– List of tasks, questions, pilot studies
• Choose participants
– Concerns include background, education,
motivation, physical issues
• Collect and analyze data, generate reports
Observational Techniques
• Think-aloud
– User describes what
they want to do, why
– Simple, useful insight
– Can affect timings
• Post-task walkthrough
– Discuss alternatives
not pursued
– Reflect back on actions
• Protocol analysis
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–
–
–
–
–
Paper and pencil
Audio recording
Video recording
Computer logging
User notebooks
Automatic protocol
analysis tools
Variants of Usability Testing
• Nielsen’s discount usability engineering
– Lowers time and money barriers
• Field testing
– Logging, portable usability labs, beta tests
• Can-you-break-this approach
• Competitive usability testing
– Parallel tasks on competing interfaces
Drawbacks of Usability Testing
• Emphasizes first-time usage
– Tests are at most 2-4 hours
– Hard to translate into weeks, months
• Limited coverage of interface features
– Difficult to adequately test all features in
short time
• Setting often unrealistic
Questionnaires
• General
– Establish background,
gender, experience
– Usually not opinions
• Open-ended
– Unprompted opinion
on a question
– Often answers too
brief, hard to
summarize
• Scalar
– Judge statement on
numeric scale
– Granularity usually 5
or 7 to differentiate
yet maintain clarity
• Multi-choice
– Choose one or more
• Ranked
– Place in order
QUIS
• Questionnaire for User Interface
Satisfaction (QUIS)
• Covers interface details (readability of
characters, meaning of icons, shortcuts)
• Used for comparing programming
environments, applications, Web sites
• Available free for academia, licensed to
industry, operators are standing by
HW2: Reverse Engineering
Web Metrics
• Due Oct 11 (NOTE DATE CHANGE)
• Can we establish Web metrics by
analyzing “good” and “bad” sites?
• What about quantitative measures for
page composition, layout, size, etc?
• Can be used as design guidelines or in
evaluating new sites
CS 3724 Group Project
• Part 0 due Oct 4 (see Web page)
• Analyze, design, and evaluate an
interface
• Reuse ongoing or previous projects
from other classes or jobs
• Prepare and maintain a project
workbook with links to reports
Midterm
• Oct 2 in class
• Closed book, closed notes
• Some timeline, multiple choice
questions
• Mostly short answer, essay
• No class Oct 4
Early Interaction Paradigms
• Time-sharing
– Licklider, ARPA
• Video display units
– Sutherland, MIT -- Sketchpad, visual displays
• Programming toolkits
– Engelbart -- carpenter metaphor
• Personal computing
– Seymour Papert -- Logo, Alan Kay -- Smalltalk
Interaction Paradigms
• Windows and WIMPs
– Engelbart, Xerox ALTO and Star
• Metaphors
– Increase initial familiarity (desktop, desk)
– Inadequacy in promoting or supporting full
understanding (disk to trash)
• Direct manipulation (DM)
Characteristics of DM Systems
• Replacement of common-language
syntax by direct manipulation of the
objects of interest
• Continuous visibility of objects and
actions of interest
• Rapid, reversible, incremental actions
Early DM Systems
• VisiCalc
– instantly calculating
electronic spreadsheet
– “the software tail that
wags (and sells) the
PC dog”, Ben Rosen
• Lotus 1-2-3,
Microsoft Excel
– graphics, 3D, multiple
windows, databases
DM and Games
• PONG
• Space Invaders,
Missile Command,
Centipede
• Maze games: PacMan,
Donkey Kong
• 3D games: Doom,
Duke Nukem, Myst
Features of Games
•
•
•
•
•
•
•
Internal locus of control
Continuous feedback (score)
Entertainment and challenge of mastery
Focus on task, limited distractions
New I/O devices
User interface advances
Advanced graphical techniques
DM and Text Editing
• Line-oriented editors
– Work with a single line at a time
– Example: ed
• Full-page display editors
– View full screen of text, edit directly
– Examples: vi, emacs
• Point-and-click editors
– Use mouse for selection, moving
– Example: xemacs
WYSIWYG
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•
•
•
•
•
What You See Is What You Get
Document printed in on-screen format
Cursor action visible, controls obvious
Labeled icons for actions
Results of actions displayed immediately
Actions are easily reversible
Advantages of DM
•
•
•
•
•
•
Easy to learn and remember
Direct WYSIWYG
Flexible, easily reversible actions
Context and visual feedback
Exploits use of visual spatial cues
Limits types of errors
Drawbacks of DM
• What you see is all
you get
• Wastes screen space
• Difficult to convey
some meanings
• Visual representations
can be misleading
• Mouse can be slow
• Not self-explanatory
• Not good at
– Repetition
– History storage and
display
– Certain tasks with no
manual equivalent
– Macro creation
Alternatives to DM
• Hypertext and the World Wide Web
– Vannevar Bush and Memex
• CSCW and groupware
• Agent-based interfaces
– Eager cat, Microsoft Clip-it
• Ubiquitous computing
– Mark Weiser and the dangling string
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