1. Jan 6, 2011 IAT 334 1
IAT 334
Interface Design
Chris Shaw
______________________________________________________________________________________
SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA
2. Jan 6, 2011 IAT 334 2
Agenda
Introductions - Me, TA
HCI Overview
– Objectives
– Principles
Review HCI’s history
– Key people and events
Course Info, Project
– Description, details
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Introductions
Instructor
– Chris Shaw
– shaw@sfu.ca
HCI
– Two-Handed 3D interfaces
– Scientific & Information Visualization
– Visual Analytics
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Introductions
TA
– Saba Alimadadi
– salimada@sfu.ca
6. Read for next week
Shneiderman & Plaisant
– Chapters 1 + 2
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Course Information
Grading
– Late-term exam 35%
– Project (4 parts) 7.5% each -> 30%
– Homeworks 35%
Advice: Learn from past
– Content, lectures, projects, ...
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Group Project
Design and evaluate an interface
0 Team, Topic
1 Understanding problem
2 Design
3 Implement prototype
4 Evaluate
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Project Teams
4 people (diverse is best!)
– Arrange this in the Lab
– Team needs to all be in same lab section
Consider schedules
Cool name
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Why We Are Here
Look at human factors that affect
software design and development
Central Topic: User interface design
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HCI
What happens when a human and a computer
get together to perform a task
– Task
• Write a document
• Plan a budget
• Design a presentation
• Play a video game
– Not a task..
• Goof off (obviously)
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Why is this important?
Computers (in one way or another) affect
every person in society
– Increasing % use computers in work, at
home in the road…
Product success depends on ease of use
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Course Aims
Consciousness raising for you
– Eg. Don Norman
• “The Design of Everyday Things”
– Doors
• Handles afford various opening method
Design critic
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Goals of HCI
(Shneiderman & Plaisant Chap1)
Allow users to carry out tasks
– Safely
– Effectively
– Efficiently
– Enjoyably
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Goals of System Engineering
Functionality
• Tasks and sub-tasks to be carried out
Reliability
• Maintaining trust in the system
Standardization, integration, consistency and
portability
Schedules and budgets
• Adhering to timelines and expense
• Human factors principles and testing reduces costs
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Usability
Five Measurable Goals of UI Design
Combination of
– Ease of learning
– High speed of user task performance
– Low user error rate
– Subjective user satisfaction
– User retention over time
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Life-critical systems: air traffic control, emergency, power utilities
etc.
• high reliability, error-free performance, lengthy training for
systems, subjective satisfaction less of an issue
Industrial and commercial uses: banking, inventory management,
airline and hotel reservations, etc.
• low costs is critical over reliability, ease of learning, errors
calculated against costs, subjective satisfaction of modest
importance
Interests in Human Factors
in Design
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Office, home, entertainment: productivity and entertainment
applications
• ease of learning, low error rates, subjective satisfaction are
paramount since use is discretionary and competition is fierce.
Range of types of users from novice to expert.
Exploratory, creative, and cooperative: web-based, decision-
making, design-support, collaborative work, etc.
• users knowledgeable in domain but vary in computer skills, direct-
manipulation using familiar routines and gestures work best,
difficult systems to design and evaluate.
Interests in Human Factors
in Design
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Accommodating
Human Diversity
Physical
Abilities and
Workplaces
Cognitive
and Perceptual
Abilities
Personality
Differences
Cultural
and International
Diversity
Users with
Disabilities
Elderly
Users
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Key Historical Event
Design of the first Mac 1983-1984
“The computer for the rest of us”
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Moving Forward
How do we improve interfaces?
– 1. Change attitude of software professional
• “Slap that interface on”
– 2. Draw upon fast accumulating body of
knowledge regarding H-C interface design
– 3. Integrate UI design methods & techniques
into standard software development
methodologies now in place
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Improving Interfaces
Know the User!
– Physical abilities
– Cognitive abilities
– Personality differences
– Skill differences
– Cultural diversity
– Motivation
– Special needs
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Two Crucial Errors
Assume all users are alike
Assume all users are like the designer
24. Another Crucial Error
Have the user design it!
Users bring vital knowledge to design:
– They know a lot about the problem
– They know a lot about the current tools
– They typically know very little about design
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Evaluation
Things we can measure
– Time to learn
– Speed of performance
– Rate of errors by user
– Retention over time
– Subjective satisfaction
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Interfaces in the World
VCR
Mouse
Phone
Copier
Car
Airline reservation
Air traffic control
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History of HCI
______________________________________________________________________________________
SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA
29. Jan 6, 2011 IAT 334 29
Agenda
Review HCI’s history
– Key people and events
Human capabilities
– Senses
– Information processing
• Perceptual
• Cognitive
– Memory
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History of HCI
Digital computer grounded in ideas from
1700’s & 1800’s
Technology became available in the
1940’s and 1950’s
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Vannevar Bush
“As We May Think” - 1945 Atlantic
Monthly
“…publication has been extended far
beyond our present ability to make real
use of the record.”
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Bush
Postulated Memex device
– Can store all records/articles/communications
– Large memory
– Items retrieved by indexing, keywords, cross
references
– Can make a trail of links through material
– etc.
Envisioned as microfilm, not computer
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J.R. Licklider
1960 - Postulated “man-computer
symbiosis”
Couple human brains and computing
machines tightly to revolutionize
information handling
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Vision/Goals
Immediate Intermediate Long-term
•Time sharing
•Electronic I/O
•Interactive, real-
time system
•Large scale
information
storage and
retrieval
•Combined speech
recognition,
character
recognition, light-
pen editing
•Natural language
understanding
•Speech recognition
of arbitrary users
•Heuristic programming
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Mid 1960’s
Computers too expensive for individuals
-> timesharing
– increased accessibility
– interactive systems, not jobs
– text processing, editing
– email, shared file system
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Ivan Sutherland
SketchPad - ‘63 PhD thesis at MIT
– Hierarchy - pictures & subpictures
– Master picture with instances
– Constraints
– Icons
– Copying
– Light pen as input device
– Recursive operations
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The Mouse
source: resonancepub.com & brittanica.com
Doug Engelbart’s mouse - 1963-64
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Alan Kay
Dynabook - Notebook sized computer
loaded with multimedia and can store
everything
Personal Computing
Desktop Interface
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Ted Nelson
Computers can help people, not just
business
Coined term “hypertext”
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Nicholas Negroponte
MIT machine architecture & AI group
‘69-’80s
Ideas:
– wall-sized displays, video disks, AI in
interfaces (agents), speech recognition,
multimedia with hypertext
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Personal Computers
Late ‘70’s
– Apple II
– Z-80 CP/M
– IBM PC
Text and command based
Word processing
Spreadsheets!
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PCs with GUIs
Xerox PARC - mid 1970’s
– Alto
– Local processor, Bitmap display, Mouse
– Precursor to modern GUI
– LAN - Ethernet
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Menus
source: folklore.org
Bill Atkinson’s Polaroids of the first pull-down menu prototype - circa 1979
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Xerox Star - ‘81
First commercial PC designed for
“business professionals”
– Desktop metaphor, pointing, WYSIWYG
First system based on usability
engineering
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Apple Lisa - ‘82
Based on ideas of Star
More personal rather than office tool
– Still expensive!
Failure
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Apple Macintosh - ‘84
Aggressive pricing - $2500
Not trailblazer, smart copier
Good interface guidelines
3rd party applications
High quality graphics and laser printer
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Human Capabilities
Want to improve user performance
Know the user!
– Senses
– Information processing systems
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Senses
Sight, hearing, touch important for
current HCI
– smell, taste ???
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Sight
Visual System workings
Color - color blindness: 8% males,
1% females
Much done by context & grouping
(words, optical illusions, …)
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Eyes
Retina receives image
Light sensitive cells
Two types:
– Rods
• Monochrome
• Sensitive to entire visible spectrum
• Small
• Fast-acting
• Distributed throughout Retina
Light
Optic Nerve
Eye
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Eyes-Retina
Retina Cells: Cones
– Three types
• Red, Green, Blue
• Each type sensitive to limited range of visible light
• Cones are larger cells than rods
• Cones are less sensitive
• Strongly concentrated in Fovea
• Relatively few cones outside fovea
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Fovea
High-resolution area of Retina
– It’s what you point your eyes at to get good
image
– About 2 degrees visual angle
– Densely packed with Rods + Cones
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Hearing
Often taken for granted how good it is
– Pitch - frequency
– Loudness - amplitude
– Timbre - type of sound (instrument)
Sensitive to range 20Hz - 22000Hz
Limited spatially, good temporal
performance
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Hearing
Sounds can be perceived as coming from
a location
– Not terribly accurate
– Cone of confusion
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3D Audio cues:
– Interaural Time Difference
– Interaural Intensity Difference
– Pinnae filtering
– Body filtering
3D Audio Perception
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Touch
Three main sensations handled by
different types of receptors:
– Pressure (normal)
– Intense pressure (heat/pain)
– Temperature (hot/cold)
Where important?
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Models of Human Performance
Predictive
Quantitative
– Time to perform
– Time to learn
– Number and type of errors
– Time to recover from errors
Approximations
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Basic HCI
Model Human Processor
– A simple model of human cognition
– Card, Moran, Newell 1983
Components:
– Senses
– Sensory store
– Short-term memory
– Long-term memory
– Cognition
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Model Human Processor
Basics
Based on Empirical Data
Three interacting subsystems
– Perceptual (read-scan)
– Cognitive (think)
– Motor (respond)
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Information Processing
Usually serial action
– Respond to buzzer by pressing button
Usually parallel recognition
• Driving, reading signs, listening to radio
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Model Human Processor
Basics
Parameters
– Processors cycle time of 50-200ms
– Memories have type, capacity, decay time
Types
– Visual
– Auditory
– Tactile
– Taste, smell, proprioception, etc
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Perceptual Processor
Continually “grabs data” from the sensory
system
Cycle time: 100ms [50 - 200] ms
Passes data to Image Store in
unrecognized form
– “Array of Pixels” (or whatever it is) from eyes
– “Sound Intensities” from ears
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Sensory Store
The “input buffer” of the senses
Stores most recent input unrecognized
Storage time and capacity varies by type
– Visual: NominalRange
• Capacity: 17letters of text [7 - 17] letters
• Decay Time: 200ms [70 - 1000] ms
– Audio:
• Capacity: 5 letters of text [4.4-6.6] letters
• Decay Time: 1500 ms [900 - 3500] ms
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Memory
Three “types”
– Short-term memory
Conscious thought, calculations
– Intermediate
Storing intermediate results, future plans
– Long-term
Permanent, remember everything ever
happened to us
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Memory: Sort Term
Short Term (Working) Memory (WM)
– Gets basic recognition from Sensory Store
• “Stop sign” vs. “red octagon w/white marks”
– 7 +/- 2 “chunks”
• 4048946328 vs. 404-894-6328
– WM: NominalRange
• Capacity: 7 chunks [5 - 9] chunks
• Decay Time: 7 seconds [5 - 226] seconds
• Access Time: 70ms [25 - 170] ms
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Memory: Long Term
Long Term Memory (LTM)
– “Unlimited” size
– Slower access time (100ms)
– Little decay
– Episodic & Semantic
Why learn about memory?
– Know what’s behind many HCI techniques
– Predict what users will understand
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LT Memory Structure
Episodic memory
– Events & experiences in serial form
Semantic memory
– Structured record of facts, concepts & skills
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Memory Characteristics
Things move from STM to LTM by
rehearsal & practice and by use in context
We “forget” things due to decay and
interference
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Interference
Interference
– Two strong cues in working memory
– Link to different chunks in long term memory
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Interference
Exercise: Read the colors of these words
Introduction
Background
Theory
Lemma
Proof
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Read the colors of the words
Black Red
Orange Yellow
Blue
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MHP Operation
Recognize-Act Cycle
– On each cycle, contents in WM initiate actions
associatively linked to them in LTM
– Actions modify contents of WM
Discrimination Principle
– Retrieval is determined by candidates that
exist in memory relative to retrieval cues
– Interference by strongly activated chunks
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Perception
Stimuli that occur within one PP cycle fuse into a
single concept
– movies (frame rate)
• Frame rate > 1 / Tp = 1/(100 msec/frame) = 10 f/sec
– morse code listening rate
Perceptual causality
– two distinct stimuli can fuse if the first event appears
to cause the other
– events must occur in the same cycle
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Operation
Variable Cognitive Processor Rate
– Cognitive Processor cycle time Tc is shorter
with greater effort
– Induced by increased task
demands/information
– Decreases with practice
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Operation: Target finding
Task: Move hand to target area
Fitts Law
– A series of microcorrections
• Correction takes Tp + Tc + Tm
– Time Tpos to move hand to target width W
which is distance D:
• Tpos = a + b log2 (d/w + 1.0)
– Movement time depends on relative precision
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Group Project
Design and evaluate a web-based system
0 Team
1 Understanding problem
2 Design
3 Implement prototype
4 Evaluate
84. Jan 6, 2011 IAT 334 84
Project Teams
4 people (diverse is best!)
– Arrange this in the Lab
– Team needs to all be in same lab section
Consider schedules
Cool name
85. Read for next week
Shneiderman & Plaisant
– Chapters 1 + 2
Jan 6, 2011 IAT 334 85