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Course Informa6on • Syllabus: available on eLearning • Teaching methods: – PP Presenta6ons: available on elarning.ju.edu.jo – Videos (interac6ve) – Teamwork
• Evalua6on methods: – Team project (20%) – Midterm (30%) – Final exam (50%) Dr. Salsabeel Alabbady
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Objec6ves of the course • At the end of this course you will:
– Know what is meant by a “good design” – Know the guidelines that can be applied to interface design – Know how to design a GUI – Build your porXolio • Work on a project with new ideas to apply
– Study a unique topic
• A computer science course focused on users
– Skill building
• Important in most research
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Introduc6on • How many products are there in everyday use? • Think for a minute what you use in a typical day: cell phone, computer, personal organizer, remote control, so_ drink machine, ATM, 6cket machine, library informa6on system, the web, photocopier, watch, printer, stereo, calculator, video game …. The list is endless. • Now think for a minute how usable they are? • How many are actually easy, effortless, and enjoyable to use? • All of them, several, or just one or two? This list is probably shorter. Why is this so?!!!
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Introduc6on • Many products that require users to interact with them to carry out their tasks (e.g. buying a 6cket online from the web, photocopying an ar6cle, …) have not necessarily been designed with the users in mind. • Typically, they have been engineered as systems to perform set func6ons. While they may work effec6vely from an engineering perspec6ve, it is o_en at the expense of how the system will be used by real people. • The aim of interac6on design is to redress this concern by bringing usability into the design process. Dr. Salsabeel Alabbady
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Why HCI? • Examples on poor design: – Not having auto backups in SW – Car radio design: divert the driver’s afen6on away from the road completely in order to tune the radio or adjust the volume – Disabled /children buggies Dr. Salsabeel Alabbady
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Why HCI? Examples on poor design
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Why HCI? Examples on poor design
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HCI-‐ Defini6on • Human–computer interac/on (HCI) “involves the study, planning, design and uses of the interac6on between people (users) and computers” • HCI is also some6mes referred to as human–machine interac/on (HMI), man– machine interac/on (MMI) or computer–human interac/on (CHI) Dr. Salsabeel Alabbady
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HCI-‐ Defini6on • We don’t necessarily see a single user with a desktop computer. • By USER we may mean: an individual user, a group of users working together, or a sequence of users in an organiza6on. Each dealing with some part of the task or process. The user is whoever trying to get the job done using the technology. • By COMPUTER we mean any technology ranging from the general desktop computer to a large-‐scale computer system, a process control system or an embedded system. The system may include non-‐computerized, including other people. • By INTERACTION we mean any communica6on between a user and computer, be it direct or indirect. (Dix et al., 2004, p.4)
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Who is involved in HCI? "Because human–computer interac6on studies a human and a machine in communica6on, it draws from suppor6ng knowledge on both the machine and the human side”.
On the machine side, techniques in computer graphics, opera6ng systems, programming languages, and development environments are relevant
HCI
On the human side, communica6on theory, graphic and industrial design disciplines, linguis6cs, social sciences, cogni6ve psychology, social psychology, and human factors such as computer user sa6sfac6on are relevant. And, of course, engineering and design methods are relevant.
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HCI Goals •
PEOPLE use COMPUTER to accomplish WORK
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This outlines the three major issues of concern: – The people – The computer – And the tasks that are performed
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The system must support the user’s task which gives us a fourth focus, USABILITY: if the system forces the user to adopt an unacceptable mode of work then it is unusable.
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Usability means to allow users to carry out tasks: – – – –
Safely Effec6vely Efficiently Enjoyably Dr. Salsabeel Alabbady
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HCI Goals •
The user’s current task are studied and supported by computers, which can in turn affect the nature of the original task and cause it to evolve. i.e. word processing has made it easy to manipulate paragraphs and reorder documents.
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There are three ‘use’ words that must all be true for a product to be successful; it must be: – Useful: accomplish what is required: play music, cook dinner, format a document; – Usable: do it easy and naturally, without danger of error, etc.; – Used: make people want to use it, be afrac6ve, engaging, fun, etc. (Dix et al., 2004, p.4)
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HCI in summary • A discipline concerned with the: – Design – Implementa6on – Evalua6on
Of interac6ve compu6ng system for human use
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Differences with related fields-‐ Ergonomics • Human factors and ergonomics (HF&E), also known as comfort design, func6onal design, and user-‐friendly systems, is the prac6ce of designing products, systems or processes to take proper account of the interac6on between them and the people that use them. • It is a mul6disciplinary field incorpora6ng contribu6ons from psychology, engineering, and industrial design. In essence, it is the study of designing equipment and devices that fit the human body and its cogni6ve abili6es. The two terms ‘Human factors’ and ‘Ergonomics’ are essen6ally synonymous. • HF&E is employed to fulfill the goals of occupa6onal health and safety and produc6vity. It is relevant in the design of such things as safe furniture and easy-‐to-‐use interfaces to machines and equipment. Proper ergonomic design is necessary to prevent repe66ve strain injuries, which can develop over 6me and can lead to long-‐term disability.
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Differences with related fields-‐ Ergonomics • Ergonomics can help reduce costs by improving safety. • Ergonomics comprise three main fields of research: – Physical – cogni6ve – organiza6onal ergonomics
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Ergonomics-‐ Physical • Physical ergonomics: is concerned with physical ac6vity • Physical ergonomics is important in the medical field
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Ergonomics-‐ Cogni6ve • Cogni6ve ergonomics: is concerned with mental processes, such as memory and reasoning, as they affect interac6ons among humans and other elements of a system (Relevant topics include decision-‐making, skilled performance, human reliability, work stress and training as these may relate to human-‐system and HUMAN-‐COMPUTER INTERACTION DESIGN) Dr. Salsabeel Alabbady
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Ergonomics-‐ Organiza6onal • Organiza6onal ergonomics: is concerned with op6mizing the workplace, everything from teamwork to assessing teleworking and quality management. Dr. Salsabeel Alabbady
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Task 1 • Bring examples on how a bad design may lead to problems (and maybe disasters). • Keywords: poorly design, bad design, HCI • Design focus – Think ‘User’ – Involve the users – Iterate Dr. Salsabeel Alabbady
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chapter 1
The human
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Components of an Interactive system Human Computer system
Interactive process
Components of interactive system Dr. Salsabeel Alabbady
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Input-Output channels •
A person’s interaction with the outside world occurs through information being received and sent: input and output.
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Input in the human occurs mainly through the senses and output through the motor control of the effectors.
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There are five major senses: sight, hearing, touch, taste and smell.
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Similarly there are a number of effectors, including the limbs, fingers, eyes, head and vocal system.
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Vision Two stages in vision • physical reception of stimulus • processing and interpretation of stimulus
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The Eye - physical reception • mechanism for receiving light and transforming it into electrical energy • light reflects from objects • images are focused upside-down on retina • retina contains rods for low light vision and cones for colour vision • ganglion cells (brain!) detect pattern and movement Dr. Salsabeel Alabbady
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The Eye - physical reception
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Interpreting the signal • Size and depth – visual angle indicates how much of view object occupies (relates to size and distance from eye)
– E.g. hilltop
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Interpreting the signal (cont) • Brightness – subjective reaction to levels of light – e.g. If you want to draw attention on an object make it bright and the background dark
• Colour – 8% males and 1% females colour blind (unable to discriminate between red and green)
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Interpreting the signal (cont) • The visual system compensates for: – Size: our expectations affect the way an image is perceived. For example, if we know that an object is a particular size, we will perceive it as that size no matter how far it is from us. – Movement: movement of the image on the retina which occurs as we move around and as the object which we see moves. Although the retinal image is moving, the image that we perceive is stable.
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Interpreting the signal (cont) • Context is used to resolve ambiguity: The context in which the object appears allows our expectations to clearly disambiguate the interpretation of the object, as either a B or a 13.
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Interpreting the signal (cont)
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Optical Illusions
the Ponzo illusion: suggested that the
Human mind judges an object’s size based
on its background
the Muller Lyer illusion
These illusions demonstrate that our perception of size is not completely reliable Dr. Salsabeel Alabbady
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Optical Illusions
The quick brown Fox jumps over the the lazy dog. These are just a few examples of how the visual system compensates, and some- times overcompensates, to allow us to perceive the world around us.
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Design focus Where’s the middle?
Optical illusions highlight the differences between the way things are and the way we perceive them – and in interface design we need to be aware that we will not always perceive things exactly as they are.
The way that objects are composed together will affect the way we perceive them, and we do not perceive geometric shapes exactly as they are drawn.
For example, we tend to magnify horizontal lines and reduce vertical. So a square needs to be slightly increased in height to appear square and lines will appear thicker if horizontal rather than vertical.
Optical illusions also affect page symmetry. We tend to see the center of a page as being a little above the actual center – so if a page is arranged symmetrically around the actual center, we will see it as too low down. In graphic design this is known as the optical center – and bottom page margins tend to be increased by 50% to compensate.
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Reading • Several stages: – visual pattern perceived – decoded using internal representation of language – interpreted using knowledge of syntax, semantics, pragmatics (study of language)
• Reading involves saccades and fixations – during reading, the eye makes jerky movements called saccades followed by fixations. Perception occurs during the fixation periods. The eye moves backwards over the text as well as forwards, in what are known as regressions. If the text is complex there will be more regressions. Dr. Salsabeel Alabbady
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Reading • Word shape is important to recognition: – This means that removing the word shape clues (for example, by capitalizing words) is detrimental to reading speed and accuracy.
• Negative contrast improves reading from computer screen (dark characters on a light screen)
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Task 2 • Based on what you have learnt today, give an example for poor or good design (from the vision perspective) and define why..
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Hearing • The sense of hearing is often considered secondary to sight, but we tend to underestimate the amount of information that we receive through our ears. • Close your eyes for a moment and listen Provides information about environment: distances, directions, objects etc.
• Auditory system filters sounds – can attend to sounds over background noise. – for example, the cocktail party phenomenon. Where we can pick out our name spoken across a crowded noisy room. Dr. Salsabeel Alabbady
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Hearing (cont) • Sound can convey a remarkable amount of information. It is rarely used to its potential in interface design, usually being confined to warning sounds and notifications. • Suggest ideas for an interface which uses the properties of sound effectively. You might approach this exercise by considering how sound could be added to an application with which you are familiar. Use your imagination. Dr. Salsabeel Alabbady
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Hearing (cont) • Answer: speech and non-speech sounds • Speech sounds: – Can obviously be used to convey information – This is useful the visually impaired people – And any application where the user’s attention has to be divided (for example, flight control, tutorials, etc.)
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Hearing (cont) • Answer: speech and non-speech sounds • Non-speech sounds : – Attention – to attract the user’s attention to a critical situation or to the end of a process, for example. – Status information – continuous background sounds can be used to convey status information. For example, monitoring the progress of a process (without the need for visual attention).
– Confirmation – a sound associated with an action to confirm that the action has been carried out. For example, associating a sound with deleting a file.
– Navigation – using changing sound to indicate where the user is in a system. For example, what about sound to support navigation in hypertext? Dr. Salsabeel Alabbady
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Touch • Provides important feedback about environment. • It tells us when we touch something hot or cold, and can therefore act as a warning. • It also provides us with feedback when we attempt to lift an object, for example. Consider the act of picking up a glass of water. If we could only see the glass and not feel when our hand made contact with it or feel its shape, the speed and accuracy of the action would be reduced. • virtual reality • May be key sense for someone who is visually impaired.
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Touch • Some areas more sensitive than others e.g. fingers. • It is possible to measure the acuity of different areas of the body using the two-point threshold test.
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Touch • How can we provide ‘touch’ to the user? “Virtual reality”
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University of Liverpool – Virtual Engineering Centre
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University of Liverpool – Virtual Engineering Centre
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Touch, Design focus • •
Handling the goods E-commerce has become very successful in some areas of sales, such as travel services, books and CDs, and food. However, in some retail areas, such as clothes shopping, e-commerce has been less successful. Why?
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When buying train and airline tickets and, to some extent, books and food, the experience of shopping is less important than the convenience. So, as long as we know what we want, we are happy to shop online.
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With clothes, the experience of shopping is far more important. We need to be able to handle the goods, feel the texture of the material, check the weight to test quality. Even if we know that something will fit us we still want to be able to handle it before buying.
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Research into haptic interaction is looking at ways of solving this problem. By using special force feedback and tactile hardware, users are able to feel surfaces and shape. For example, a demonstration environment called TouchCity allows people to walk around a virtual shopping mall, pick up products and feel their texture and weight. A key problem with the commercial use of such an application, however, is that the haptic experience requires expensive hardware not yet available to the average eshopper. However, in future, such e-commerce experiences are likely to Dr. immersive Salsabeel Alabbady
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be the norm.
Touch, Design focus
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Smell, taste • Virtual reality - Sight/visual: panoramic 3D display - Sound/auditory: 3D audio effect - Touch/tacBle: hapBc and force feedback. VibraBon and Tempt. - Smell/olfactory: smell replicaBon, chemistry, diagnosis, biology , oil exploraBon in geology - Taste/gusta2on: taste replicaBon, virtual sense of taste in games, tourism, cooking shows
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Smell, taste • Getting closer to The Matrix: Japanese show 5-senses virtual reality system Smells, touch and more added to VR environment • http://www.itworld.com/personal-tech/ 329667/japanese-show-5-sensesvirtual-reality-system Dr. Salsabeel Alabbady
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Task 3 • Suggest an interface that can utilise hearing, smell, touch, or taste to improve user interaction …
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Movement • Time taken to respond to stimulus: reaction time + movement time • Movement time dependent on age, fitness etc. • Reaction time - dependent on stimulus type: – visual ~ 200ms – auditory ~ 150 ms – pain ~ 700ms
• Increasing reaction time decreases accuracy in the unskilled operator but not in the skilled operator. Dr. Salsabeel Alabbady
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Movement • Time taken to respond to stimulus: reaction time + movement time • A simple action such as hitting a button in response to a question involves a number of processing stages. • The stimulus (of the question) is received through the sensory receptors and transmitted to the brain. • The question is processed and a valid response generated. • The brain then tells the appropriate muscles to respond. Each of these stages takes time, which can be roughly divided into reaction time and movement time. Dr. Salsabeel Alabbady
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Movement (cont) • Movement time is dependent largely on the physical characteristics of the subjects: their age and fitness, for example. • Reaction time varies according to the sensory channel through which the stimulus is received. – A person can react to an auditory signal in approximately 150 ms, – to a visual signal in 200 ms – and to pain in 700 ms – a combined signal will result in the quickest response Dr. Salsabeel Alabbady
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Movement (cont) •
Factors such as skill or practice can reduce reaction time, and fatigue can increase it.
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A second measure of motor skill is accuracy.
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One question that we should ask is whether speed of reaction results in reduced accuracy. This is dependent on the task and the user.
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In some cases, requiring increased reaction time reduces accuracy. This is the premise behind many video games where less skilled users fail at levels of play that require faster responses.
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However, for skilled operators this is not necessarily the case. Studies of keyboard operators have shown that, although the faster operators were up to twice as fast as the others, the slower ones made 10 times the errors.
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Movement (cont) • Speed and accuracy of movement are important considerations in the design of interactive systems, primarily in terms of the time taken to move to a particular target on a screen. The target may be a button, a menu item or an icon, for example. • The time taken to hit a target is a function of the size of the target and the distance that has to be moved. Dr. Salsabeel Alabbady
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Movement (cont) • Since users will find it more difficult to manipulate small objects, targets should generally be as large as possible and the distance to be moved as small as possible. • This has led to suggestions that pie-chart-shaped menus are preferable to lists since all options are equidistant. • If lists are used, the most frequently used options can be placed closest to the user’s start point (for example, at the top of the menu). ⇒ targets as large as possible distances as small as possible Dr. Salsabeel Alabbady
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Memory • Have you ever played the memory game? • The idea is that each player has to recount a list of objects and add one more to the end. There are many variations but the objects are all loosely related: ‘I went to the market and bought a lemon, some oranges, . . .’ or ‘I went to the zoo and saw monkeys, and lions, and tigers . . .’ and so on. • As the list grows objects are missed out or recalled in the wrong order and so people are eliminated from the game. The winner is the person remaining at the end. Such games rely on our ability to store and retrieve information, even seemingly arbitrary items. • This is the job of our memory system. Dr. Salsabeel Alabbady
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Memory • Much of our everyday activity relies on memory. As well as storing all our factual knowledge, our memory contains our knowledge of actions or procedures. • It allows us to repeat actions, to use language, and to use new information received via our senses. It also gives us our sense of identity, by preserving information from our past experiences.
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Memory There are three types of memory function: Sensory memories Short-term memory or working memory
Long-term memory Selection of stimuli governed by level of arousal.
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sensory memory • Buffers for stimuli received through senses – iconic memory: visual stimuli moving finger (see it in more than one place), firework displays where moving sparklers leave a persistent image .This indicates a persistence of the image after the stimulus has been removed – echoic memory: aural stimuli echoic memory allows brief ‘play-back’ of information. Have you ever had someone ask you a question when you are reading? You ask them to repeat the question, only to realize that you know what was asked after all. This experience, too, is evidence of the existence of echoic memory. – haptic memory: tactile stimuli
• These memories are constantly overwritten by new information coming in on these channels. Dr. Salsabeel Alabbady
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Short-term memory (STM) • Scratch-pad for temporary recall, – For example, calculate the multiplication 35 × 6 in your head. To perform calculations such as this we need to store the intermediate stages for use later. – Or consider reading. In order to comprehend this sentence you need to hold in your mind the beginning of the sentence as you read the rest. Both of these tasks use short-term memory.
– rapid access ~ 70ms – rapid decay ~ 200ms – limited capacity - 7± 2 chunks
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Short-term memory (STM) • There are two basic methods for measuring memory capacity – Length of a sequence which can be remembered in order • Average person can remember limited 7± 2 chunks
– Items to be freely recalled in any order
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Examples
265397620853 44 113 245 8920 HEC ATR ANU PTH ETR EET Dr. Salsabeel Alabbady
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Examples • Cashing in!!! – Closure gives you a nice ‘done it’ when we complete some part of a task. – At this point our minds have a tendency to flush short-term memory in order to get on with the next job. – Early automatic teller machines (ATMs) gave the customer money before returning their bank card. – On receiving the money the customer would reach closure and hence often forget to take the card. – Modern ATMs return the card first!
• 7 ± 2, it is often suggested that this means that lists, menus and other groups of items should be designed to be no more than 7 items long. Dr. Salsabeel Alabbady
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Long-term memory (LTM) • Repository for all our knowledge – slow access ~ 1/10 second – slow decay, if any – huge or unlimited capacity
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Long-term memory (LTM) Memorable or secure? •
As online activities become more widespread, people are having to remember more and more access information, such as passwords and security checks.
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The average active internet user may have separate passwords and user names for several email accounts, mailing lists, e-shopping sites, e-banking, online auctions and more! Remembering these passwords is not easy.
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From a security perspective it is important that passwords are random. Words and names are very easy to crack, hence the recommendation that passwords are frequently changed and constructed from random strings of letters and numbers.
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But in reality these are the hardest things for people to commit to memory. Hence many people will use the same password for all their online activities (rarely if ever changing it) and will choose a word or a name that is easy for them to remember, in spite of the obviously increased security risks. Security here is in conflict with memorability! A solution to this is to construct a nonsense password out of letters or numbers that will have meaning to you but will not make up a word in a dictionary (e.g. initials of names, numbers from significant dates or postcodes, and so on). Then what is remembered is the meaningful rule for constructing the password, and not a meaningless string of alphanumeric characters.
•
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Individual differences • long term – gender, physical and intellectual abilities • short term – effect of stress or fatigue • changing – age Ask yourself: will design decision exclude section of user population? For example, the current emphasis on visual interfaces excludes those who are visually impaired, unless the design also makes use of the other sensory channels Dr. Salsabeel Alabbady
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Task 4 • Give bad/good design regarding what you’ve learnt about memory …
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chapter 2
the computer
The Computer a computer system is made up of various elements each of these elements affects the interaction – input devices – text entry and pointing – output devices – virtual reality – special interaction and display devices
– paper – as output (print) and input (scan) – memory – RAM & permanent media, capacity & access – processing – speed of processing, networks
Interacting with computers to understand human–computer interaction … need to understand computers! what goes in and out devices, paper, sensors, etc.
what can it do?
memory, processing, networks
Interacting with computers •
When we interact with computers, what are we trying to achieve?
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Consider what happens when we interact with each other?!
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We are either passing information to other people, or receiving information from them.
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Often, the information we receive is in response to the information that we have recently imparted to them, and we may then respond to that.
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Interaction is therefore a process of information transfer.
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Relating this to the electronic computer, the same principles hold: interaction is a process of information transfer, from the user to the computer and from the computer to the user.
Interacting with computers •
The first part of this chapter concentrates on the transference of information from the user to the computer and back.
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We begin by considering a current typical computer interface and the devices it employs, largely variants of keyboard for text entry, mouse for positioning and screen for displaying output.
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Then we move on to consider devices that go beyond the keyboard, mouse and screen: entering deeper into the electronic world with virtual reality and 3D interaction and outside the electronic world looking at more physical interactions.
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In addition to direct input and output, information is passed to and fro via paper documents. Which describes printers and scanners. Although not requiring the same degree of user interaction as a mouse or keyboard, these are an important means of input and output for many current applications.
Interacting with computers • We then consider the computer itself, its processor and memory devices and the networks that link them together. • We note how the technology drives and empowers the interface. • The details of computer processing should largely be irrelevant to the end-user, • But the interface designer needs to be aware of the limitations of storage capacity and computational power.
A ‘typical’ computer system
?
• screen, or monitor, on which there are windows • keyboard • mouse/trackpad
window 1
window 2
• variations – – – – –
desktop laptop PDA Samrtphone Tablets
12-37pm
the devices dictate the styles of interaction that the system supports If we use different devices, then the interface will support a different style of interaction
Interactivity? • Batch processing: minimal interaction with the machine – – – –
punched card stacks or large data files prepared long wait …. Hours or days line printer output for example printing pay checks or entering the results from a questionnaire
• Now most computing is interactive – rapid feedback – the user in control (most of the time) – Seconds or fractions of a second…
• The field of Human– Computer Interaction largely grew due to this change in interactive pace.
Richer interaction,, everywhere – every when Computers are coming out of the box!
sensors and devices everywhere
text entry devices keyboards (QWERTY et al.) handwriting, speech
Keyboards • Most common text input device • Allows rapid entry of text by experienced users
layout – QWERTY • Standardised layout (layout of the digits and letters is fixed) but … – non-alphanumeric keys are placed differently – minor differences between UK and USA keyboards (above 3: £ or $) – accented symbols needed for different scripts
• QWERTY arrangement not optimal for typing – layout to prevent typewriters jamming! It increased the spacing between common pairs of letters so that sequentially-struck keys would not jam. - It was also developed for two-finger typing • Alternative designs allow faster typing but large social base of QWERTY typists produces reluctance to change.
QWERTY (ctd)
2
1 Q
4
3 W
E
S
A Z
6
R
D X
5
C
T
F
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G V
8
7 U
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SPACE
I
J N
9 O
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0 P
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.
alternative keyboard layouts
Alphabetic
– keys arranged in alphabetic order – not faster for trained typists – not faster for beginners either!
Dvorak – common letters under dominant fingers – biased towards right hand – common combinations of letters alternate between hands – 10-15% improvement in speed and reduction in fatigue – But - large social base of QWERTY typists produce market pressures not to change
Handwriting recognition • Text can be input into the computer, using a pen and a digesting tablet – natural interaction
• Technical problems: – capturing all useful information - stroke path (the way in which the letter is drawn), pressure, etc. in a natural manner – segmenting joined up writing into individual letters – interpreting individual letters – coping with different styles of handwriting
• Used in PDAs, and tablet computers …
Speech recognition • Speech recognition is a promising area of text entry • Improving rapidly • Most successful when: – single user – initial training and learns individualities – limited vocabulary systems
• Problems with – – – –
external noise interfering imprecision of pronunciation large vocabularies different speakers
Speech recognition • Despite its problems, speech technology has found markets: • telephone information systems, • access for the disabled, • in hands-occupied situations (especially military) and for those suffering RSI
Numeric keypads • for entering numbers quickly: – calculator, PC keyboard
• for telephones not the same!! ATM like phone
1
2
3
7
8
9
4
5
6
4
5
6
7
8
9
1
2
3
*
0
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.
=
telephone
calculator
positioning, pointing and drawing mouse, touchpad trackballs, joysticks etc. touch screens, tablets eyegaze, cursors
Eyegaze • control interface by eye gaze direction – e.g. look at a menu item to select it
• uses laser beam reflected off retina – … a very low power laser!
• • • •
mainly used for evaluation potential for hands-free control high accuracy requires headset cheaper and lower accuracy devices available sit under the screen like a small webcam
Cursor keys • Four keys (up, down, left, right) on keyboard. • Very, very cheap, but slow. • Useful for not much more than basic motion for textediting tasks. • No standardised layout, but inverted “T”, most common
display devices Screens Large displays
paper: printing and scanning
memory short term and long term speed, capacity, compression formats, access
processing and networks speed limits of interaction networked computing
virtual reality and 3D interaction positioning in 3D space moving and grasping seeing 3D (helmets and caves)
Emerging Technology: Virtual Reality (VR) Mixed Reality (MR)
Real Environment
Augmented Reality (AR)
Our world
AR adds to the real world computer-‐ generated objects
Augmented Virtuality (AV) Virtual Reality (VR)
AV refers to the merging of real world objects into virtual worlds
The viewer is immersed in a computer generated, interacDve 3D environment where every component is not real
Virtual Reality InteracDve Devices Virtual Reality interac.ve devices: • There are interacDve devices that immerse the user in VE, which let the user feel physically present in a non-‐ physical world. • The interacDve devices send and receive informaDon and are worn as: Ø goggles, Ø headsets, Ø gloves, Ø or body suits: 3D movies. Ø With tracking devices
Head Mounted Display
Motion Capture
Gesture Recognition Gloves
Active 3D stereo Glasses
positioning in 3D space • cockpit and virtual controls – steering wheels, knobs and dials … just like real!
• the 3D mouse – six-degrees of movement: x, y, z + roll, pitch, yaw
• data glove – fibre optics used to detect finger position
• VR helmets – detect head motion and possibly eye gaze
• whole body tracking – accelerometers strapped to limbs or reflective dots and video processing
3D displays • desktop VR – perspective and motion give 3D effect
• seeing in 3D – use stereoscopic vision – VR helmets – screen plus shuttered specs, etc.
also see extra slides on 3D vision
VR headsets • small TV screen for each eye • slightly different angles • 3D effect
Immersion In Virtual Reality And System VariaDons
Immersion In Virtual Reality And System VariaDons Full Immersion: •
To create the sense of full immersion, the technology can fool the 5 senses through: - Sight/visual: panoramic 3D display - Sound/auditory: 3D audio effect - Touch/tacDle: hapDc and force feedback. VibraDon and Tempt. - Smell/olfactory: smell replicaDon, chemistry, diagnosis, biology , oil exploraDon in geology - Taste/gustaDon: taste replicaDon, virtual sense of taste in games, tourism, cooking shows
- Cave Automated Virtual Environment (CAVE)
Immersion In Virtual Reality And System VariaDons Semi-‐immersive:
VR motion sickness • In real life when we move our head the image our eyes see changes accordingly. • VR systems produce the same effect by using sensors in the goggles or helmet and then using the posiDon of the head to determine the right image to show. • If the system is slow in producing these images a lag develops between the user moving his head and the scene changing. • If this delay is more than a hundred milliseconds or so the feeling becomes disorienDng. • E.g. sea • Users of VR can experience similar nausea and few can stand it for more than a short while. In fact, keeping laboratories sanitary has been a major push in improving VR technology.
Chapter 3
Interac)on Design,,, “INTERACTION DESIGN beyond human-‐computer interac)on” by Helen Sharp, Yvonne Rogers, Jenny Preece
Dr. Salsabeel Alabbady
1
ì
2
Introduction ì
In the previous two chapters we have looked at the human and the computer respec)vely.
ì
We are interested in how the human user uses the computer as a tool to perform, simplify or support a task. In order to do this the user must communicate his requirements to the computer.
ì
ì
ì
There are a number of ways in which the user can communicate with the system. At one extreme is batch input, in which the user provides all the informa)on to the computer at once and leaves the machine to perform the task. At the other extreme are highly interac)ve input devices and paradigms, such as direct manipula.on and the applica)ons of virtual reality. Here the user is constantly providing instruc)on and receiving feedback. These are the types of interac)ve system we are considering. In this chapter, we consider the communica)on between user and system: the interac.on. Dr. Salsabeel Alabbady
Computer system
Human
Interac)ve process
Components of interac)ve system
3
Introduction ì Interac)on involves at least two par)cipants: the user and the system. ì Both are complex, as we have seen, and are very different from each other in
the way that they communicate and view the domain and the task.
ì The interface must therefore effec)vely translate between them to allow the
interac)on to be successful. This transla)on can fail at a number of points and for a number of reasons.
ì The use of models of interac)on can help us to understand exactly what is
going on in the interac)on and iden)fy the likely root of difficul)es.
ì They also provide us with a framework to compare different interac)on styles
and to consider interac)on problems.
Dr. Salsabeel Alabbady
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The execution-‐evaluation cycle ì Norman’s model of interac)on is perhaps the
most influen)al in Human–Computer Interac)on. ì The user formulates a plan of ac)on,
ì which is then executed at the computer interface. ì When the plan, or part of the plan, has been
executed, ì the user observes the computer interface to evaluate the result of the executed plan, ì and to determine further ac)ons.
Dr. Salsabeel Alabbady
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The execution-‐evaluation cycle ì
The interac)ve cycle can be divided into two major phases: execu8on and evalua8on.
ì
These can then be subdivided into further stages, seven in all. The stages in Norman’s model of interac)on are as follows:
ì
ì
1. Establishing the goal: the user’s no)on of what needs to be done
ì
2. Forming the inten)on: translates the user’s no)on to more specific inten)on
ì
3. Specifying the ac)on sequence that will reach the goal
ì
4. Execu)ng the ac)on
ì
5. Perceiving the system state,
ì
6. Interpre)ng the system state in terms of the user’s expecta)ons
ì
7. Evalua)ng the system state with respect to the goals and inten)ons.
If the system state reflects the user’s goal then the computer has done what he wanted and the interac)on has been successful; otherwise the user must formulate a new goal and repeat the cycle.
Dr. Salsabeel Alabbady
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The execution-‐evaluation cycle ì
Norman uses a simple example of switching on a light to illustrate this cycle. ì
Imagine you are sibng reading as evening falls.
ì
You decide you need more light;
ì
that is you establish the goal to get more light.
ì
From there you form an inten)on to switch on the desk lamp,
ì
and you specify the ac)ons required, to reach over and press the lamp switch.
ì
If someone else is closer the inten)on may be different – you may ask them to switch on the light for you.
ì
Your goal is the same but the inten)on and ac)ons are different.
ì
When you have executed the ac)on you perceive the result,
ì
either the light is on or it isn’t and you interpret this, based on your knowledge of the world.
ì
For example, if the light does not come on you may interpret this as indica)ng the bulb has blown or the lamp is not plugged into the mains,
ì
and you will formulate new goals to deal with this.
ì
If the light does come on, you will evaluate the new state according to the original goals – is there now enough light? If so, the cycle is complete. If not, you may formulate a new inten)on to switch on the main ceiling light as well.
Dr. Salsabeel Alabbady
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The execution-‐evaluation cycle ì If the ac)ons allowed by the system correspond to
those intended by the user, the interac)on will be effec)ve.
ì Evalua)on is the distance between the physical
presenta)on of the system state and the expecta)on of the user.
ì The more effort that is required on the part of the
user to interpret the presenta)on, the less effec)ve the interac)on.
Dr. Salsabeel Alabbady
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What is interaction design? ì “Designing interac)ve products to support people in their
everyday and working lives”
ì In par)cular, it is about crea8ng user experiences that
enhance and extend the way people work, communicate and interact.
ì In this sense, it is about finding ways of suppor8ng people. ì This contrasts with sodware engineering, which focuses
primarily on the produc)on of sodware solu)ons for given applica)ons.
Dr. Salsabeel Alabbady
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What is interaction design? ì
A simple analogy to another profession, concerned with crea8ng buildings, may clarify this dis)nc)on. In his account of interac)on design, Terry Winograd asks how architects and civil engineers differ when faced with the problem of building a house.
ì
Architects are concerned with the people and their interac8ons with each other and within the house being built. For example, is there the right mix of family and private spaces? Are the spaces for cooking and ea)ng in close proximity? Will people live in the space being designed in the way it was intended to be used?
ì
In contrast, engineers are interested in issues to do with realizing the project. These include prac)cal concerns like cost, durability, structural aspects, environmental aspects, fire regula)ons, and construc)on methods.
ì
Just as there is a difference between designing and building a house, so too, is there a dis)nc)on between interac)on design and sodware engineering. In a nutshell, interac)on design is related to sodware engineering in the same way as architecture is related to civil engineering.
Dr. Salsabeel Alabbady
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Working together as a multidisciplinary team ì It has always been acknowledged that for interac8on design to
succeed many disciplines need to be involved.
ì The importance of understanding how users act and react to
events and how they communicate and interact together has led people from a variety of disciplines, such as psychologists and sociologists, to become involved.
ì Likewise, the growing importance of understanding how to design
different kinds of interac8ve media in effec)ve and aesthe)cally pleasing ways has led to a diversity of other prac))oners becoming involved, including graphic designers, ar8sts, animators, photographers, film experts, and product designers.
Dr. Salsabeel Alabbady
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Working together as a multidisciplinary team ì Bringing together so many people with different backgrounds
and training has meant many more ideas being generated, new methods being developed, and more crea8ve and original designs being produced.
ì But …… ì Costs involved will be more. ì More difficult it can be to communicate and progress forward
the designs being generated (People with different backgrounds have different perspec)ves and ways of seeing and talking about the world)
Dr. Salsabeel Alabbady
12
Working together as a multidisciplinary team ì In prac)ce is that confusion, misunderstanding, and
communica8on breakdowns can oden surface in a team.
ì Other problems can arise when a group of people is "thrown"
together who have not worked as a team.
Dr. Salsabeel Alabbady
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The relationship between interaction design, HCI, and other approaches ì
We view interac)on design as fundamental to all disciplines, fields, and approaches that are concerned with researching and designing computer-‐based systems for people.
Dr. Salsabeel Alabbady
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What is involved in the process of interaction design? ì Essen)ally, the process of interac)on design involves
four basic ac)vi)es:
ì Iden)fying needs and establishing requirements. ì Developing alterna)ve designs that meet those
requirements. ì Building interac)ve versions of the designs so that they can be communicated and assessed. ì Evalua)ng what is being built throughout the process.
ì These ac)vi)es are intended to inform one another
and to be repeated.
Dr. Salsabeel Alabbady
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What is involved in the process of interaction design? ì Evalua)ng what has been built is very much at the heart of
interac)on design.
ì Its focus is on ensuring that the product is usable. ì It is usually addressed through a user-‐centered approach to design,
which, as the name suggests, seeks to involve users throughout the design process.
ì There are many different ways of achieving this: for example, through
observing users, talking to them, interviewing them, tes8ng them using performance tasks, modeling their performance, asking them to fill in ques8onnaires, and even asking them to become co-‐ designers.
Dr. Salsabeel Alabbady
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What is involved in the process of interaction design? ì
A main reason for having a beker understanding of users is that different users have different needs and interac)ve products need to be designed accordingly. ì
For example, children have different expecta)ons about how they want to learn or play from adults. They may find having interac)ve quizzes and cartoon characters helping them along to be highly mo)va)ng, whereas most adults find them annoying. So interac)ve products must be designed to match the needs of different kinds of users.
ì
In addi)on to the four basic ac)vi)es of design, there are three key characteris)cs of the interac)on design process:
ì
1. Users should be involved through the development of the project.
ì
2. Specific usability and user experience goals should be iden)fied, clearly documented, and agreed upon at the beginning of the project.
ì
3. Itera)on through the four ac)vi)es is inevitable.
Dr. Salsabeel Alabbady
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The goals of interaction design ì Usability goals: concerned with mee)ng
specific usability criteria (e.g., efficiency)
ì User experience goals: concerned with
explica)ng the quality of the user experience (e.g., to be pleasing)
Dr. Salsabeel Alabbady
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The goals of interaction design ì Usability goals: ensuring that interac)ve
products are
ì Effec)ve to use (effec)veness) ì efficient to use (efficiency) ì safe to use (safety) ì have good u)lity (u)lity) ì easy to learn (learnability) ì easy to remember how to use (memorability) Dr. Salsabeel Alabbady
19
The goals of interaction design ì Effec8ve to use (effec8veness): how good a system is at
doing what is supposed to do
ì Ques)on: Is the system capable of allowing people to learn
well, carry out their work efficiently, access the informa)on they need, buy the goods they want, and so on?
ì efficient to use (efficiency): refers to the way a system
supports users in carrying out their tasks
ì The answering machine is considered efficient in that it let the user carry
out common tasks (e.g., listening to messages) through a minimal number of steps
ì Ques)on: Once users have learned how to use a system to carry out their tasks, can they
sustain a high level of produc)vity?
Dr. Salsabeel Alabbady
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The goals of interaction design ì safe to use (safety): involves protec)ng the user from dangerous condi)ons and undesirable situa)ons. ì To make computer-‐based systems safer in this sense involves ì (i) preven)ng the user from making serious errors by reducing the risk of
wrong keys/bukons being mistakenly ac)vated (an example is not placing the quit or delete-‐file command right next to the save command on a menu) and (ii) providing users with various means of recovery should they make errors
ì Ques.on: Does the system prevent users from making
serious errors and, if they do make an error, does it permit them to recover easily?
Dr. Salsabeel Alabbady
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The goals of interaction design ì have good u8lity (u8lity): refers to the extent to which
the system provides the right kind of func)onality so that users can do what they need or want to do. ì An example of a system with high u)lity is an accoun)ng
sodware package providing a powerful computa)onal tool that accountants can use to work out tax returns. ì A example of a system with low u)lity is a sodware drawing tool that does not allow users to draw free-‐hand but forces them to use a mouse to create their drawings, using only polygon shapes. ì Ques.on: Does the system provide an appropriate set of func)ons that enable users to carry out all their tasks in the way they want to do them? Dr. Salsabeel Alabbady
22
The goals of interaction design ì Learnability refers to how easy a system is to learn to use. ì It is well known that people don't like spending a long )me learning how to use a system. They want to get started straight away and become competent at carrying out tasks without too much effort. ì A key concern is determining how much )me users are prepared
to spend learning a system. There seems likle point in developing a range of func)onality if the majority of users are unable or not prepared to spend )me learning how to use it.
ì Ques)on: How easy is it and how long does it take (i) to get
started using a system to perform core tasks and (ii) to learn the range of opera)ons to perform a wider set of tasks?
Dr. Salsabeel Alabbady
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The goals of interaction design ì Memorability refers to how easy a system is to remember
how to use, once learned.
ì This is especially important for interac)ve systems that are
used infrequently. ì Users need to be helped to remember how to do tasks. There are many ways of designing the interac)on to sup. For example placing all the drawing tools in the same place on the screen can help the user remember where to look to find a par)cular tool at a given stage of a task. ì Ques.on: What kinds of interface support have been
provided to help users remember how to carry out tasks, especially for systems and opera)ons that are used infrequently?
Dr. Salsabeel Alabbady
Chapter 3
Interac)on Design,,, “INTERACTION DESIGN beyond human-‐computer interac)on” by Helen Sharp, Yvonne Rogers, Jenny Preece
Dr. Salsabeel Alabbady
1
ì
2
The goals of interaction design -‐ User experience goals ì
The realiza)on that new technologies are offering increasing opportuni)es for suppor)ng people in their everyday lives has led researchers and prac))oners to consider further goals.
ì
The emergence of technologies (e.g., virtual reality, the web, mobile compu)ng) in a diversity of applica
Sa)sfying Enjoyable Fun Entertaining Helpful mo)va)ng aesthe)cally pleasing suppor)ve of crea)vity rewarding emo)onally fulfilling
Dr. Salsabeel Alabbady
3
The goals of interaction design -‐ User experience goals ì The goals of designing interac)ve products to be fun, enjoyable,
pleasurable, aesthe)cally pleasing and so on are concerned primarily with the user experience.
ì By this we mean what the interac)on with the system feels like to
the users.
ì For example, a new soBware package for children to create their
own music may be designed with the primary objec)ves of being fun and entertaining. Hence, user experience goals differ from the more objec)ve usability goals in that they are concerned with how users experience an interac
Dr. Salsabeel Alabbady
4
The goals of interaction design -‐ User experience goals Usability and user experience goals. Usability goals are central to interac)on design and are opera)onalized through specific criteria. User experience goals are shown in the outer circle and are less clearly defined. Dr. Salsabeel Alabbady
5
More on usability: design and usability principles ì A number of design principles have been promoted. ì The best known are concerned with how to determine what
users should see and do when carrying out their tasks using an interac)ve product.
ì Here we briefly describe the most common ones: visibility,
feedback, constraints, mapping, consistency, and affordances.
ì Each of these has been wri[en about extensively by Don
Norman (1988) in his bestseller The Design of Everyday Things.
Dr. Salsabeel Alabbady
6
More on usability: design and usability principles 1. Visibility ì The more visible func
know what to do next.
ì In contrast, when func)ons are "out of sight," it makes them more
difficult to find and know how to use.
ì Norman (1988) describes the controls of a car to emphasize this
point.
ì The controls for different opera)ons are clearly visible (e.g.,
indicators, headlights, horn, hazard warning lights), indica
Dr. Salsabeel Alabbady
7
More on usability: design and usability principles 2. Feedback ì Feedback is about sending back informa
has been done and what has been accomplished, allowing the person to con)nue with the ac)vity.
ì Various kinds of feedback are available for interac)on design-‐
audio, tac)le, verbal, visual, and combina)ons of these.
ì Deciding which combina)ons are appropriate for different kinds
of ac)vi)es and interac)vi)es is central.
ì Using feedback in the right way can also provide the necessary
visibility for user interac
Dr. Salsabeel Alabbady
8
More on usability: design and usability principles 3. Constraints ì The design concept of constraining refers to determining ways
of restric
ì There are various ways this can be achieved. A common design
prac)ce in graphical user interfaces is to deac
ì Thereby restric
stage of the ac)vity.
Dr. Salsabeel Alabbady
9
More on usability: design and usability principles
•
•
A menu illustra)ng restricted availability of op)ons as an example of logical constraining. Shaded areas indicate deac)vated op)ons. +ve: prevents the user from selec)ng incorrect op)ons and thereby reduces the chance of making a mistake.
Dr. Salsabeel Alabbady
10
More on usability: design and usability principles ì Norman (1999) classifies constraints into three categories:
physical, logical, and cultural.
ì 3.1 Physical constraints ì Refer to the way physical objects restrict the movement of
things. ì For example, the way an external disk can be placed into a disk drive is physically constrained by its shape and size, so that it can be inserted in only one way. ì Likewise, keys on a pad can usually be pressed in only one way.
Dr. Salsabeel Alabbady
11
More on usability: design and usability principles ì 3.2 Logical constraints ì rely on people's common-‐sense reasoning about ac)ons and
their consequences
ì Making ac
logically deduce what further ac)ons are required.
ì Disabling menu op)ons when not appropriate for the task in
hand provides logical constraining. it allows users to reason why (or why not) they have been designed this way and what op
Dr. Salsabeel Alabbady
12
More on usability: design and usability principles ì 3.3 Cultural constraints ì Rely on learned conven)ons, like the use of red for warning, the
use of certain kinds of audio signals for danger, and the use of the smiley face to represent happy emo)ons.
ì Most cultural constraints are arbitrary in the sense that their
rela)onship with what is being represented is abstract, and could have equally evolved to be represented in another form (e.g., the use of yellow instead of red for warning).
ì Accordingly, they have to be learned. Once learned and
accepted by a cultural group, they become universally accepted conven
Dr. Salsabeel Alabbady
13
More on usability: design and usability principles 4. Mapping ì This refers to the rela)onship between two things ì A rela)onship between what you want to do and what appears
possible ì Rela)onship between controls and their effects in the world
Dr. Salsabeel Alabbady
14
More on usability: design and usability principles Which controls which?
Dr. Salsabeel Alabbady
15
More on usability: design and usability principles Which controls which?
Dr. Salsabeel Alabbady
16
More on usability: design and usability principles 5.
Consistency
ì This refers to designing interfaces to have similar opera)ons and use similar
elements for achieving similar tasks.
ì In par)cular, a consistent interface is one that follows rules, such as using
the same opera
ì A much more effec)ve design solu)on is to create categories of commands
that can be mapped into subsets of opera
Dr. Salsabeel Alabbady
17
More on usability: design and usability principles 6.
Affordance
ì Is a term used to refer to an a[ribute of an object that allows people to
know how to use it.
ì To afford means "to give a clue" (Norman, 1988). When the affordances of a
physical object are perceptually obvious it is easy to know how to interact with it.
ì For example, a door handle affords pulling, a cup handle affords grasping,
and a mouse bu[on affords pushing.
ì Graphical elements like bu[ons, icons, links, and scroll bars are talked about
with respect to how to make it appear obvious how they should be used: icons should be designed to afford clicking, scroll bars to afford moving up and down, buYons to afford pushing.
Dr. Salsabeel Alabbady
18
TASK 5 ì This assignment is intended for you to put
into prac4ce what you have read about in this chapter. Specifically, the objec4ve is to enable you to define usability and user experience goals and to use design and usability principles for evalua4ng the usability of an interac4ve product.
ì Find an example and examine how it has
been designed, paying par)cular a[en)on to how the user is meant to interact with it.
Dr. Salsabeel Alabbady
CHAPTER 3
1
Interaction Design,,, “INTERACTION DESIGN beyond human-computer interaction” by Helen Sharp, Yvonne Rogers, Jenny Preece
Introduction 2
In the previous two chapters we have looked at the human and the computer respectively.
We are interested in how the human user uses the computer as a tool to perform, simplify or support a task. In order to do this the user must communicate his requirements to the computer.
Human Computer system
There are a number of ways in which the user can communicate with the system. At one extreme is batch input, in which the user provides all the information to the computer at once and leaves the machine to perform the task.
Interactive process
At the other extreme are highly interactive input devices and paradigms, such as direct manipulation and the applications of virtual reality. Here the user Components of interactive system is constantly providing instruction and receiving feedback. These are the types of interactive system we are considering.
In this chapter, we consider the communication between user and system: the interaction.
Introduction 3
Interaction involves at least two participants: the user and the system.
Both are complex, as we have seen, and are very different from each other in the way that they communicate and view the domain and the task.
The interface must therefore effectively translate between them to allow the interaction to be successful. This translation can fail at a number of points and for a number of reasons.
The use of models of interaction can help us to understand exactly what is going on in the interaction and identify the likely root of difficulties.
They also provide us with a framework to compare different interaction styles and to consider interaction problems.
The execution-evaluation cycle
Need: Documenting work done Task: Save my sketch Goal: Safely store the sketch in a place which I can fetch it from
4
execution/evaluation loop goal execution
evaluation system
• • • • • • •
user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal
execution/evaluation loop goal execution
evaluation system
• • • • • • •
user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal
execution/evaluation loop goal execution
evaluation system
• • • • • • •
user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal
execution/evaluation loop goal execution
evaluation system
• • • • • • •
user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal
Donald Norman’s model • Seven stages – – – – – – –
user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal
• Norman’s model concentrates on user’s view of the interface
The execution-evaluation cycle 10
If the system state reflects the user’s goal then the computer has done what he wanted and the interaction has been successful; otherwise the user must formulate a new goal and repeat the cycle.
The execution-evaluation cycle 11
Norman uses a simple example of switching on a light to illustrate this cycle.
Imagine you are sitting reading as evening falls.
You decide you need more light;
that is you establish the goal to get more light.
From there you form an intention to switch on the desk lamp,
and you specify the actions required, to reach over and press the lamp switch.
If someone else is closer the intention may be different – you may ask them to switch on the light for you.
Your goal is the same but the intention and actions are different.
When you have executed the action you perceive the result,
either the light is on or it isn’t and you interpret this, based on your knowledge of the world.
For example, if the light does not come on you may interpret this as indicating the bulb has blown or the lamp is not plugged into the mains,
and you will formulate new goals to deal with this.
If the light does come on, you will evaluate the new state according to the original goals – is there now enough light? If so, the cycle is complete. If not, you may formulate a new intention to switch on the main ceiling light as well.
The execution-evaluation cycle 12
Using Norman’s model Some systems are harder to use than others Gulf of Execution user’s formulation of actions
≠
The difference between the user’s formulation of the actions to reach the goal and the actions allowed by the system. If the actions allowed by the system correspond to those intended by the user, the interaction will be effective. The interface should therefore aim to reduce this gulf
actions allowed by the system
Gulf of Evaluation user’s expectation of changed system state
≠
actual presentation of this state
The gulf of evaluation is the distance between the physical presentation of the system state and the expectation of the user. If the user can readily evaluate the presentation in terms of his goal, the gulf of evaluation is small. The more effort that is required on the part of the user to interpret the presentation, the less effective the interaction
Using Norman’s model
Using Norman’s model
The execution-evaluation cycle 16
If the actions allowed by the system correspond to
those intended by the user, the interaction will be effective. Gulf of Evaluation is the distance between the
physical presentation of the system state and the expectation of the user. The more effort that is required on the part of the
user to interpret the presentation, the less effective the interaction.
Human error - slips and mistakes
slip understand system and goal correct formulation of action incorrect action
mistake may not even have right goal! Fixing things? slip – better interface design mistake – better understanding of system
Human error - slips and mistakes
slip understand system and goal correct formulation of action
you mistype or you accidentally press the mouse button at the wrong time (incorrect action)
mistake you may think that the magnifying glass icon is the ‘find’ function, but in fact it is to magnify the text Fixing things? slip – better interface design mistake – better understanding of system
Relevance for interaction design 19
Mental Models
People have mental models of how things work: how
does your car start? how does an ATM machine work? how does your computer boot?
Allows people to make predictions about how things will work
Based on slide by Saul Greenberg
Mental Model 21
If you’ve used an iPad before, your mental model of reading a book on an iPad will be different than that of someone who has never used one, or doesn’t even know what iPads are. If you’ve been using a Kindle for the past year, then your mental model will be different from someone who has never read a book electronically. And once you get the iPad and read a couple of books on it, whichever mental model you had in your head before will start to change and adjust to reflect your experience.
Mental Model 22
Mental Model 23
Step 1: Write the first word that comes to mind when you hear the following words: COLOR FURNITURE FLOWER Step 2: How many said red for color? How many said blue? For furniture: How many said chair? couch? For flower: How many said rose? daisy?
Mental Models
Mental models built from affordances constraints mappings positive transfer cultural associations/standards instructions interactions
Mental models are often wrong! Based on slide by Saul Greenberg
Our mental models of how bicycles work can simulate this to know it won’t work Slide adapted from Saul Greenberg
Norman’s Action Cycle
Human action has two primary aspects Execution:
doing something Evaluation: comparison of what happened to what was desired
Action Cycle start here Goals
Execution
Evaluation
The World
Action Cycle start here Goals
Execution
Evaluation
Intention to act
Evaluation of interpretations Interpreting
Sequence of actions Execution of seq uence of actions
the perception
Perceiving the state of the world
The World
Norman’s Action Cycle
Execution has three stages: Start
with a goal Translate into an intention Translate into a sequence of actions
Now execute the actions Evaluation has three stages: Perceive
world Interpret what was perceived Compare with respect to original intentions
Gulf of Evaluation
The amount of effort a person must exert to interpret the
physical state of the system how well the expectations and intentions have been met
We want a small gulf!
Example
Scissors
affordances:
constraints
between holes and fingers suggested and constrained by appearance
positive transfer
big hole for several fingers, small hole for thumb
mapping
holes for insertion of fingers blades for cutting
learnt when young
conceptual model
implications clear of how the operating parts work Based on slide by Saul Greenberg
Bad Example
Digital Watch
affordances
four push buttons, not clear what they do
contraints and mapping unknown no visible relation between buttons and the end-result of their actions negative transfer little association with analog watches
cultural standards
conceptual model
somewhat standardized functionality, but highly variable must be taught; not obvious
How to design a better one? Based on slide by Saul Greenberg
Norman’s HCI model 33
Norman’s HCI model consists of three types: User’s Mental Model ; System Image Model ; Conceptual Model. The User’s Mental Model (something the user has (forms))
is the model of a machine’s working that a user creates when learning and using a computer. It is not technically accurate. It may also be not stable over time.
User’s mental models keep changing , evolving as learning continues. The mental model of a device is formed by interpreting its perceived actions and its visible structure.
Norman’s HCI model 34
The Conceptual Model (something the designer does) This is the technically accurate model of the computer / device / system created by designers / teachers/researchers for their specific internal technical use. Conceptual model of the system needs to be as close as possible to the System’s Image Model. The User model (what the user develops in the self to explain the operation of the system) and the system image model (the system’s appearance, operation way it responds) is usually a blend of the users mental model and conceptual model all rolled into one. Ideally, the design model and user model have to be as close as possible for the systems acceptance.
Relevance for interaction design 35
Norman’s HCI model 36
Design model is the designer’s conceptual model
System model is a model of the way the system works
System image results from the physical structure of what has been built (including documentation, instructions, labels) – it is what the user “sees”
User’s model is the “mental model” developed by the user through interaction with the system
User tries to match the mental model to the system model
Assignment
• Draw the Users Mental Model for a Transfer of Money from one account to another on an ATM • Using Normans seven principles draw a Normans Interaction Diagram for 2 Tasks in any application software of your choice.
What is interaction design? 38
“Designing interactive products to support people in their everyday and working lives” In particular, it is about creating user experiences that enhance and extend the way people work, communicate and interact. In this sense, it is about finding ways of supporting people. This contrasts with software engineering, which focuses primarily on the production of software solutions for given applications.
What is interaction design? 39
A simple analogy to another profession, concerned with creating buildings, may clarify this distinction. In his account of interaction design, Terry Winograd asks how architects and civil engineers differ when faced with the problem of building a house.
Architects are concerned with the people and their interactions with each other and within the house being built. For example, is there the right mix of family and private spaces? Are the spaces for cooking and eating in close proximity? Will people live in the space being designed in the way it was intended to be used?
In contrast, engineers are interested in issues to do with realizing the project. These include practical concerns like cost, durability, structural aspects, environmental aspects, fire regulations, and construction methods.
Just as there is a difference between designing and building a house, so too, is there a distinction between interaction design and software engineering.
Working together as a multidisciplinary team 40
It has always been acknowledged that for interaction design to succeed many disciplines need to be involved. The importance of understanding how users act and react to events and how they communicate and interact together has led people from a variety of disciplines, such as psychologists and sociologists, to become involved. Likewise, the growing importance of understanding how to design different kinds of interactive media in effective and aesthetically pleasing ways has led to a diversity of other practitioners becoming involved, including graphic designers, artists, animators, photographers, film experts, and product designers.
Working together as a multidisciplinary team 41
Bringing together so many people with different backgrounds and training has meant many more ideas being generated, new methods being developed, and more creative and original designs being produced. But …… Costs involved will be more. More difficult it can be to communicate and progress forward the designs being generated (People with different backgrounds have different perspectives and ways of seeing and talking about the world)
Working together as a multidisciplinary team 42
In practice is that confusion, misunderstanding, and communication breakdowns can often surface in a team. Other problems can arise when a group of people is "thrown" together who have not worked as a team.
The relationship between interaction design, HCI, and other approaches 43
We view interaction design as fundamental to all disciplines, fields, and approaches that are concerned with researching and designing computer-based systems for people.
What is involved in the process of interaction design? 44
Essentially, the process of interaction design involves four basic activities: 1. 2. 3.
4.
Identifying needs and establishing requirements. Developing alternative designs that meet those requirements. Building interactive versions of the designs so that they can be communicated and assessed. Evaluating what is being built throughout the process.
These activities are intended to inform one another and to be repeated.
What is involved in the process of interaction design? 45
Evaluating what has been built is very much at the heart of interaction design. Its focus is on ensuring that the product is usable. It is usually addressed through a user-centered approach to design, which, as the name suggests, seeks to involve users throughout the design process. There are many different ways of achieving this: for example, through observing users, talking to them, interviewing them, testing them using performance tasks, modeling their performance, asking them to fill in questionnaires, and even asking them to become codesigners.
What is involved in the process of interaction design? 46
A main reason for having a better understanding of users is that different users have different needs and interactive products need to be designed accordingly.
For example, children have different expectations about how they want to learn or play from adults. They may find having interactive quizzes and cartoon characters helping them along to be highly motivating, whereas most adults find them annoying. So interactive products must be designed to match the needs of different kinds of users.
In addition to the four basic activities of design (requirements, design, build and evaluate), there are three key characteristics of the interaction design process:
1. Users should be involved through the development of the project.
2. Specific usability and user experience goals should be identified, clearly documented, and agreed upon at the beginning of the project.
3. Iteration through the four activities is inevitable.
The goals of interaction design 47
Usability goals: concerned with meeting specific usability criteria (e.g., efficiency)
User experience goals: concerned with explicating the quality of the user experience (e.g., to be pleasing)
The goals of interaction designUsability 48
Usability goals: ensuring that interactive products are Effective
to use (effectiveness) efficient to use (efficiency) safe to use (safety) have good utility (utility) easy to learn (learnability) easy to remember how to use (memorability)
The goals of interaction designUsability 49
Effective to use (effectiveness): how good a system is at doing what is supposed to do Question:
Is the system capable of allowing people to learn well, carry out their work efficiently, access the information they need, buy the goods they want, and so on?
efficient to use (efficiency): refers to the way a system supports users in carrying out their tasks
An answering machine is considered efficient in that it let the user carry out common tasks (e.g., listening to messages) through a minimal number of steps
Question: Once users have learned how to use a system to carry out their tasks, can they sustain a high level of productivity?
The goals of interaction designUsability 50
safe to use (safety): involves protecting the user from dangerous conditions and undesirable situations. To make computer-based systems safer in this sense involves (i) preventing the user from making serious errors by reducing the risk of wrong keys/buttons being mistakenly activated (an example is not placing the quit or delete-file command right next to the save command on a menu) and (ii) providing users with various means of recovery should they make errors
Question:
Does the system prevent users from making serious errors and, if they do make an error, does it permit them to recover easily?
The goals of interaction designUsability 51
have good utility (utility): refers to the extent to which the system provides the right kind of functionality so that users can do what they need or want to do. An example of a system with high utility is an accounting software package providing a powerful computational tool that accountants can use to work out tax returns. A example of a system with low utility is a software drawing tool that does not allow users to draw free-hand but forces them to use a mouse to create their drawings, using only polygon shapes. Question: Does the system provide an appropriate set of functions that enable users to carry out all their tasks in the way they want to do them?
The goals of interaction designUsability 52
Learnability refers to how easy a system is to learn to use.
It is well known that people don't like spending a long time learning how to use a system. They want to get started straight away and become competent at carrying out tasks without too much effort.
A key concern is determining how much time users are prepared to spend learning a system. There seems little point in developing a range of functionality if the majority of users are unable or not prepared to spend time learning how to use it.
Question: How easy is it and how long does it take (i) to get started using a system to perform core tasks and (ii) to learn the range of operations to perform a wider set of tasks?
The goals of interaction designUsability 53
Measuring Learnability ISO Standard 9241-111 provides the following guidance on measuring learnability: Effectiveness measures: Number of functions learned Percentage of users who manage to learn to criterion
Efficiency measures: Time to learn to criterion Time to re-learn to criterion
Satisfaction measures:
Rating scale for ease of learning
The goals of interaction designUsability 54
Improving the Learnability of a User Interface:
Researchers have identified seven factors that impact the learnability of a user interface:
Visibility of commands and menu options: Make commands and menu options highly visible and easy to find. For example near the object that they impact - a right click on an object displays a list of available operations. Command feedback: Provide feedback messages that a user command has succeeded or advise of failure. Continuity of task sequences: When a user starts a command from a menu or by clicking on an icon, provide direction until the task sequence is complete. For example, by providing a sequence of dialog boxes or instructions in a status bar. Do not require users to jump from one menu to another while performing a single task. Design conventions: Use design conventions that are common to office, web, products. For example the common menu structure: Edit > Paste Help presentation: Provide enhanced descriptions for user interface components: dialog boxes, fields that require input and image details. For example, a user password registration field is labelled "password must be > 6 characters and have letters and numbers” Error prevention: Avoid operations that do not succeed because of some simple and predictable mistake. Provide guidance if an inappropriate command is activated or enable commands only when they can be used in the correct context.
The goals of interaction designUsability 55
Memorability refers to how easy a system is to remember how to use, once learned.
This is especially important for interactive systems that are used infrequently. Users need to be helped to remember how to do tasks. There are many ways of designing the interaction to support this. For example placing all the drawing tools in the same place on the screen can help the user remember where to look to find a particular tool at a given stage of a task.
Question: What kinds of interface support have been provided to help users remember how to carry out tasks, especially for systems and operations that are used infrequently?
The goals of interaction design - User experience goals 56
The realization that new technologies are offering increasing opportunities for supporting people in their everyday lives has led researchers and practitioners to consider further goals. The emergence of technologies (e.g., virtual reality, the web, mobile computing) in a diversity of application areas (e.g., entertainment, education, home, public areas) has brought about a much wider set of concerns. As well as focusing primarily on improving efficiency and productivity at work, interaction design is increasingly concerning itself with creating systems that are:
Satisfying Enjoyable Fun Entertaining Helpful motivating aesthetically pleasing supportive of creativity rewarding emotionally fulfilling
The goals of interaction design - User experience goals 57
The goals of designing interactive products to be fun, enjoyable, pleasurable, aesthetically pleasing and so on are concerned primarily with the user experience. By this we mean what the interaction with the system feels like to the users. For example, a new software package for children to create their own music may be designed with the primary objectives of being fun and entertaining. Hence, user experience goals differ from the more objective usability goals in that they are concerned with how users experience an interactive product from their perspective, rather than assessing how useful or productive a system is from its own perspective. The relationship between the two is shown in Figure 1.7.
The goals of interaction design - User experience goals 58
Usability and user experience goals.
Usability goals are central to interaction design and are operationalized through specific criteria. User experience goals are shown in the outer circle and are less clearly defined.
More on usability: design and usability principles 59
A number of design principles have been promoted. The best known are concerned with how to determine what users should see and do when carrying out their tasks using an interactive product. Here we briefly describe the most common ones: visibility, feedback, constraints, mapping, consistency, and affordances. Each of these has been written about extensively by Don Norman (1988) in his bestseller The Design of Everyday Things.
More on usability: design and usability principles 60
1.
Visibility The more visible functions are, the more likely users will be able to know what to do next. In contrast, when functions are "out of sight," it makes them more difficult to find and know how to use. Norman (1988) describes the controls of a car to emphasize this point. The controls for different operations are clearly visible (e.g., indicators, headlights, horn, hazard warning lights), indicating what can be done. The relationship between the way the controls have been positioned in the car and what they do makes it easy for the driver to find the appropriate control for the task at hand.
More on usability: design and usability principles 61
2.
Feedback Feedback is about sending back information about what action has been done and what has been accomplished, allowing the person to continue with the activity. Various kinds of feedback are available for interaction design- audio, tactile, verbal, visual, and combinations of these. Deciding which combinations are appropriate for different kinds of activities and interactivities is central. Using feedback in the right way can also provide the necessary visibility for user interaction.
More on usability: design and usability principles 62
3.
Constraints The design concept of constraining refers to determining ways of restricting the kind of user interaction that can take place at a given moment. There are various ways this can be achieved. A common design practice in graphical user interfaces is to deactivate certain menu options by shading them. Thereby restricting the user to only actions permissible at that stage of the activity.
More on usability: design and usability principles 63
•
A menu illustrating restricted availability of options as an example of logical constraining. Shaded areas indicate deactivated options.
•
+ve: prevents the user from selecting incorrect options and thereby reduces the chance of making a mistake.
More on usability: design and usability principles 64
Norman (1999) classifies constraints into three categories: physical, logical, and cultural. 3.1 Physical constraints Refer
to the way physical objects restrict the movement of things. For example, the way an external disk can be placed into a disk drive is physically constrained by its shape and size, so that it can be inserted in only one way. Likewise, keys on a pad can usually be pressed in only one way.
More on usability: design and usability principles 65
3.2 Logical constraints rely on people's common-sense reasoning about actions and their consequences Making actions and their effects obvious enables people to logically deduce what further actions are required. Disabling menu options when not appropriate for the task in hand provides logical constraining. it allows users to reason why (or why not) they have been designed this way and what options are available.
More on usability: design and usability principles 66
3.3 Cultural constraints Rely on learned conventions, like the use of red for warning, the use of certain kinds of audio signals for danger, and the use of the smiley face to represent happy emotions. Most cultural constraints are arbitrary in the sense that their relationship with what is being represented is abstract, and could have equally evolved to be represented in another form (e.g., the use of yellow instead of red for warning). Accordingly, they have to be learned. Once learned and accepted by a cultural group, they become universally accepted conventions.
More on usability: design and usability principles 67
4.
Mapping This refers to the relationship between two things A
relationship between what you want to do and what appears possible Relationship between controls and their effects in the world
More on usability: design and usability principles 68
Which controls which?
More on usability: design and usability principles 69
Which controls which?
More on usability: design and usability principles 70
5.
Consistency
This refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks.
In particular, a consistent interface is one that follows rules, such as using the same operation to select all objects. For example, a consistent operation is using the same input action to highlight any graphical object at the interface, such as always clicking the left mouse button.
A much more effective design solution is to create categories of commands that can be mapped into subsets of operations. For the word-processing application, the hundreds of operations available are categorized into subsets of different menus. All commands that are concerned with file operations (e.g., save, open, close) are placed together in the same file menu
More on usability: design and usability principles 71 6.
Affordance
Is a term used to refer to an attribute of an object that allows people to know how to use it.
To afford means "to give a clue" (Norman, 1988). When the affordances of a physical object are perceptually obvious it is easy to know how to interact with it.
For example, a door handle affords pulling, a cup handle affords grasping, and a mouse button affords pushing.
Graphical elements like buttons, icons, links, and scroll bars are talked about with respect to how to make it appear obvious how they should be used: icons should be designed to afford clicking, scroll bars to afford moving up and down, buttons to afford pushing.
TASK 6 – Obligatory 72
This assignment is intended for you to put into practice what you have read about in this chapter. Specifically, the objective is to enable you to define usability and user experience goals and to use design and usability principles for evaluating the usability of an interactive product. Find an example and examine how it has been designed, paying particular attention to how the user is meant to interact with it.
Chapter 3
ì
“THE PROCESS INTERACTION DESIGN”
Dr. Salsabeel Alabbady
Interaction Design Four Basic Activities ì Four basic ac:vi:es for interac:on design: 1. Iden:fying needs and establishing requirements 2. Developing alterna:ve designs 3. Building interac:ve versions of the designs 4. Evalua:ng designs
Dr. Salsabeel Alabbady
Interaction Design Activities 1. Iden:fying needs and establishing requirements ì In order to design something to support people ì We must know who our target users are ì And what kind of support an interac:ve product could usefully provide. ì These needs form the basis of the product's requirements and underpin subsequent design and development. Dr. Salsabeel Alabbady
Interaction Design Activities 2. Developing alterna:ve designs ì This is the core ac:vity of designing: actually sugges=ng ideas
for mee=ng the requirements.
ì This ac:vity can be broken up into two sub-‐ac:vi:es:
conceptual design and physical design.
ì Conceptual design involves producing the conceptual model
for the product and a conceptual model describes what the product should do, behave and look like.
ì Physical design considers the detail of the product including
the colors, sounds, and images to use, menu design, and icon design.
Dr. Salsabeel Alabbady
Interaction Design Activities 3.
Building interac:ve versions of the designs
ì Interac:on design involves designing interac=ve products. ì The most sensible way for users to evaluate such designs, then, is to
interact with them.
ì This requires an interac=ve version of the designs to be built, but that
does not mean that a soTware version is required.
ì There are different techniques for achieving "interac=on”, not all of
which require a working piece of soTware.
ì For example, paper-‐based prototypes are very quick and cheap to
build and are very effec:ve for iden:fying problems in the early stages of design, and through role-‐playing users can get a real sense of what it will be like to interact with the product.
Dr. Salsabeel Alabbady
Interaction Design Activities 4. Evalua:ng designs ì Evalua:on is the process of determining the usability and
acceptability of the product or design that is measured in terms of a variety of criteria including: ì the number of errors users make using it, ì how appealing it is, ì how well it matches the requirements, and so on.
ì Interac:on design requires a high level of user involvement
throughout development, and this enhances the chances of an acceptable product being delivered.
Dr. Salsabeel Alabbady
A simple lifecycle model for interaction design Identify needs/ establish requirements
(Re)Design Evaluate Build an interactive version Final product Dr. Salsabeel Alabbady
Three key characteristics Three key characteristics permeate these four activities: 1. Focus on users early in the design and evaluation of the artifact 2. Identify, document and agree specific usability and user experience goals 3. Iteration is inevitable. Designers never get it right first time Dr. Salsabeel Alabbady
Some practical issues • These ques:ons must be answered if we are going to be able to "do" interac:on design in prac:ce. These are: • Who are the users? • What are ‘needs’? • Where do alternatives come from? • How do you choose among alternatives?
Dr. Salsabeel Alabbady
Who are the users? • Not as obvious as you think: — those who interact directly with the product — those who manage direct users — those who receive output from the product — those who test the system — those who make the purchasing decision — those who use competitor’s products ??? • Three categories of user: — primary: frequent hands-on users of the system — secondary: occasional or via someone else; — tertiary: affected by the introduction of the system, or will influence its purchase. Wider term: stakeholders Dr. Salsabeel Alabbady
Who are the users? • Wider term: stakeholders • There is a surprisingly wide collec:on of people who all have a stake in the development of a successful product. These people are called stakeholders. • Stakeholders are "people or organiza=ons who will be affected by the system and who have a direct or indirect influence on the system requirements" (Kotonya and Sommerville, 1998). Dr. Salsabeel Alabbady
Who are the users? (cont’d) • What are their capabilities? Humans vary in many dimensions! • Some examples are: — size of hands may affect the size and positioning of input buttons; — motor abilities may affect the suitability of certain input and output devices; — height if designing a physical kiosk; — strength - a child’s toy requires little strength to operate, but greater strength to change batteries Dr. Salsabeel Alabbady
What are ‘needs’? • Users rarely know what is possible • Users can’t tell you what they ‘need’ to help them achieve their goals • Instead, look at existing tasks: — their context — what information do they require? — who collaborates to achieve the task? — why is the task achieved the way it is? • Envisioned tasks: — can be rooted in existing behaviour — can be described as future scenarios Dr. Salsabeel Alabbady
What are ‘needs’? • If a product is a new inven=on, then it can be difficult to iden=fy the users and representa=ve tasks for them; • e.g., before microwave ovens were invented, there were no users to consult about requirements and there were no representa=ve tasks to iden=fy. • Those developing the oven had to imagine who might want to use such an oven and what they might want to do with it. Dr. Salsabeel Alabbady
Where do alternatives come from? • Humans stick to what they know works • But considering alternatives is important to ‘break out of the box’ • Designers are trained to consider alternatives, software people generally are not • How do you generate alternatives? — ‘Flair and creativity’: research & synthesis — Seek inspiration: look at similar products or Dr. Salsabeel Alabbady at very different products look
Where do alternatives come from? Normally, innova=ons arise through cross-‐fer:liza:on of ideas from different applica=ons, the evolu:on of an exis:ng product through use and observa=on, or straigh^orward copying of other, similar products. For example, if you think of something commonly believed to be an "inven:on," such as the steam engine, this was in fact inspired by the observa:on that the steam from a ke_le boiling on the stove liTed the lid. Clearly there was an amount of crea:vity and engineering involved in making the jump from a boiling ke_le to a steam engine, but the ke_le provided the inspira:on to translate experience gained in one context into a set of principles that could be applied in another. As an example of evolu=on, consider the word processor. The capabili:es of suites of office soTware have gradually increased from the :me they first appeared. Ini:ally, a word processor was just an electronic version of a typewriter, but gradually other capabili=es, including the spell-‐checker, thesaurus, style sheets, graphical capabili:es, etc., were added. Dr. Salsabeel Alabbady
How do you choose among alternatives? •
•
Choosing among alterna:ves is about making design decisions: • Will the device use keyboard entry or a touch screen? • Will the device provide an automa:c memory func:on or not? These decisions will be informed by the informa:on gathered about users and their tasks, and by the technical feasibility of an idea.
•
The decisions fall into two categories:
•
those that are about externally visible and measurable features, e.g, externally visible and measurable factors for a building design include the ease of access to the building, the amount of natural light in rooms, the width of corridors, and the number of power outlets. In a photocopier, externally visible and measurable factors include the physical size of the machine, the speed and quality of copying, the different sizes of paper it can use, and so on.
•
and those that are about characteris=cs internal to the system that cannot be observed or measured without dissec=ng it. E.g. the number of power outlets will be dependent on how the wiring within the building is designed and the capacity of the main power supply; the choice of materials used in a photocopier may depend on its fric:on ra:ng and how much it deforms under certain condi:ons. Dr. Salsabeel Alabbady
How do you choose among alternatives? • Evaluation with users or with peers e.g. prototypes • Prototyping is used to overcome poten=al client misunderstandings and to test the technical feasibility of a suggested design and its produc:on. • Technical feasibility: some not possible • Quality thresholds: Usability goals lead to usability criteria (set early and checked regularly) — safety: how safe? — utility: which functions are superfluous? — effectiveness: appropriate support? task coverage, information available — efficiency: performance measurements Dr. Salsabeel Alabbady
A simple lifecycle model for interaction design Identify needs/ establish requirements
(Re)Design Evaluate Build an interactive version Final product Dr. Salsabeel Alabbady
Chapter 3
ì
“THE PROCESS INTERACTION DESIGN”
Dr. Salsabeel Alabbady
A simple lifecycle model for interaction design Identify needs/ establish requirements
(Re)Design Evaluate Build an interactive version Final product Dr. Salsabeel Alabbady
Identifying needs What, how, and why? in this design ac8vity? ì What are we trying to achieve ì There are two aims: ì One aim is to understand as much as possible about the users,
their work, and the context of that work, so that the system under development can support them in achieving their goals; this we call "iden8fying needs.”
ì Second aim is to produce, from the needs idenFfied, a set of
stable requirements that form a sound basis to move forward into thinking about design.
Dr. Salsabeel Alabbady
Identifying needs What, how, and why?
ì How can we achieve this?
ì A t the beginning of the requirements acFvity, we know that we
have a lot to find out and to clarify.
ì At the end of the acFvity we will have a set of stable
requirements that can be moved forward into the design acFvity.
ì In the middle, there are ac8vi8es concerned with gathering
data, interpre8ng or analyzing the data, and capturing the findings in a form that can be expressed as requirements.
Dr. Salsabeel Alabbady
Identifying needs What, how, and why? ì Why bother? The importance of geFng it right ì Causes of IT project failure (Taylor, 2000) ì The research involved detailed quesFoning of 38 IT
professionals in the UK. When asked about which project stages caused failure, respondents menFoned "requirements defini8on" more than any other phase.
ì When asked about cause of failure, "unclear objec8ves and
requirements" was menFoned more than anything else,
ì and for cri8cal success factors, "clear, detailed requirements"
was menFoned most oYen.
Dr. Salsabeel Alabbady
What are requirements
ì A requirement is a statement about an intended product that
specifies what it should do or how it should perform.
ì Requirements should be as specific, unambiguous, and clear as
possible.
ì E.g. , a requirement for a website might be that the Fme to
download any complete page is less than 5 seconds.
ì Different Kinds of Requirements in SE ì FuncFonal and non-‐funcFonal requirements
Dr. Salsabeel Alabbady
Different kinds of requirements ì Func8onal requirements : which say what the system should do ì Non-‐Func8onal requirements : which say what constraints there are on the
system and its development
ì Examples: ì A func8onal requirement for a word processor may be that it should
support a variety of formaFng styles. A non-‐func8onal requirement for a word processor might be that it must be able to run on a variety of plaLorms such as PCs, Macs and Unix machines.
ì A different kind of non-‐funcFonal requirement would be that it must be
delivered in six months' 8me. This represents a constraint on the development acFvity itself rather than on the product being developed.
ì If we consider interac8on devices in general, other kinds of non-‐funcFonal
requirements become relevant such as physical size, weight, and color.
Dr. Salsabeel Alabbady
More kinds of requirements ì 1. Func(onal requirements : capture what the product should do ì For example, a funcFonal requirement for a smart fridge might be that
it should be able to tell when the buOer tray is empty.
ì 2. Data requirements: capture the type, volaFlity, size/amount,
persistence, accuracy, and value of the amounts of the required data. ì All interacFve devices have to handle greater or lesser amounts of
data. ì For example, if the system under consideraFon is to operate in the share-‐dealing applicaFon domain, then the data must be up-‐to-‐date and accurate, and is likely to change many Fmes a day. In the personal banking domain, data must be accurate, must persist over many months and probably years, is very valuable, and there is likely to be a lot of it. Dr. Salsabeel Alabbady
More kinds of requirements ì 3. Environmental requirements or context of use refer to the circumstances
in which the interacFve product will be expected to operate.
ì Four aspects of the environment must be considered when establishing
requirements.
3.1 Physical ì 3.2 Social ì 3.3 OrganizaFonal ì 3.4 Technical ì
ì 3.1 First is the physical environment such as how much ligh8ng, noise, and
dust is expected in the operaFonal environment. Will users need to wear protecFve clothing, such as large gloves or headgear, that might affect the choice of interacFon paradigm? How crowded is the environment? For example, an ATM operates in a very public physical environment. Using speech to interact with the customer is therefore likely to be problema8c.
Dr. Salsabeel Alabbady
More kinds of requirements ì 3.2 The second aspect of the environment is the social
environment.
ì Social aspects of interacFon design, such as collabora8on and
coordina8on, need to be explored in the context of the current development.
ì For example, will data need to be shared? If so, does the
sharing have to be synchronous, e.g., does everyone need to be viewing the data at once, or asynchronous, e.g., two people authoring a report take turns in ediFng and adding to it? Other factors include the physical locaFon of fellow team members, e.g., do collaborators have to communicate across great distances?
Dr. Salsabeel Alabbady
More kinds of requirements ì 3.3 The third aspect is the organiza8onal environment, e.g.,
how good is user support likely to be, how easily can it be obtained, and are there facili8es or resources for training? How efficient or stable is the communica8ons infrastructure? How hierarchical is the management? and so on.
ì 3.4 Finally, the technical environment will need to be
established: for example, what technologies will the product run on or need to be compa8ble with, and what technological limita8ons might be relevant?
Dr. Salsabeel Alabbady
More kinds of requirements ì
4. User requirements: capture the characteris8cs of the intended user group.
ì
we menFoned the relevance of a user's abili8es and skills, and these are an important aspect of user requirements.
ì
But in addiFon to these, a user may be a novice, an expert, a casual, or a frequent user.
ì
For example, a novice (beginner) user will require step-‐by-‐step instrucFons, probably with prompFng, and a constrained interacFon backed up with clear informaFon.
ì
An expert, on the other hand, will require a flexible interac8on with more wide-‐ranging powers of control.
ì
If the user is a frequent user, then it would be important to provide shortcuts such as funcFon keys rather than expecFng them to type long commands or to have to navigate through a menu structure.
ì
A casual or infrequent user, rather like a novice, will require clear instruc8ons and easily understood prompts and commands, such as a series of menus. The collecFon of aeributes for a "typical user" is called a user profile. Any one device may have a number of different user profiles.
Dr. Salsabeel Alabbady
More kinds of requirements ì 5. Usability requirements: capture the usability goals
and associated measures for a parFcular product.
ì We described a number of usability goals:
effec8veness, efficiency, safety, u8lity, learnability, and memorability. If we want to meet these usability goals, then we must idenFfy the appropriate requirements.
ì We also described some user experience goals, such
as making products that are fun, enjoyable, pleasurable, aesthe8cally pleasing, and mo8va8ng.
Dr. Salsabeel Alabbady
Data gathering ì Data gathering techniques are: ì QuesFonnaires, (yes/no, MCQs, Open, …) (hard copy, electronic) ì Interviews, (Structured, semi-‐structures, unstructured) (face-‐to-‐
face, telephone,…) ì Focus groups and workshops, (group of stakeholders) ì ObservaFon, (outside observaFon, parFcipant) ì Studying documentaFon. ì Some of them, such as the interview, require ac8ve
par8cipa8on from stakeholders, while others, such as studying documentaFon, require no involvement at all.
Dr. Salsabeel Alabbady
Overview of data-‐gathering techniques used in the requirements activity Technique
Good for
Kind of data
Advantages
disadvantages
Ques8onnaires
Answering specific quesFons
QuanFtaFve and qualitaFve data
Can reach many people with low resource
The design is crucial. Response rate maybe low. Responses may not be what you want
interviews
Exploring issues
Some QuanFtaFve but mostly qualitaFve data
Interviewer can guide interviewee if necessary. Encourages contact between developers and users
Time consuming. ArFficial environment may inFmidate interviewee
Focus groups and workshops
CollecFng mulFple viewpoints
Some QuanFtaFve but mostly qualitaFve data
Highlights areas of consensus and conflict. Encourages contact between developers and users
Possibility of dominant characters
Understanding context of user acFvity
QualitaFve
Observing actual work gives insights that other techniques can't give
Very Fme consuming. Huge amounts of data
Learning about procedures, regulaFons and standards
QuanFtaFve
Observa8on
Studying documenta8on
Dr. Salsabeel Alabbady
No Fme commitment from Day-‐to-‐day working will users required differ from documented procedures
Choosing between techniques ì Kind of informa(on required: At the beginning of the project you
may not have any specific quesFons that need answering, so it's beeer to spend Fme exploring issues through interviews rather than sending out quesFonnaires.
ì The resources available will influence your choice, too. For example,
sending out ques8onnaires na8onwide requires sufficient 8me, money, and people to do a good design, try it out (i.e., pilot it), issue it, collate the results and analyze them. If you only have three weeks and no one on the team has designed a survey before, then this is unlikely to be a success.
ì The loca8on and accessibility of the stakeholders need to be
considered. It may be aeracFve to run a workshop for a large group of stakeholders, but if they are spread across a wide geographical area, it is unlikely to be pracFcal.
Dr. Salsabeel Alabbady
Data gathering guidelines ì Focus on idenFfying the stakeholders' needs. ì Involve all the stakeholder groups. It is very important to make
sure that you get all the views of the right people.
ì Involving only one representa8ve from each stakeholder
group is not enough, especially if the group is large. If you only involve one representaFve stakeholder then you will only get a narrow view.
ì Use a combina8on of data gathering techniques. Each
technique will yield a certain kind of informaFon, from a certain perspecFve.
Dr. Salsabeel Alabbady
Data gathering guidelines ì Support the data-‐gathering sessions with suitable props, such
as task descripFons and prototypes if available.
ì Run a pilot session if possible to ensure that your data-‐
gathering session is likely to go as planned.
ì How you record the data during a face-‐to-‐face data-‐gathering
session is just as important as the technique(s) you use. Video recording, audio recording, and note taking are the main opFons.
ì DATA ANALYSIS Dr. Salsabeel Alabbady
A simple lifecycle model for interaction design Identify needs/ establish requirements
(Re)Design Evaluate Build an interactive version Final product Dr. Salsabeel Alabbady
Chapter 3
ì
“THE PROCESS INTERACTION DESIGN”
Dr. Salsabeel Alabbady
A simple lifecycle model for interaction design Identify needs/ establish requirements
(Re)Design Evaluate Build an interactive version Final product Dr. Salsabeel Alabbady
Design, prototyping and construction ì Introduc8on ì Prototyping and construc8on ì What is prototype? ì Low-‐fidelity prototyping ì High-‐fidelity prototyping ì Compromises in prototyping
ì Conceptual design: moving from requirements to first design ì Physical design: geMng concrete
Dr. Salsabeel Alabbady
Introduction ì Design ac8vi8es begin once a set of requirements has been
established.
ì There are two types of design: conceptual and physical. ì Conceptual design: is concerned with developing a conceptual model
that captures what the product will do and how it will behave.
ì Physical design: is concerned with details of the design such as screen
and menu structures, icons, and graphics.
ì The design emerges itera8vely, through repeated design-‐evalua8on-‐
redesign cycles involving users (prototyping and construc8on). Dr. Salsabeel Alabbady
Introduction ì There are two dis8nct circumstances for design: ì one where you're star8ng from scratch ì and one where you're modifying an exis8ng product (adding
addi8onal features)
Dr. Salsabeel Alabbady
Prototyping and construction ì It is oUen said that users can't tell you what they want, but
when they see something and get to use it, they soon know what they don't want.
ì Having collected informa8on about work prac8ces and views
about what a system should and shouldn't do, we then need to try out our ideas by building prototypes and itera8ng through several versions. And the more itera;ons, the be
Dr. Salsabeel Alabbady
What is prototype? ì A prototype can be anything from a paper-‐based storyboard
through to a complex piece of soAware, and from a cardboard mockup to a molded or pressed piece of metal.
ì A prototype allows stakeholders to interact with an envisioned
product, to gain some experience of using it in a realis8c seMng, and to explore imagined uses.
Dr. Salsabeel Alabbady
What is prototype? ì A prototype can be anything from a paper-‐based
storyboard through to a complex piece of soAware, and from a cardboard mockup to a molded or pressed piece of metal.
ì A prototype allows stakeholders to interact with an
envisioned product, to gain some experience of using it in a realis8c seMng, and to explore imagined uses.
ì So a prototype is a limited representa8on of a design
that allows users to interact with it and to explore its suitability.
Dr. Salsabeel Alabbady
What is prototype? ì E.g. Palmpilot (wood),, cardboard box (desktop laser printer)
Dr. Salsabeel Alabbady
Why prototype? ì useful aid when discussing ideas with stakeholders ì a communica8on device among team members ì an effec8ve way to test out ideas for yourself ì answer ques8ons and support designers in choosing between alterna8ves ì test out the technical feasibility of an idea ì clarify some vague requirements ì do some user tes8ng and evalua8on ì check that a certain design direc8on is compa8ble with the rest of the system
development.
Dr. Salsabeel Alabbady
Why prototype? ì A paper-‐based
prototype of a handheld device to support an au8s8c child.
Dr. Salsabeel Alabbady
Low-‐fidelity prototyping ì
A low-‐fidelity prototype is one that does not look very much like the final product.
ì
For example, it uses materials that are very different from the intended final version, such as paper and cardboard rather than electronic screens and metal.
ì
Low-‐fidelity prototypes are useful because they tend to be: ì
simple,
ì
cheap,
ì
quick to produce.
ì
and quick to modify so they support the explora8on of alterna8ve designs and ideas.
ì
This is par8cularly important in early stages of development, during conceptual design for example, because prototypes that are used for exploring ideas should be flexible and encourage rather than discourage explora8on and modifica8on.
ì
Low-‐fidelity prototypes are never intended to be kept and integrated into the final product. They are for explora;on only.
Dr. Salsabeel Alabbady
Examples of Low-‐fidelity prototyping ì Storyboards ì Sketching ì Index cards ì Wizard of Oz
Dr. Salsabeel Alabbady
Low-‐fidelity prototyping ì
Storyboarding
ì
A storyboard consists of a series of sketches showing how a user might progress through a task using the device being developed.
ì
It can be a series of sketched screens for a GUI-‐ based soAware system, or a series of scene sketches showing how a user can perform a task using the device.
ì
When used in conjunc;on with a scenario, the storyboard brings more detail to the wriZen scenario and offers stakeholders a chance to role-‐play with the prototype, interac8ng with it by stepping through the scenario.
Dr. Salsabeel Alabbady
Low-‐fidelity prototyping ì
Depicts a person using a new system for digi8zing images.
ì
This example doesn't show detailed drawings of the screens involved, but it describes the steps a user might go through in order to use the system.
Dr. Salsabeel Alabbady
Storyboard example
Dr. Salsabeel Alabbady
Low-‐fidelity prototyping ì
Sketching
ì
They don’t have to be anything more than simple boxes, s8ck figures, and stars
ì
Elements that you may require in a storyboard sketch, for example, include: ì
‘things’: people, parts of a computer, desks, books, etc.
ì
‘ac8ons’: give, find, transfer, ad write.
ì
Icons, dialog boxes, …
Dr. Salsabeel Alabbady
Index cards ì Small cards (3 X 5 inches) ì Each card represents one screen ì mul8ple screens can be shown easily on a table or the wall ì Thread or lines can indicate rela8onships between screens like ì sequence ì hyperlinks ì OUen used in website development
Dr. Salsabeel Alabbady
Index card example (screen 1)
Dr. Salsabeel Alabbady
Index card example (screen 2)
Dr. Salsabeel Alabbady
Wizard-‐of-‐Oz prototyping ì Simulated interac8on The user thinks they are interac8ng with a computer, but a developer is providing output rather than the system. User >Blurb blurb >Do this >Why?
Dr. Salsabeel Alabbady
High-‐fidelity prototyping ì Choice of materials and methods ì similar or iden8cal to the ones in the final product
ì Looks more like the final system ì appearance, not func8onality
ì Common development environments ì Macromedia Director, Visual Basic, Smalltalk, ì Web development tools
ì Misled user expecta8ons ì users may think they have a full system Dr. Salsabeel Alabbady
High-‐fidelity prototyping
Dr. Salsabeel Alabbady
Difference Low-‐fidelity prototype
High-‐fidelity prototype
Relative effectiveness of low-‐ vs. high-‐fidelity prototypes (Rudd et al., 1996) Disadvantages Type Advantages Low-‐fidelity prototype
• • • • •
Lower development cost. Evaluate mul8ple design concepts. Useful communica8on device. Address screen layout issues. Useful for iden8fying market requirements. • Proof-‐of-‐concept.
• Limited error checking. • Poor detailed specifica8on to code to. Facilitator-‐driven. • Limited u8lity aUer requirements established. • Limited usefulness for usability tests. Naviga8onal and flow limita8ons.
High-‐fidelity prototype
• • • •
Complete func8onality. Fully interac8ve. User-‐driven. Clearly defines naviga8onal scheme. Use for explora8on and test. • Look and feel of final product. Serves as a living specifica8on. Marke8ng and sales tool.
• More expensive to develop. • Time-‐consuming to create.
Dr. Salsabeel Alabbady
• Reviewers and testers tend to comment on superficial aspects rather than content. • Developers are reluctant to change something they have craUed for hours. • A soUware prototype can set expecta8ons too high.
• Not effec8ve for requirements gathering.
Compromises in prototyping ì Prototypes involve compromises: the inten8on is to produce
sth quickly to test an aspect of the product.
ì Low-‐fidelity prototype: paper-‐based prototype an obvious
compromise is that the device doesn't actually work
ì High-‐fidelity, soUware-‐based prototyping: ì the response speed may be slow, ì or the exact icons may be sketchy, ì or only a limited amount of func8onality may be available.
Dr. Salsabeel Alabbady
Compromises in prototyping ì Two common compromises that oUen must be traded against
each other are breadth of func8onality provided versus depth.
ì These two kinds of prototyping are called: ì Horizontal prototyping (providing a wide range of func8ons but
with liZle detail) ì Ver;cal prototyping (providing a lot of detail for only a few func8ons)
ì The compromises made in order to produce the prototype
must not be ignored, par8cularly the ones that are less obvious from the outside. We s8ll must produce a good-‐quality system and good engineering principles must be adhered to.
Dr. Salsabeel Alabbady
Conceptual design: moving from requirements to first design ì
Conceptual design is concerned with transforming the user requirements and needs into a conceptual model.
ì
conceptual model is: "a descrip8on of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave, and look like, that will be understandable by the users in the manner intended."
ì
Ideas for a conceptual model may emerge during data gathering, but remember you must separate the real requirements from solu8on ideas.
ì
Key guiding principles of conceptual design are: ì ì ì ì
ì
Keep an open mind but never forget the users and their context. Discuss ideas with other stakeholders as much as possible. Use low-‐fidelity prototyping to get rapid feedback. Iterate, iterate, and iterate. Remember "To get a good idea, get lots of ideas" (ReMg, 1994).
Considering alterna8ves and repeatedly thinking about different perspec8ves helps to expand the solu8on space and can help prompt insights. Prototyping and scenarios are two techniques to help you explore ideas and make design decisions
Dr. Salsabeel Alabbady
Physical design: getting concrete ì
Physical design involves considering more concrete, detailed issuer; of designing the interface, such as screen or keypad design, which icons to use, how to structure menus, etc.
ì
during physical design it will be necessary to revisit decisions made during conceptual design
ì
Design is about making choices and decisions, and the designer must strive to balance environmental, user, data and usability requirements with func;onal requirements.
ì
These are oUen in conflict.
ì
For example, a cell phone must provide a lot of func8onality but is constrained by having only a small screen and a small keyboard. This means that the display of informa8on is limited and the number of unique func8on keys is also limited, resul8ng in restricted views of informa8on and the need to associate mul8ple func8ons with func8on keys. Dr. Salsabeel Alabbady
Chapter 4
ì
“THE PROCESS INTERACTION DESIGN”
Dr. Salsabeel Alabbady
A simple lifecycle model for interaction design Identify needs/ establish requirements
(Re)Design Evaluate Build an interactive version Final product Dr. Salsabeel Alabbady
Evaluation – Introduction ì
Designers assume that if they and their colleagues can use the soBware and find it aEracFve, others will too!
ì
Designers prefer to avoid doing evaluaFon because it adds development Fme and costs money.
ì
So why is evaluaFon important?
ì
Because without evalua7on, designers cannot be sure that their so;ware is usable and is what users want.
ì
But what do we mean by evaluaFon?
ì
There are many definiFons and many different evaluaFon techniques, some of which involve users directly, while others call indirectly on an understanding of users' needs and psychology.
ì
In this book we define evaluaFon as “the process of systema7cally collec7ng data that informs us about what it is like for a par7cular user or group of users to use a product for a par7cular task in a certain type of environment”. Dr. Salsabeel Alabbady
What, why, and when to evaluate ì Users want systems that are easy to learn and to
use as well as effecFve, efficient, safe, and saFsfying.
ì Being entertaining, aEracFve, and challenging, etc.
is also essenFal for some products. So, knowing what to evaluate, why it is important, and when to evaluate are key skills for interacFon designers.
Dr. Salsabeel Alabbady
What to evaluate ì There is a huge variety of interacFve products with a vast
array of features that need to be evaluated.
ì Some features, such as the sequence of links to be
followed to find an item on a website, are oBen best evaluated in a laboratory, since such a seUng allows the evaluators to control what they want to invesFgate.
ì Other aspects, such as whether a collabora7ve toy is
robust and whether children enjoy interac7ng with it, are beEer evaluated in natural seDngs, so that evaluators can see what children do when leB to their own devices.
Dr. Salsabeel Alabbady
What to evaluate ì There has also been a growing trend towards observing how
people interact with the system in their work, home, and other seDngs, the goal being to obtain a beEer understanding of how the product is (or will be) used in its intended seUng.
ì For example, at work people are frequently being interrupted by
phone calls, others knocking at their door, email arriving, and so on-‐ to the extent that many tasks are interrupt-‐driven.
ì Only rarely does someone carry a task out from beginning to end
without stopping to do something else. Hence the way people carry out an ac7vity (e.g., preparing a report) in the real world is very different from how it may be observed in a laboratory. Furthermore, this observaFon has implicaFons for the way products should be designed.
Dr. Salsabeel Alabbady
Why you need to evaluate ì Just as designers shouldn't assume that everyone is like them, they also
shouldn't presume that following design guidelines guarantees good usability.
ì EvaluaFon is needed to check that users can use the product and like it. ì Bruce Tognazzini, successful usability consultant, comments that: ì "Itera+ve design, with its repea+ng cycle of design and tes+ng, is the only
validated methodology in existence that will consistently produce successful results. If you don't have user-‐tes+ng as an integral part o f your design process you are going to throw buckets of money down the drain."
ì Problems are fixed before the product is shipped, not aBer. ì The team can concentrate on real problems, not imaginary ones. ì The range of features to be evaluated is very broad. Dr. Salsabeel Alabbady
When to evaluate ì The product being developed may be a brand-‐new
product or an upgrade of an exisFng product.
ì If the product is new, then considerable Fme is
usually invested in market research. Designers oBen support this process by developing mockups of the poten7al product that are used to elicit reacFons from potenFal users. As well as helping to assess market need, this ac7vity contributes to u n d e r s t a n d i n g u s e r s ' n e e d s a n d e a r l y requirements.
Dr. Salsabeel Alabbady
When to evaluate ì In the case of an upgrade, there is limited scope for
change and aKen7on is focused on improving the overall product.
ì evaluaFons compare user performance and
aDtudes with those for previous versions.
ì In contrast, new products do not have previous
versions and there may be nothing comparable on the market, so more radical changes are possible if evaluaFon results indicate a problem.
Dr. Salsabeel Alabbady
When to evaluate ì Forma)ve evalua)ons: EvaluaFons done
during design to check that the product conFnues to meet users' needs are know as.
ì Summa)ve evalua)on: EvaluaFons that are
done to assess the success of a finished product. Dr. Salsabeel Alabbady
An evaluation framework-‐Introduction ì EvaluaFon is driven by quesFons about how well the design or
par7cular aspects of it sa7sfy users' needs.
ì Some of these quesFons provide high-‐level goals to guide the
evaluaFon. Others are much more specific.
ì For example, ì can users find a parFcular menu item? ì Is a graphic useful and aEracFve? ì Is the product engaging? ì PracFcal constraints also play a big role in shaping evaluaFon plans: ì Fght schedules, ì low budgets, Dr. Salsabeel Alabbady
Evaluation paradigms and techniques ì Paradigm e.g. usability tesFng ì Technique e.g. The techniques associated
with usability tesFng are: user tesFng in a controlled environment; observa7on of user acFvity in the controlled environment and the field; and ques7onnaires and interviews.
Dr. Salsabeel Alabbady
Evaluation paradigms ì In this book we idenFfy four core evaluaFon
paradigms:
ì (1) "quick and dirty" evaluaFons; ì (2) usability tesFng; ì (3) field studies; ì and (4) predicFve evaluaFon. Dr. Salsabeel Alabbady
"Quick and dirty" evaluation ì A "quick and dirty" evaluaFon is a common pracFce in which designers
informally get feedback from users or consultants to confirm that their ideas are in line with users' needs and are liked.
ì "Quick and dirty" evaluaFons can be done at any stage and the emphasis is on
fast input rather than carefully documented findings.
ì For example, early in design developers may meet informally with users to get
feedback on ideas for a new product.
ì At later stages similar meeFngs may occur to try out an idea for an icon, check
whether a graphic is liked, or confirm that informaFon has been appropriately categorized on a webpage.
ì This approach is oBen called "quick and dirty" because it is meant to be done in
a short space of 7me. GeUng this kind of feedback is an essenFal ingredient of successful design.
Dr. Salsabeel Alabbady
"Quick and dirty" evaluation ì Any involvement with users will be highly informa7ve
and you can learn a lot early in design by observing what people do and talking to them informally.
ì The data collected is usually descrip7ve and informal
and it is fed back into the design process as verbal or wriEen notes, and sketches, etc.
ì Another source comes from consultants, who use their
knowledge of user behavior, the market place and technical know-‐how, to review soBware quickly and provide suggesFons for improvement.
Dr. Salsabeel Alabbady
Evaluation paradigms ì In this book we idenFfy four core evaluaFon
paradigms:
ì (1) "quick and dirty" evaluaFons; ì (2) usability tesFng; ì (3) field studies; ì and (4) predicFve evaluaFon. Dr. Salsabeel Alabbady
Usability testing ì
Usability tesFng involves measuring typical users' performance on carefully prepared tasks that are typical of those for which the system was designed.
ì
Users' performance is generally measured in terms of number of errors and 7me to complete the task.
ì
As the users perform these tasks, they are watched and recorded on video and by logging their interacFons with soBware. This observaFonal data is used to calculate performance 7mes, iden7fy errors, and help explain why the users did what they did.
ì
User saFsfacFon ques7onnaires and interviews are also used to elicit users' opinions.
ì
The defining characterisFc of usability tesFng is that it is strongly controlled by the evaluator (Mayhew,1999).
ì
There is no mistaking that the evaluator is in charge! Typically tests take place in laboratory-‐like condi7ons that are controlled. Casual visitors are not allowed and telephone calls are stopped, and there is no possibility of talking to colleagues, checking email, or doing any of the other tasks that most of us rapidly switch among in our normal lives.
ì
Everything that the parFcipant does is recorded-‐ every keypress, comment, pause, expression, etc.,
so that it can be used as data. Dr. Salsabeel Alabbady
Evaluation paradigms ì In this book we idenFfy four core evaluaFon
paradigms:
ì (1) "quick and dirty" evaluaFons; ì (2) usability tesFng; ì (3) field studies; ì and (4) predicFve evaluaFon. Dr. Salsabeel Alabbady
Field studies ì The disFnguishing feature of field studies is that they are
done in natural seDngs with the aim of increasing understanding about what users do naturally and how technology impacts them
ì QualitaFve techniques such as interviews, observa7on,
and par7cipant observa7on
ì The data takes the form of events and conversaFons
that are recorded as notes, or by audio or video recording, and later analyzed using a variety of analysis techniques.
Dr. Salsabeel Alabbady
Evaluation paradigms ì In this book we idenFfy four core evaluaFon
paradigms:
ì (1) "quick and dirty" evaluaFons; ì (2) usability tesFng; ì (3) field studies; ì and (4) predicFve evaluaFon. Dr. Salsabeel Alabbady
Predictive evaluation ì In predicFve evaluaFons experts apply their knowledge of typical
users, oBen guided by heurisFcs, to predict usability problems. Another approach involves theoreFcally-‐ based models.
ì The key feature of predic7ve evalua7on is that users need not be
present, which makes the process quick, rela7vely inexpensive, and thus aKrac7ve to companies; but it has limita7ons.
Dr. Salsabeel Alabbady
Characteris7cs of different evalua7on paradigms Evalua7on paradigms
“Quick and dirty”
Role of users
Natural behavior To carry out set tasks
Natural behavior Users generally not involved
Who controls
Evaluators take Evaluators minimum control strongly in control
Evaluators try to Expert evaluators develop relaFonships with users
LocaFon
Natural environment or laboratory
Laboratory
Natural environment
Laboratory-‐oriented but oBen happens on customer’s premises
With a prototype or product.
Most oBen used early in design to check that users' needs are being met or to assess problems or design opportuniFes.
Expert reviews (oBen done by consultants) with a prototype, but can occur at any Fme. Models are used to assess specific aspects of a potenFal design.
When used Any Fme you want to get feedback about a design quickly.
Usability tes7ng
Field studies
Predic7ve
Characteris7cs of different evalua7on paradigms Evalua7on “Quick and paradigms dirty”
Usability tes7ng
Field studies
Predic7ve
Type of data
QuanFtaFve someFmes staFsFcally validated. Users’ opinion collected by quesFonnaire or interview.
QualitaFve descripFons oBen accompanied with sketches, scenarios.
list of problems from expert reviews. QuanFtaFve figures from model
Using qualitaFve informal descripFon
Fed back Sketches, into design quotes, by descripFve report.
Report of DescripFons that performance include quotes, measures, errors sketches etc. Findings provide a benchmark for future versions.
Reviewers provide a list of problems, oBen with suggested soluFons. Times calculated from models are given to designers.
Characteris7cs of different evalua7on paradigms Evalua7on “Quick and paradigms dirty”
Usability tes7ng
Field studies
Philosophy Reviewers Applied approach May be objecFve provide a list of based on observaFon problems, experimentaFon oBen with suggested soluFons. Times calculated from models are given to designers.
Predic7ve PracFcal heurisFcs and pracFFoner experFse underpin expert reviews. Theory underpins models.
Evaluation paradigms and techniques ì Paradigm e.g. usability tesFng
ì Technique e.g. The techniques associated with usability tesFng are: user tesFng in a controlled environment; observaFon of user acFvity in the controlled environment and the field; and quesFonnaires and interviews.
Dr. Salsabeel Alabbady
Evaluation techniques ü observing users ü asking users their opinions ü asking experts their opinions ü tesFng users' performance ü modeling users' task performance to predict
the efficacy of a user interface Dr. Salsabeel Alabbady
Observing users ì ObservaFon techniques help to iden7fy needs leading to new
types of products and help to evaluate prototypes.
ì Notes, audio, video, and interacFon logs are well-‐ known ways
of recording observa7ons and each has benefits and drawbacks.
ì Obvious challenges for evaluators are how to observe without
disturbing the people being observed and how to analyze the data, parFcularly when large quanFFes of video data are collected or when several different types must be integrated to tell the story (e.g., notes, pictures, sketches from observers).
Dr. Salsabeel Alabbady
Asking users ì Asking users what they think of a product-‐ ì whether it does what they want; ì whether they like it; ì whether the aestheFc design appeals; ì whether they had problems using it; ì whether they want to use it again-‐ ì is an obvious way of geUng feedback. ì Interviews and ques7onnaires are the main techniques for doing
this. The quesFons asked can be unstructured or Fghtly structured. They can be asked of a few people or of hundreds. Interview and quesFonnaire techniques are also being developed for use with email and the web.
Dr. Salsabeel Alabbady
Asking experts ì SoBware inspecFons and reviews are long established techniques
for evaluaFng soBware code and structure
ì Guided by heurisFcs, experts step through tasks role-‐playing
typical users and idenFfy problems.
ì Developers like this approach because it is usually rela7vely
inexpensive and quick to perform compared with laboratory and field evalua7ons that involve users.
ì In addi7on, experts frequently suggest solu7ons to problems.
Dr. Salsabeel Alabbady
User testing ì Measuring user performance to compare two or more designs has
been the bedrock of usabilitytesFng.
ì These tests are usually conducted in controlled seUngs and
involve typical users performing typical, well-‐defined tasks.
ì Data is collected so that performance can be analyzed. ì Generally the Fme taken to complete a task, the number of errors
made, and the navigaFon path through the product are recorded.
ì Descrip7ve sta7s7cal measures such as means and standard
devia7ons are commonly used to report the results.
Dr. Salsabeel Alabbady
Modeling users’ task performance ì There have been various aEempts to model
human-‐computer interac7on so as to predict the efficiency and problems associated with different designs at an early stage without building elaborate prototypes.
ì These techniques are successful for systems with
limited funcFonality.
Dr. Salsabeel Alabbady
The rela7onship between evalua7on paradigms and techniques Evalua7on paradigms
“Quick and dirty”
Usability tes7ng
Observing users
Important for seeing how users behave in their natural environments
Video and interacFon ObservaFon is the logging, which can be central part of any field analyzed to idenFfy study. errors, invesFgate routes through the soBware, or calculate performance Fme
N/A
User saFsfacFon quesFonnaires are administered to collect users' opinions. Interviews may also be used to get more details.
N/A
Asking users Discussions with users and potenFal users individually, in groups or focus groups.
Field studies
The evaluator may interview or discuss what she sees with parFcipants.
Predic7ve
The rela7onship between evalua7on paradigms and techniques Evalua7on paradigms
“Quick and dirty”
Usability tes7ng
Asking experts
To provide N/A criFques (called "crit reports") of the usability of a prototype.
Field Predic7ve studies N/A
Experts use heurisFcs early in design to predict the efficacy of an interface.
User tesFng N/A
TesFng typical users N/A on typical tasks in a controlled laboratory-‐like seUng is the cornerstone of usability tesFng. To carry out set tasks
N/A
Modeling N/A users’ task performance
N/A
Models are used to predict the efficacy of an interface or compare performance Fmes between versions.
N/A
A framework to guide evaluation ì
Well-‐planned evaluaFons are driven by clear goals and appropriate quesFons (Basili et al., 1994).
ì
T o guide our evaluaFons we use the D E C I D E framework, which provides the following checklist to help novice evaluators:
ì
1. Determine the overall goals that the evaluaFon addresses.
ì
2. Explore the specific ques+ons to be answered.
ì
3. Choose the evalua+on paradigm and techniques to answer the quesFons.
ì
4. denFfy the prac+cal issues that must be addressed, such as selecFng parFcipants.
ì
5.
ì
6. Evaluate, interpret, and present the data.
I
Decide how to deal with the ethical issues.
Dr. Salsabeel Alabbady
Key points ì
Key points
ì
A n evaluaFon paradigm is an approach in which the methods used are influenced by par-‐ Fcular theories and philosophies. Four evaluaFon paradigms were idenFfied:
ì
1. "quick and dirty" 2. usability tesFng 3. field studies 4. predicFve evaluaFon
ì
Methods are combinaFons of techniques used to answer a quesFon but in this book we oBen use the terms "methods" and "techniques" interchangeably. Five categories were idenFfied: I. observing users
ì
2. asking users 3. asking experts 4. user tesFng 5. modeling users' task performance
ì
The DECIDE framework has six parts: 1. Determine the overall goals of the evaluaFon. 2. Explore the quesFons that need to be answered to saFsfy the goals. 3. choose the evaluaFon paradigm and techniques to answer the quesFons. 4. IdenFfy the pracFcal issues that need to be considered. 5. Decide on the ethical issues and how to ensure high ethical standards. 6. Evaluate, interpret, and present the data.
ì
Drawing up a schedule for your evaluaFon study and doing one or several pilot studies will help to ensure that the study is well designed and likely to be successful. Dr. Salsabeel Alabbady
chapter 10
universal design
Introduction •
The discussion that we had on human psychology in Chapter 1 talked about general human abilities and, in reality, people are much more varied than the discussion suggests.
•
People have different abilities and weaknesses; they come from different backgrounds and cultures; they have different interests, viewpoints and experiences; they are different ages and sizes.
•
All of these things have an impact on the way in which an individual will use a particular computing application and, indeed, on whether or not they can use it at all.
•
Given such diversity, we cannot assume a ‘typical’ user or design only for people like ourselves.
Introduction • Universal design: is the process of designing products so that they can be used by as many people as possible in as many situations as possible. • In our case, this means particularly designing interactive systems that are usable by anyone, with any range of abilities, using any technology platform. • This can be achieved by designing systems either to have built in redundancy or to be compatible with assistive technologies. An example of the former might be an interface that has both visual and audio access to commands; an example of the latter, a website that provides text alternatives for graphics, so that it can be read using a screen reader.
Universal design principles • We have defined universal design as ‘the process of designing products so that they can be used by as many people as possible in as many situations as possible’. • But what does that mean in practice? • Is it possible to design anything so that anyone can use it – and if we could, how practical would it be? • Wouldn’t the cost be prohibitive? • In reality, we may not be able to design everything to be accessible to everyone, and we certainly cannot ensure that everyone has the same experience of using a product, but we can work toward the aim of universal design and try to provide an equivalent experience.
Universal design example • Although it may seem like a huge task, universal design does not have to be complex or costly. • In fact, if you are observant, you will see many examples of design that attempt to take account of user diversity. • Next time you cross the road, look at the pavement. • The curb may be lowered, to enable people who use wheelchairs to cross more easily. • The paving near the curb may be of a different texture – with raised bumps or ridges – to enable people who cannot see to find the crossing point. • The parent with a child in a buggy, or the traveller with wheeled luggage, can cross the road more easily.
universal design example
universal design example
universal design example
universal design example
universal design example
universal design example
universal design example
universal design example Bad design
universal design example • Notice how many modern buildings have automatic doors that open on approach. • Or lifts that offer both visual and auditory notification of the floor reached. • And, whilst these designs make the crossing, the building and the lift more accessible to people who have disabilities, notice too how they also help other users. – The parent with a child in a buggy, or the traveller with wheeled luggage, can cross the road more easily; – the shopper with heavy bags, or the small child, can enter the building; – and people are less likely to miss their floor because they weren’t paying attention.
• Universal design is primarily about trying to ensure that you do not exclude anyone through the design choices you make but, by giving thought to these issues, you will invariably make your design better for everyone.
universal design example
universal design principles - NCSW
• Seven principles give us a framework in which to develop universal designs. 1. Equitable use 2. Flexibility in use 3. Simple and intuitive to use 4. Perceptible information 5. Tolerance for error 6. Low physical effort 7. Size and space for approach and use
universal design principles 1. Equitable use:
- NCSW
• the design is useful to people with a range of abilities and appealing to all. • No user is excluded or stigmatized. • Wherever possible, access should be the same for all; • Where identical use is not possible, equivalent use should be supported. • Where appropriate, security, privacy and safety provision should be available to all.
universal design principles - NCSW
2. Flexibility in use: • The design allows for a range of ability and preference, through choice of methods of use and adaptivity to the user’s pace, precision and custom. 3. Simple and intuitive to use: • Regardless of the knowledge, experience, language or level of concentration of the user. • The design needs to support the user’s expectations and accommodate different language and literacy skills. • It should not be unnecessarily complex and should be organized to facilitate access to the most important areas. • It should provide prompting and feedback as far as possible.
universal design principles 4. Perceptible information:
- NCSW
• The design should provide effective communication of information regardless of the environmental conditions or the user’s abilities. • Redundancy of presentation is important: information should be represented in different forms or modes (e.g. graphic, verbal, text, touch). • Essential information should be emphasized and differentiated clearly from the peripheral content. • Presentation should support the range of devices and techniques used to access information by people with different sensory abilities.
universal design principles 5. Tolerance for error:
- NCSW
•
Minimizing the impact and damage caused by mistakes or unintended behavior.
•
Potentially dangerous situations should be removed or made hard to reach.
•
Potential hazards should be shielded by warnings.
6. • • •
low physical effort: systems should be designed to be comfortable to use, minimizing physical effort and fatigue. The physical design of the system should allow the user to maintain a natural posture with reasonable operating effort. • Repetitive or sustained actions should be avoided.
universal design principles - NCSW 7. Size and space for approach and use: • The placement of the system should be such that it can be reached and used by any user regardless of body size, posture or mobility. • Important elements should be on the line of sight for both seated and standing users. • All physical components should be comfortably reachable by seated or standing users. • Systems should allow for variation in hand size and provide enough room for assistive devices to be used.
Universal design principles - NCSW • These seven principles give us a good starting point in considering universal design. • They are not all equally applicable to all situations, of course. • For example, principles six and seven would be vital in designing an information booth but less important in designing word-processing software. • But they provide a useful check- list of considerations for designers, together with guidelines on how each principle can be achieved.
Multi-modal vs. Multi-media • Multi-modal systems – use more than one sense (or mode ) of interaction e.g. visual and aural senses: a text processor may speak the words as well as echoing them to the screen
• Multi-media systems – use a number of different media to communicate information e.g. a computer-based teaching system: may use video, animation, text and still images: different media all using the visual mode of interaction; may also use sounds, both speech and non-speech: two more media, now using a different mode
Users with disabilities • visual impairment – screen readers
• hearing impairment – text communication, gesture
• physical impairment – speech I/O, eyegaze, gesture, predictive systems (e.g. Reactive keyboard)
• speech impairment – speech synthesis, text communication
• dyslexia – speech input, output
• autism – communication, education
… plus … • age groups – older people e.g. disability aids, memory aids, communication tools to prevent social isolation – children e.g. appropriate input/output devices, involvement in design process
• cultural differences – influence of nationality, generation, gender, race, class, religion, political persuasion etc. on interpretation of interface features – e.g. interpretation and acceptability of language, cultural symbols, gesture and colour
Chapter6- Introduction
“HCI Beyond the GUI, design Non-traditional interfaces” Edited by Philip Kortum
Dr. Salsabeel Alabbady
Nontraditional interfaces 1.
Haptic user interfaces
2.
Gesture interfaces
3.
Locomotion interfaces
4.
Auditory interfaces
5.
Speech user interfaces
6.
Interactive voice response interfaces
7.
Olfactory interfaces
8.
Taste interfaces
9.
Small-screen interfaces
10.
Multimode interfaces: two or more interfaces to accomplish the same task
11.
Multimode interfaces: combining interfaces to accomplish a single task
Dr. Salsabeel Alabbady
Haptic user interfaces
Haptic interfaces use the sensation of touch to provide information to the user.
Rather than visually inspecting a virtual three-dimensional object on a computer monitor, a haptic display allows a user to physically “touch” that object.
The interface can also provide information to the user in other ways, such as vibrations.
Of course, the gaming industry has led the way in introducing many of these nontraditional interfaces to the general public.
Various interface technologies have heightened the realism of game play and make the game easier and more compelling. Dr. Salsabeel Alabbady
Haptic user interfaces
One of the early interfaces to take advantage of haptics can be found in Atari’s Steel Talons sit-down arcade game.
The game was fun to play because the controls were reasonably realistic and the action was nonstop; however, unlike other contemporary first-person shooter games.
Atari integrated a haptic feedback mechanism that was activated when the user’s helicopter was “hit” by enemy fire.
Other contemporary games used sounds and changes in the graphical interface (flashing, bullet holes) to indicate that the user was taking enemy fire.
Atari integrated what can best be described as a “knocker” in the seat of the game.
This haptic interface was both effective and compelling.
Dr. Salsabeel Alabbady
Haptic user interfaces Atari’s Steel Talons helicopter simulation, circa 1991. While the graphics were unremarkable (shaded polygons), the game employed a haptic interface in the player’s seat (as indicated by the arrow) that thumped the player (hard!) when the helicopter was being hit by ground fire. The added interface dimension caused the player to react in more realistic ways to the “threat” and made the information more salient.
Dr. Salsabeel Alabbady
Gesture interfaces Gesture interfaces use hand and
face movements as input controls for a computer. Although related to haptic
interfaces, gesture interfaces differ in the noted absence of machine-mediated proprioceptive or tactile feedback. Dr. Salsabeel Alabbady
Gesture interfaces
In 2001, Konami released a game called MoCap Boxing.
Unlike earlier versions of boxing games that were controlled with joysticks and buttons, Konami’s game required the player to actually box.
The player donned gloves and stood in a specified area that was monitored with infrared motion detectors.
Dr. Salsabeel Alabbady
Gesture interfaces
This technology, too, has found its way into the home with the recent introduction of Nintendo’s Wii system.
Unlike other current home gaming systems, Wii makes extensive use of the gesture interface in a variety of games, from bowling to tennis,
Allowing the user to interact in a more natural style than previously when interaction was controlled via buttons interfaced to the GUI.
Dr. Salsabeel Alabbady
Gesture interfaces
Gesture interfaces range from systems that employ hand motion for language input to those that use gestures to navigate (e.g., “I want to go that way”) and issue commands (e.g., “Pick that up”) in a virtual-reality environment.
Dr. Salsabeel Alabbady
Locomotion interfaces
Deal with large-scale movement or navigation through an interface.
Interfaces in research labs not only include treadmill-type interfaces, but have moved in other interesting directions. These kinds of interfaces are frequently associated with high-end simulators.
Dr. Salsabeel Alabbady
Auditory interfaces
Auditory interfaces have also been used extensively to augment complex interfaces and to spread the cognitive load in highly visual interfaces.
Recently, auditory interfaces have been employed as a substitute for more complex visual interfaces, and the term “sonification” has been coined to describe these kinds of auditory interfaces.
In a sonified interface, representations that are typically visual, such as graphs and icons, are turned into sound, that is, sonified, so that they can be interpreted in the auditory rather than the visual domain.
Dr. Salsabeel Alabbady
Speech user interfaces Recent advances in computing power have brought the
possibility of robust speech interfaces into reality. Early implementations of single-word speech command
interfaces have led to continuous–speech dictation systems and state-of-the-art systems that employ powerful semantic analysis to interpret a user’s intent with unstructured speech.
Dr. Salsabeel Alabbady
Interactive Voice Response Interfaces
Interactive voice response systems (IVRs) are in widespread use in the commercial world today, yet receive scant attention in traditional human factors.
The interface has been embraced by the business community because of its huge potential for cost savings and because when implemented correctly it can result in high customer satisfaction ratings from the user as well.
Because of the ubiquity of the interface, however, poorly designed IVR interfaces abound, and users are left to suffer.
Dr. Salsabeel Alabbady
Olfactory Interfaces
As with many of the interfaces in this book, the advent of computers and simulated environments has pushed secondary interfaces, like olfaction, to the fore.
Cinemas
shopping (perfume fragrance samples)
entertainment (the smell of burning rubber as you drive a video game race car)
Dr. Salsabeel Alabbady
Taste Interfaces Without a doubt, interfaces that rely on taste are one of the least
explored of the nontraditional interfaces. Taste interfaces are usually discussed in terms of simulation, in
which a particular taste is accurately represented to simulate a real taste (e.g., for a food simulator).
Dr. Salsabeel Alabbady
Small Screen interfaces
While devices such as mobile telephones and MP3 players have continued to shrink, the problems with controlling and using these miniature devices have grown.
From the physical ergonomics associated with using the systems to the navigation of tiny menus, the new systems have proven to be substantially different, and more difficult, to use than their bigger brethren.
The chapter on small-screen interfaces will discuss how these miniature GUIs are designed and tested, and how special interface methods (predictive typing, rapid serial presentation of text, etc.) can be employed to make these interfaces significantly more usable.
Dr. Salsabeel Alabbady
Multimode Interfaces: Two or More Interfaces to Accomplish the Same Task
In many instances, a task can be accomplished using one or more interfaces that can be used in a mutually exclusive fashion.
Providing multiple interfaces for single systems means that the seemingly independent interfaces must be designed and tested together as a system, to ensure that users who move back and forth between the two interfaces can do so seamlessly.
The chapter will explore the more common mutually exclusive multimode interfaces (MEMM), including IVR/GUI, speech/GUI, small screen/GUI, small screen/IVR, and small screen/speech, and discuss the human factors associated with the design and implementation of these multimode interfaces.
Dr. Salsabeel Alabbady
Multimode Interfaces: Combining Interfaces to Accomplish a Single Task Interfaces that employ multiple interfaces into a single
“system” interface. Auditory and visual interfaces are frequently combined to
create effective interfaces. Virtual-reality systems are a prime example of this kind of
interface, where vision, audition, speech, haptic, and gesture interfaces are combined in a single integrated experience. Dr. Salsabeel Alabbady
“HCI Beyond the GUI, design Non-traditional interfaces” Edited by Philip Kortum
Dr. Salsabeel Alabbady
1. Haptic Interfaces
Marcia K. O’Malley, Abhishek Gupta
Dr. Salsabeel Alabbady
1. Haptic Interfaces
Marcia K. O’Malley, Abhishek Gupta
http://www.youtube.com/watch?v=6wJ9Aakddng
Dr. Salsabeel Alabbady
1. Haptic Interfaces
Marcia K. O’Malley, Abhishek Gupta
http://www.youtube.com/watch?v=RD5EGQ1nnKk
Dr. Salsabeel Alabbady
Introduction In general the word “haptic” refers to the sense of touch. This sense is essentially twofold, including both: Cutaneous touch: refers to the sensation of surface features and tactile perception and is usually conveyed through the skin. kinesthetic touch sensations, which arise within the
muscles and tendons, allow us to interpret where our limbs are in space and in relation to ourselves. Haptic sensation combines both tactile and kinesthetic
sensations. Dr. Salsabeel Alabbady
Introduction
The sense of touch is one of the most informative senses that humans possess.
Mechanical interaction with a given environment is vital when a sense of presence is desired, or when a user wishes to manipulate objects within a remote or virtual environment with manual dexterity.
The haptic display, or force-reflecting interface, is the robotic device that allows the user to interact with a virtual environment or teleoperated remote system.
The haptic interface consists of a real-time display of a virtual or remote environment and a manipulator, which serves as the interface between the human operator and the simulation.
Dr. Salsabeel Alabbady
Introduction
The user moves within the virtual or remote environment by moving the robotic device.
Haptic feedback, which is essentially force or touch feedback in a man– machine interface, allows computer simulations of various tasks to relay realistic, tangible sensations to a user.
Haptic feedback allows objects typically simulated visually to take on actual physical properties, such as mass, hardness, and texture.
With the incorporation of haptic feedback into virtual or remote environments, users have the ability to:
push,
pull,
feel,
and manipulate objects in virtual space
Rather than just see a representation on a video screen. Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces Computer-aided design and manufacturing (CAD/CAM): is the use of computer systems to assist in the creation, modification, analysis, or optimization of a Design.
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces Design prototyping
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces
Allowing users to manipulate virtual objects before manufacturing them enhances production evaluation.
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces
Dangerous work environment
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces
Training in surgical procedures
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces
Training in surgical procedures
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces
Training in surgical procedures http://www.youtube.com/watch?v=QmtHecrOVXo
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces
Training in military
http://www.youtube.com/watch?v=V34gCw4fyLs
Dr. Salsabeel Alabbady
Haptic robot hand and glove
http://www.youtube.com/watch?v=oZXJYCuNtdo
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces • The Tactile Vision Substitution System (TVSS) was, perhaps, one of the most dramatic early examples of this interest (Bach-y-Rita, 1972). • The original TVVS employed a camera connected to a computer and an array of vibrating stimulators on the skin of the back. The basic idea was to allow people to “see” with their skin. • A derivative of the TVVS was the Optacon, a portable tactile display to permit blind people to read printed material.
• The main unit of the Optacon contained a template or “array” with 144 tiny pins. • The pins of the array vibrated to create a tactile image of alphabets and letters as a camera lens was moved over them. Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces - Optacon The Optacon (Optical to tactile convertor) is an electromechanical device that enables blind people to read printed material that has not been transcribed into Braille. Braille is a tactile writing system used by blind and visually impaired. It is traditionally written with embossed paper.
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces
http://www.youtube.com/watch?v=_b0J1sI-DOo
Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces - Optacon • Recent advances in haptic interfaces have led to renewed research efforts to build haptic interfaces for the blind or visually impaired. • There are three types of haptic interfaces for accessibility: • Devices like the Optacon that tactually display material to be read, • Haptic navigational aids for navigation without sight, • and haptic interfaces for web or computer access. Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces B-Touch Mobile Phone
http://weburbanist.com/2010/04/05/12-ingenious-gadgets-technologies-for-the-blind/ Dr. Salsabeel Alabbady
Areas benefit of haptic interfaces B-Touch Mobile Phone
Braille E-Book
Navigation Bracelet
Braille Polaroid Camera
http://weburbanist.com/2010/04/05/12-ingenious-gadgets-technologies-for-the-blind/ Dr. Salsabeel Alabbady
When to select a haptic interface? Haptic interfaces have a number of beneficial characteristics, such
as:
Enabling perception of limb movement and position, Improving skilled performance of tasks (typically in terms of increased precision and speed of execution of the task), Enabling virtual training in a safe and repeatable environment.
Improves feelings of realism in the task,
Support hand–eye coordination tasks
Dr. Salsabeel Alabbady
Data needed to build the interface
Upon determining that the inclusion of haptic feedback is beneficial to a virtual or remote environment display, a number of decisions must be made in order to build a haptic interface system:
The designer must determine if tactile or kinesthetic feedback is preferred
These decisions are dependent on the type of feedback that the designer wishes to provide.
For example, if the desire is to provide a simple alert to the user or to display textures or surface roughness, then a tactile device is most appropriate.
In contrast, if 2D or 3D shape perception, discrimination, or presence in the virtual or remote environment is the goal, then kinesthetic devices are preferred.
Dr. Salsabeel Alabbady
Data needed to build the interface
If kinesthetic, then the designer must select a probe- or joystick-type device that is grasped by the user, or an exoskeleton device that is worn by the user.
When selecting a desktop device versus a wearable exoskeleton device for kinesthetic force display, the designer must decide on the importance of mobility when using the interface and the nature of the feedback to be displayed.
Most tactile feedback devices are pin arrays
Dr. Salsabeel Alabbady
Design guidelines
Work space well matched to human operator.
Ensure a safe and well-designed system that is not overqualified for the job.
Consider human sensitivity to tactile stimuli
Use active movement rather than passive movement of the human operator, and minimize fatigue by avoiding static positions
In multimodal systems, it is important to minimize confusion of the operator and limit control instabilities by avoiding time lags among haptic/visual loops
Ensure Realistic Display of Environments with Tactile Devices
Dr. Salsabeel Alabbady
Task – Submission at the end of the class
Think of an application that haptic interface
maybe useful for, For whom it will be useful? (Users) and why do
you think it is useful? Is it tactile or/and kinesthetic based? What HW you will need?
Dr. Salsabeel Alabbady
“HCI Beyond the GUI, design Non-traditional interfaces” Edited by Philip Kortum
Dr. Salsabeel Alabbady
Nontraditional interfaces 1.
Haptic user interfaces
2.
Gesture interfaces
3.
Locomotion interfaces
4.
Auditory interfaces
5.
Speech user interfaces
6.
Interactive voice response interfaces
7.
Olfactory interfaces
8.
Taste interfaces
9.
Small-screen interfaces
10.
Multimode interfaces: two or more interfaces to accomplish the same task
11.
Multimode interfaces: combining interfaces to accomplish a single task
Dr. Salsabeel Alabbady
2. Gesture Interfaces
Michael Nielsen, Thomas B. Moeslund, Moritz Sto ̈rring, Erik Granum
Dr. Salsabeel Alabbady
2. Gesture Interfaces
Michael Nielsen, Thomas B. Moeslund, Moritz Sto ̈rring, Erik Granum
http://www.youtube.com/watch?v=6ECVHsUVuJg
Dr. Salsabeel Alabbady
Introduction
Gestures originate from natural interaction
between people. They consist of movements of the body and face
as nonverbal communication that complements verbal communication. This is the inspiration behind using gesture
interfaces between man and machine. Dr. Salsabeel Alabbady
Introduction Gesture interfaces can navigate a Windows interface just
as well or better than the mouse cursor, While they may be more or less useless when it comes to
fast computer games, such as three-dimensional (3D) shooters and airplane simulators. When developing a gesture interface, the objective should
not be “to make a gesture interface”. A gesture interface is not universally the best interface for any particular application. The objective is “to develop a more efficient interface” to a given application. Dr. Salsabeel Alabbady
Technology and applicability The most interesting potential in this field of research is to make
accessory- free and wireless gesture interfaces, such as in virtualreality and intelligent rooms, because the use of physical and wired gadgets makes the interface
and gesturing tedious and less natural. The first solutions required expensive data gloves or other such
intrusive equipment with wires that made the user feel uncomfortable. Greater success came with pen-based gestures (e.g., Palm handheld
devices), where trajectories were recognized as gestures. Dr. Salsabeel Alabbady
Mechanical and tactile interfaces
Early gesture interfaces relied on mechanical or magnetic input devices. Examples include the data glove , the body suit, and Nintendo Wii.
Single-point touch interfaces are well known as pen gestures (Long et al., 2000), most commonly seen in Palm handheld devices.
But recent research has developed multipoint touches directly onto the screen, used in the iGesturePad, which open up a new and more efficient interface potential.
There are examples of research in making the computer aware of human emotions shown in body language. De Silva et al. (2006) detected emotion intensity from gestures using sensors that read galvanic skin response. Dr. Salsabeel Alabbady
Touchless gesture control - enabling revolutionary natural user interfaces
http://www.youtube.com/watch?v=vypsUm2O8Nk
Dr. Salsabeel Alabbady
Facial gestures Recent work has also focused on facial gestures (face expressions
and poses)—detecting reactions and emotions. This information can be used for: automatic annotation in human behavior studies, accessibility for paralyzed people, and feedback to an intelligent learning system .
Dr. Salsabeel Alabbady
Facial gestures
Dr. Salsabeel Alabbady
The Future of Gesture Control -- Introducing Myo: Thalmic Labs at TEDxToronto
http://www.youtube.com/watch?v=8QSx5nBPj6Q
Dr. Salsabeel Alabbady
Design guidelines The Midas Touch
The relevance of this story to gesture interface design is important: The Midas touch refers to the ever-returning problem of when to start and stop interpreting a gesture.
As a designer you can expect spontaneous gestures from users all the time if the goal is natural immersive behavior.
Therefore, the gesture recognition must be very tolerant.
Otherwise, users would suffer rigid constraints to their behavior while in the system.
Unfortunately, designers often select rigid constraints as solutions, such as forcing the user not to move between gestures.
Alternatively, users may have a manual trigger that tells the system when a gesture starts and stops. Dr. Salsabeel Alabbady
Design guidelines
Cultural issues
Nonverbal communication is culturally dependent in typology (semantics), rhythm, and frequency. Perhaps there are even gender differences.
Conventional interfaces that are international are generally in English, but most software is available with a series of national language packages, and people in some nations use different keyboards.
In a gesture interface, this can be translated to selectable gesture vocabularies if it should become a problem that an emblem is illogical to another culture. Furthermore, if a culturally dependent gesture is used, this does not necessarily mean that it is utterly illogical for people of other cultures to learn it.
It is critical to consider cultural aspects when analyzing and developing gesture interfaces/detectors with a focus on natural human conversation and behavior. The system must be able to distinguish (and/or synthesize) those parameters on rhythm, frequency, and typology.
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Design guidelines
Sequencing
The choice of gestures may depend on your choice of sequencing.
Avoiding problems later in the process is easier if you design the sequencing from the start.
Sequence design involves deciding each step that a user and the system will go through to accomplish a given task.
It is obvious that sequencing can affect interface efficiency and learnability.
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“HCI Beyond the GUI, design Non-traditional interfaces” Edited by Philip Kortum
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Nontraditional interfaces 1.
Haptic user interfaces
2.
Gesture interfaces
3.
Locomotion interfaces
4.
Auditory interfaces
5.
Speech user interfaces
6.
Interactive voice response interfaces
7.
Olfactory interfaces
8.
Taste interfaces
9.
Small-screen interfaces
10.
Multimode interfaces: two or more interfaces to accomplish the same task
11.
Multimode interfaces: combining interfaces to accomplish a single task
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3. Locomotion Interfaces
Mary C. Whitton, Sharif Razzaque
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Introduction
Locomotion is a special type of movement,
Locomotion, as used by life scientists, refers to the act of an organism moving itself from one place to another.
This includes actions such as flying, swimming, and slithering.
For humans, locomotion is walking, running, crawling, jumping, swimming, and so on.
The focus of this chapter is computer-based locomotion interfaces for moving about in computer-generated scenes.
One way to think of these interfaces is that they are virtual-locomotion interfaces for virtual scenes.
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virtual-locomotion interface.
University of Utah’s Treadport virtual-locomotion interface. Left: The user walks on a treadmill while viewing the moving virtual landscape on the large projector screens. Right: To simulate hills, the entire treadmill can tilt up. To simulate the user’s virtual inertia, the Treadport physically pushes or pulls the user via a large rod that connects to a user-worn harness. Dr. Salsabeel Alabbady
Real-walking virtual locomotion interface.
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Dominant metaphors for virtual locomotion
There are three dominant metaphors for virtual locomotion:
1. In real- walking–style systems, input movements and resulting movement through the
space are as natural and as much like really walking as possible. Examples are twodimensional (2D) treadmills, walking-in-place, and real-walking interfaces. 2. In vehicle-style interfaces, input movements and response are similar to driving a
vehicle. For example, Fleming and colleagues (2002) developed a joystick interface in which pushing the joystick up (away from you) moves you forward, and pushing the joystick left rotates you left but does not move you forward. To move left, you must first turn (rotate) left using the joystick and then move forward. This is similar to how a driver operates a tank. Both real-walking and vehicle-style interfaces fall into a category of locomotion techniques that attempt to mimic, as closely as possible, how we walk or control vehicles in the real world. Dr. Salsabeel Alabbady
Dominant metaphors for virtual locomotion
There are three dominant metaphors for virtual locomotion:
3. In contrast, magical-style interfaces are those that permit movements that have no
natural corollary in the real world but that serve a useful purpose when you are moving about in a virtual scene. For instance, the ability to teleport between two distant locations is a magical component of a locomotion interface. Similarly, the ability to adapt the length of your virtual stride so that you move miles with each step is a magical property. Regardless of the choice of metaphor, the interface has to convert the user’s physical movement (in the real world) into virtual movement—both direction and speed—in the virtual scene.
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Joyman: an Immersive and Entertaining Interface for Virtual Locomotion
http://www.youtube.com/watch?v=VqJAjeWBoBA
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Avatar
avatar behind the scenes motion capture
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Motion capture / Locomotion
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Motion capture / Locomotion
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Motion capture / Locomotion
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Motion capture / Locomotion
http://www.youtube.com/watch?v=uO9c3DUUdzA
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Motion capture / Locomotion
http://www.youtube.com/watch?v=MON0b3z_qCs
Dr. Salsabeel Alabbady
Motion capture / Locomotion
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Motion capture / Locomotion
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Design guidelines
General interface design rules apply to locomotion interfaces as well:
1. Always consider the user’s goals for the interface as the highest priority.
2. Perform many iterations of the design ! test ! revise cycle.
3. Always include tests with actual users and the actual tasks those users will perform.
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Design guidelines specific to whole-body locomotion interfaces 1.
Match the locomotion metaphor to the goals for the interface You should always consider whether the locomotion metaphor suits the goal of the whole-body locomotion interface. For example, if the interface’s goal is to simulate real walking, then the interface should require the user to really turn her body to turn (walking metaphor), rather than turning by manipulating a steering wheel or hand controller (vehicle metaphor).
2. Consider supplementing visual motion cues using other senses The visual display alone may not always communicate some kinds of movement. For example, if the user of a game is hit with bullets, the quick and transient shock movement will be imperceptible in a visual display because the visual system is not sensitive to those kinds of motions. An auditory display and motion platform (e.g., a shaker) would work better. On the other hand, a motion platform would not be appropriate for conveying very slow and smooth motion such as canoeing on a still pond.
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Design guidelines specific to whole-body locomotion interfaces 3. Consider user safety Since the user will be physically moving, consider her safety. One thing you must always consider as a designer is the set of cables that might connect to equipment worn by the user. Will the cables unintentionally restrict her movement or entangle her or cause her to fall? What prevents her from falling? And if she does fall, does the equipment she is wearing cause her additional injury? How will the cables be managed?
4. Consider how long and how often the interface will be used As a designer you must also consider the length of time the person will be using the interface and how physically fatiguing and stressful the motions she must make are. For example, if the interface requires her to hold her arms out in front of her, she will quickly tire. If the interface requires her to slam her feet into the ground, repeated use might accelerate knee and joint injury. As discussed above, you should also be on the lookout for symptoms of simulator sickness, and if you suspect that your locomotion interface is causing some users to become sick, investigate ways of changing the interface to address it.
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Design guidelines specific to whole-body locomotion interfaces 5. Do not assume that more sophisticated technology (higher tech) is better One assumption that we have seen novice interface designers make that often results in a bad interface design is that an interface is better simply because it is “higher tech.” You must consider the goals of the user and make design choices based on that.
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