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Jan 20, 2011 IAT 334 1
IAT 334
Interface Design
Cognitive Aspects (Review)
Usability Principles
______________________________________________________________________________________
SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA
Jan 20, 2011 IAT 334 2
Agenda
 Cognitive Processes
– Implications
– Motor system
 Usability Principles
– Learnability Principles
– Flexibility Principles
– Robustness Principles
Jan 20, 2011 IAT 334 3
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
Jan 20, 2011 IAT 334 4
Model Human Processor
Basics
 Based on Empirical Data
 Three interacting subsystems
– Perceptual (read-scan)
– Cognitive (think)
– Motor (respond)
Jan 20, 2011 IAT 334 5
Information Processing
 Usually serial action
– Respond to buzzer by pressing button
 Usually parallel recognition
• Driving, reading signs, listening to radio
Jan 20, 2011 IAT 334 6
Processes
 Four main processes of cognitive system:
– Selective Attention
– Learning
– Problem Solving
– Language
Jan 20, 2011 IAT 334 7
Selective Attention
 We can focus on one particular thing
– Eg cocktail party talk
 Salient visual cues can facilitate s.a.
– Examples?
– Bold, Larger fonts
Jan 20, 2011 IAT 334 8
Learning
 Procedural Learning:
– How to do something
 Declarative Learning:
– Facts about something
 Involves
– Memorization
– Understanding concepts & rules
– Acquiring motor skills
– Automization
Jan 20, 2011 IAT 334 9
Learning
 Facilitated
– By analogy
– By structure & organization
– If presented in incremental units
– Repetition
 Use user’s previous knowledge in interface
– Hence, I hate PowerPoint 07!
Jan 20, 2011 IAT 334 10
Observations
 Users focus on getting job done, not
learning to effectively use system
 Users apply analogy even when it doesn’t
apply
– Mac Trashcan for disk eject
Jan 20, 2011 IAT 334 11
Problem Solving
 Storage in LTM, then application
 Reasoning
– Deductive- If P then Q, P
– Inductive- If P then Q, Q
– Abductive- Generalization
Jan 20, 2011 IAT 334 12
Observations
 People are more heuristic than algorithmic
 People often choose suboptimal strategies
for low priority problems
 People learn better strategies with
practice
Jan 20, 2011 IAT 334 13
Implications
 Allow flexible shortcuts
– Forcing lengthy, mechanistic plans on user
will bore them
– Quick Keys! ALT-Q to Quit
 Have active rather than passive help
– Recognize waste
Jan 20, 2011 IAT 334 14
Language
 Rule-based
– How do you make plurals?
 Productive
– We make up sentences
 Key-word and positional
– Patterns
 Should systems have natural language
interfaces?
Jan 20, 2011 IAT 334 15
People
 “Good”
– Infinite capacity LTM
– LTM duration &
complexity
– High-learning
capability
– Powerful attention
mechanism
– Powerful pattern
recognition
 “Bad”
– Limited capacity STM
– Limited duration STM
– Unreliable access to
LTM
– Error-prone processing
– Slow processing
Jan 20, 2011 IAT 334 16
Recap
 I. Senses
– A. Sight
– B. Sound
– C. Touch
 II. Information processing
– A. Perceptual
– B. Cognitive
• 1. Memory
– a. Short term
– b. Medium term
– c. Long term
• 2. Processes
– a. Selective attention
– b. Learning
– c. Problem solving
– d. Language
– C. Motor system
Jan 20, 2011 IAT 334 17
UI Design Principles
 Categories
– Learnability
• support for learning for users of all levels
– Flexibility
• support for multiple ways of doing tasks
– Robustness
• support for recovery
 Always think about exceptions, suitability
Jan 20, 2011 IAT 334 18
Learnability Principles
 Predictability
 Synthesizability
 Familiarity
 Generalizability
 Consistency
Jan 20, 2011 IAT 334 19
Predictability
 I think that this action will do…
 Operation visibility - can see avail actions
– e.g. menus vs. command shell
– grayed menu items
Predictable?
Jan 20, 2011 IAT 334 20
Jan 20, 2011 IAT 334 21
Synthesizability
 From the resulting system state, My
previous action did…
– compare in command prompt vs UI
– same feedback needed for all users, all apps?
Jan 20, 2011 IAT 334 22
Familiarity
 Does UI task relate real-world task or
domain knowledge?
– to anything user is familiar with?
– Use of metaphors
• pitfalls
– Are there limitations on familiarity?
Familiarity
 What does the blinking green traffic light
mean in Ontario?
Jan 20, 2011 IAT 334 23
Jan 20, 2011 IAT 334 24
Generalizability
 Does knowledge of one UI apply to
others?
– Cut and paste in many apps
 Does knowledge of one aspect of a UI
apply to rest of the UI?
– File browsers in MacOS/ Windows
 Aid: UI Developers guidelines
Jan 20, 2011 IAT 334 25
Consistency
 Similar ways of doing tasks
– interacting
– output
– screen layout
 Is this always desirable for all systems, all
users?
Jan 20, 2011 IAT 334 26
Flexibility Principles
 Dialog Initiative
 Multithreading
 Task migratibility
 Substitutivity
 Customizability
Jan 20, 2011 IAT 334 27
Dialog Initiative
 System pre-emptive
– system does all prompts, user responds
• sometimes necessary
• Eg. Bank machine
 User pre-emptive
– user initiates actions
• more flexible
Jan 20, 2011 IAT 334 28
Multithreading
 Two types
– Concurrent
• input to multiple tasks simultaneously
– Interleaved
• many tasks, but input to one task at a time
Jan 20, 2011 IAT 334 29
Task migratability
 Ability to move performance of task to
entity (machine or person) that can do it
better
– Eg. Autopilot
– Spellchecking
– When is this good? Bad?
Jan 20, 2011 IAT 334 30
Substitutivity
 Flexibility in details of operations
– Allow user to choose suitable interaction
methods
– Allow different ways to
• perform actions
• specify data
• configure
– Allow different ways of presenting output
• to suit task, user
Jan 20, 2011 IAT 334 31
Customizability
 Ability to modify interface
– By user - adaptability
– By system - adaptivity
Jan 20, 2011 IAT 334 32
Robustness Principles
 Observability
 Recoverability
 Responsiveness
 Task Conformance
Jan 20, 2011 IAT 334 33
Observability
 Can user determine internal state of
system from observable state?
– Browsability
• explore current state (without changing it)
– Reachability
• navigate through observable states
– Persistence
• how long does observable state persist?
Jan 20, 2011 IAT 334 34
Recoverability
 Ability to continue to a goal after
recognizing error
• Difficulty of Recovery procedure should relate to
difficulty of original task
– Forward Recoverability
• ability to fix when we can’t undo?
– Backward Recoverability
• undo previous error(s)
Jan 20, 2011 IAT 334 35
Responsiveness
 Rate of communication between user and
system
– Response time
• time for system to respond in some way to user
action(s)
– Stability principle
• response time, rate should be consistent
– As computers have gotten better, required
computer response has gotten shorter
Jan 20, 2011 IAT 334 36
Task Conformance
 Task coverage
– can system do all tasks of interest?
 Task adequacy
– Can user do tasks?
– Does system match real-world tasks?

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IAT334-Lec03-Cog+UsabilityPrinciples.pptx

  • 1. Jan 20, 2011 IAT 334 1 IAT 334 Interface Design Cognitive Aspects (Review) Usability Principles ______________________________________________________________________________________ SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA
  • 2. Jan 20, 2011 IAT 334 2 Agenda  Cognitive Processes – Implications – Motor system  Usability Principles – Learnability Principles – Flexibility Principles – Robustness Principles
  • 3. Jan 20, 2011 IAT 334 3 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
  • 4. Jan 20, 2011 IAT 334 4 Model Human Processor Basics  Based on Empirical Data  Three interacting subsystems – Perceptual (read-scan) – Cognitive (think) – Motor (respond)
  • 5. Jan 20, 2011 IAT 334 5 Information Processing  Usually serial action – Respond to buzzer by pressing button  Usually parallel recognition • Driving, reading signs, listening to radio
  • 6. Jan 20, 2011 IAT 334 6 Processes  Four main processes of cognitive system: – Selective Attention – Learning – Problem Solving – Language
  • 7. Jan 20, 2011 IAT 334 7 Selective Attention  We can focus on one particular thing – Eg cocktail party talk  Salient visual cues can facilitate s.a. – Examples? – Bold, Larger fonts
  • 8. Jan 20, 2011 IAT 334 8 Learning  Procedural Learning: – How to do something  Declarative Learning: – Facts about something  Involves – Memorization – Understanding concepts & rules – Acquiring motor skills – Automization
  • 9. Jan 20, 2011 IAT 334 9 Learning  Facilitated – By analogy – By structure & organization – If presented in incremental units – Repetition  Use user’s previous knowledge in interface – Hence, I hate PowerPoint 07!
  • 10. Jan 20, 2011 IAT 334 10 Observations  Users focus on getting job done, not learning to effectively use system  Users apply analogy even when it doesn’t apply – Mac Trashcan for disk eject
  • 11. Jan 20, 2011 IAT 334 11 Problem Solving  Storage in LTM, then application  Reasoning – Deductive- If P then Q, P – Inductive- If P then Q, Q – Abductive- Generalization
  • 12. Jan 20, 2011 IAT 334 12 Observations  People are more heuristic than algorithmic  People often choose suboptimal strategies for low priority problems  People learn better strategies with practice
  • 13. Jan 20, 2011 IAT 334 13 Implications  Allow flexible shortcuts – Forcing lengthy, mechanistic plans on user will bore them – Quick Keys! ALT-Q to Quit  Have active rather than passive help – Recognize waste
  • 14. Jan 20, 2011 IAT 334 14 Language  Rule-based – How do you make plurals?  Productive – We make up sentences  Key-word and positional – Patterns  Should systems have natural language interfaces?
  • 15. Jan 20, 2011 IAT 334 15 People  “Good” – Infinite capacity LTM – LTM duration & complexity – High-learning capability – Powerful attention mechanism – Powerful pattern recognition  “Bad” – Limited capacity STM – Limited duration STM – Unreliable access to LTM – Error-prone processing – Slow processing
  • 16. Jan 20, 2011 IAT 334 16 Recap  I. Senses – A. Sight – B. Sound – C. Touch  II. Information processing – A. Perceptual – B. Cognitive • 1. Memory – a. Short term – b. Medium term – c. Long term • 2. Processes – a. Selective attention – b. Learning – c. Problem solving – d. Language – C. Motor system
  • 17. Jan 20, 2011 IAT 334 17 UI Design Principles  Categories – Learnability • support for learning for users of all levels – Flexibility • support for multiple ways of doing tasks – Robustness • support for recovery  Always think about exceptions, suitability
  • 18. Jan 20, 2011 IAT 334 18 Learnability Principles  Predictability  Synthesizability  Familiarity  Generalizability  Consistency
  • 19. Jan 20, 2011 IAT 334 19 Predictability  I think that this action will do…  Operation visibility - can see avail actions – e.g. menus vs. command shell – grayed menu items
  • 21. Jan 20, 2011 IAT 334 21 Synthesizability  From the resulting system state, My previous action did… – compare in command prompt vs UI – same feedback needed for all users, all apps?
  • 22. Jan 20, 2011 IAT 334 22 Familiarity  Does UI task relate real-world task or domain knowledge? – to anything user is familiar with? – Use of metaphors • pitfalls – Are there limitations on familiarity?
  • 23. Familiarity  What does the blinking green traffic light mean in Ontario? Jan 20, 2011 IAT 334 23
  • 24. Jan 20, 2011 IAT 334 24 Generalizability  Does knowledge of one UI apply to others? – Cut and paste in many apps  Does knowledge of one aspect of a UI apply to rest of the UI? – File browsers in MacOS/ Windows  Aid: UI Developers guidelines
  • 25. Jan 20, 2011 IAT 334 25 Consistency  Similar ways of doing tasks – interacting – output – screen layout  Is this always desirable for all systems, all users?
  • 26. Jan 20, 2011 IAT 334 26 Flexibility Principles  Dialog Initiative  Multithreading  Task migratibility  Substitutivity  Customizability
  • 27. Jan 20, 2011 IAT 334 27 Dialog Initiative  System pre-emptive – system does all prompts, user responds • sometimes necessary • Eg. Bank machine  User pre-emptive – user initiates actions • more flexible
  • 28. Jan 20, 2011 IAT 334 28 Multithreading  Two types – Concurrent • input to multiple tasks simultaneously – Interleaved • many tasks, but input to one task at a time
  • 29. Jan 20, 2011 IAT 334 29 Task migratability  Ability to move performance of task to entity (machine or person) that can do it better – Eg. Autopilot – Spellchecking – When is this good? Bad?
  • 30. Jan 20, 2011 IAT 334 30 Substitutivity  Flexibility in details of operations – Allow user to choose suitable interaction methods – Allow different ways to • perform actions • specify data • configure – Allow different ways of presenting output • to suit task, user
  • 31. Jan 20, 2011 IAT 334 31 Customizability  Ability to modify interface – By user - adaptability – By system - adaptivity
  • 32. Jan 20, 2011 IAT 334 32 Robustness Principles  Observability  Recoverability  Responsiveness  Task Conformance
  • 33. Jan 20, 2011 IAT 334 33 Observability  Can user determine internal state of system from observable state? – Browsability • explore current state (without changing it) – Reachability • navigate through observable states – Persistence • how long does observable state persist?
  • 34. Jan 20, 2011 IAT 334 34 Recoverability  Ability to continue to a goal after recognizing error • Difficulty of Recovery procedure should relate to difficulty of original task – Forward Recoverability • ability to fix when we can’t undo? – Backward Recoverability • undo previous error(s)
  • 35. Jan 20, 2011 IAT 334 35 Responsiveness  Rate of communication between user and system – Response time • time for system to respond in some way to user action(s) – Stability principle • response time, rate should be consistent – As computers have gotten better, required computer response has gotten shorter
  • 36. Jan 20, 2011 IAT 334 36 Task Conformance  Task coverage – can system do all tasks of interest?  Task adequacy – Can user do tasks? – Does system match real-world tasks?

Editor's Notes

  1. User in control when human decisions are required