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COMP16212!
Sean Bechhofer!
sean.bechhofer@manchester.ac.uk!
Alan Dix, Janet Finlay, Gregory D. Abowd and Russell Beale. Human- the study of the interaction between people, computers and
Computer Interaction (3rd edition). Prentice Hall, 2004.! tasks (Johnson) !
http://www.hcibook.com/e3/ ! a very difficult business. It combines two awkward disciplines:
Ben Shneiderman. Designing the user interface: Strategies for effective psychology and computer science (Thimbleby)!
human-computer interaction (3rd ed.). Addison-Wesley Publishing, 1998! The ideal designer of an interactive system would have expertise in
handouts! psychology cognitive science ergonomics sociology
Jakob Nielsen on Usability and Web Design! computer science engineering business graphic design
technical writing and so it goes on (Dix et. al) !
http://www.useit.com/!
Teamwork and a recognition of non-Computer Science specialisms!
Donald Norman The design of everyday things. Basic Books, 2002!
William Lidwell, Kritina Holden, Jill Butler Universal Principles of Design.
Rockport Publishers, 2003!
http://www.flickr.com/photos/benadamson/370361128/!
http://www.flickr.com/photos/whiteafrican/2735720397/! http://www.flickr.com/photos/williamhook/2830319467/!
CODE METHOD!
To set Busy:!
http://www.flickr.com/photos/montillon/3177170555/!
* Lift handset!
* Dial *70!
http://www.flickr.com/photos/szudi/2473004057/!
* Enter Destination Number (for voicemail !
enter 50101)!
* Press # key and replace handset!
To cancel Busy:!
* Lift handset!
* Dial #70! http://www.flickr.com/photos/tomasfano/2885450065/!
Affordance! Interaction!
Describes the perceived and actual properties of an object.! Computer-Computer Human-Computer Interaction!
Buttons are for pushing! Interaction! Users Conceptual Model
Well-defined protocols (UCM) !
Slots are for inserting "
things into!! (e.g. TCP/IP)! Study of task: modelling !
Restricted! Evaluation of interfaces
Handles are for pulling! (experimentation) !
Constraints! No margin for error!
Design Guidelines:
Limit the possibilities! Human-Human Interaction ! distillation of design and
Size of hole/slot! Evolving! experimental results !
Informal! UI design must be an
integral part of system
Error-prone, but corrective !
design process, not a last-
minute add-on. !
http://www.flickr.com/photos/jmmason/2093621345/!
http://www.flickr.com/photos/tea_time/3158449107/!
COMP16212 HCI and Accessibility 11 COMP16212 HCI and Accessibility 12
Humans! Models!
Users Conceptual Model BUT! Models can help us understand complex systems!
(UCM)! Humans are adaptable and able Approximations that identify key characteristics of the system
of task and tool interface ! to learn ! that we are observing!
skills, knowledge! Model Human Processor; Semantic network (memory); Task Action
Different kinds of users! Grammar (TAG): to describe interaction sequences; State Transition
prior experience !
Different kinds of tasks ! Networks; Process algebras; Temporal logics; Keystroke-level
metaphors! models, e.g. Fitts Law; etc.!
Good UI design must account
patterns! Model Human Processor.!
for Humans and their different
associations! needs!! attempts to describe/approximate "
Humans ! some (parts of) the system!
make mistakes ! assists in understanding how to "
change their minds ! build systems!
are inconsistent ! informs our design choices!
forget things ! Experiments help us in constructing "
such models.!
overlook things !
Experiments!! Numskulls!
Experiments!!
Interaction models or frameworks can help:! User formulates a plan, which is then executed.!
in understanding what is going on when humans interact with a
system.! 1. Establishing the goal!
identify points of failure and likely causes of difficulty. ! 2. Forming the intention!
3. Specifying the action sequence!
Interaction aids a user in accomplishing goals from a domain. 4. Executing the action!
Tasks manipulate concepts, and a goal is the desired output from a 5. Perceiving the system state!
task. An intention is a specific action required to meet the goal.!
6. Interpreting the system state!
7. Evaluating the system state with "
The System uses a core language, while the User uses a task respect to the goals and intentions!
language to describe relevant concepts. !
http://www.flickr.com/photos/curiouskiwi/486099153/!
Execution" Perceive!
of action sequence! system state!
User Interface!
Direct Manipulation !
Form-Fill!
User! System!
4. observation! 3. presentation!
Output!
COMP16212 HCI and Accessibility 29 COMP16212 HCI and Accessibility 30
Advantages! Disadvantages!
quick and powerful for little or no prompting!
experienced users! requires users knowledge of
user-controlled interaction! system, programs!
minimal amount of typing (no relies on recall of commands
mouse use)! and syntax!
can be used in conjunction with difficult to learn !
other user interfaces ! error prone!
Advantages! Disadvantages!
Users dont have to memorize May not be appropriate or
complex commands! efficient for some users and
Structured navigation benefits tasks!
novices and casual users! Can force user through many
Can shorten user learning time levels of menus!
and effort! Users may get lost in menu
Supports recognition memory! hierarchies!
Menu terms and names may
not be meaningful to users!
Use of modes forces users to
follow the systems path !
Advantages! Disadvantages!
Visual presentation of task Can be hard to implement!
concepts! Requires graphics display/
Allows easy learning! pointing devices!
Encourages exploration!
Advantages! Disadvantages!
Relieves the burden of learning Requires clarification!
special syntax! More keystrokes!
Unpredictable!
Advantages! Disadvantages!
Simplifies data entry! Screen real estate!
Minimal training!
Guidelines, heuristics and golden rules can help us in designing and 1. Consistency!
building user interfaces that aim to fulfill the goals of optimising user/ 2. Shortcuts for frequent/trained users!
system performance.! 3. Provide informative feedback!
They dont guarantee that your interface/system will work!! 4. Design dialogues to yield closure!
5. Error prevention and handling!
6. Easy reversal!
7. Internal locus of control!
8. Reduce short-term memory load!
1. Visibility of system status! Make it easy to determine what actions are possible at any moment!
2. Match between system and the real world! well-designed things can only be put together certain ways (e.g.
trapezoidal cable plugs, SIM cards)!
3. User control and freedom!
menus only display the actions which can be carried out at that
4. Consistency and standards! time (other options are dimmed).!
5. Error prevention! Follow natural mappings between intentions and the required actions,
6. Recognition rather than recall! between actions and the resulting effect; and between the
7. Flexibility and efficiency of use! information that is visible and the interpretation of the system state!
it should be obvious what the function of a button or menu is -
8. Aesthetic and minimalist design!
use conventions already established, don't try to design
9. Errors: recognise, diagnose and recover! something which changes what people are familiar with!
10. Help and documentation !
In other words, make sure that the user can!
1. figure out what to do, and !
http://www.useit.com/! 2. tell what is going on.!
HCI!