HCI

HCI Notes

Interaction techniques: Data files (punch cards)Command linesLine editor (rather than replacing whole punch card)Modeless interface (in different contexts commands have same effect)WSIWYGMenus (easier to recognize than recall)Pointing devicesGraphic displays (rather than teletype).Windows and Icons.

Direct Manipulation Properties (for WIMP rather than command line):Object of interest visible graphicallyOperations involve physical actions not commandsActions should be rapid , incremental and reversibleThe effect of actions immediately visibleSmall set of novice commands, expanded expert commands.

Style guidelines: Microsoft Style guidelines similar to DMP aboveUsed by apple for branding, familiar interfaces.

Heuristic evaluation: Experts evaluate a system from a list of usability heuristics.

Psychological User Models:

Marrs theory of vision: Marr proposed a series of black boxes (input,output) to process visual inputRetinal image -> (nerve cells find boundaries) ->Primal sketch -> (Analyse, find which objects infront of each other) -> 3d sketch.

Gestalt laws of perception: Proximity (Objects close to each other are grouped)Similarity (Visually similar objects are grouped)Good continuation (Dotted lines appear continuous)Closure (Prefer to see common shapes).

Visual Tasks: Depth perceptionFace recognitionVisual search, takes T = k log_2 (n+1) to find one item among a number of similar items.

Fitts law: Time taken to point at a given location greater with distance moved by mouse, less with size of target.

Models of memory: We can remember about 7 +- 2 chunks (eg words, letters)We remember things by creating connections, so producing rich associations aids retrieval.

Generalised Problem Solver: Searches a state space for possible intermediate states between some initial and goal stateAt each stage either select and intermediate goal that gets you closer to the goal, or if no such goal decompose into subgoals.

System Models:

Model human processor: Summate all different events for an action.Perceptual events=100msCognitive events=70ms. Motion events=70ms.

Keystroke level model: Similar to above. Key press: 0.28sHome (on mouse or keyboard): 0.4 secondsPoint with mouse: 1.1 secondsSystem response timeMentally prepare for an action: 1.35 seconds.

GOMS (Goal, Operators, Methods and Selection): Extends KLM with GPS ideaUsers select a method which consists of operation to complete a goal.

Mental models: Users simulate what effect they think actions will haveIf users can't explain something by their mental model, they use analogyEg people think that electricity is like water, and will fall out of the socket.

User Orientated Design Methods:

Prototyping: The waterfall model requires strict and correct specifications.Rapid prototyping accepts users requirements change and evolveWith the spiral model the prototype is refined iterativelyIn deep prototyping one aspect of the system functionality is fully implemented before developing the rest of the interfaceYou can use rapid development tools such as Macromedia Director, or even low fidelity prototyping (drawings).Functionality in low fidelity prototypes can by provided through the Wizard of Oz technique (a person pretends to be the machine).

Evaluation techniques:

Controlled Experiments: An experiment is based on observations (measurements made when someone uses an experimental interface)It should be performed over many subjects and results are usually found to have a normal distributionThere are normally experimental treatments, eg a good UI vs. a bad UITo find the difference we need a significance test such as the t-testThe null hypothesis is "What is the probability that the observed difference is due to random variation?"It is normally required the chance is less than 5%There are variations due to different tasks, IQ, hints etcThe experiment should be made under a realistic environment.

Surveys: Normally composed of closed (yes/now, 1-5) or open questions.Questionnaires are a type of survey, normally used for large populations.

Think aloud studies: Subjects are asked to carry out some task while talking as continuously as possibleData is transcribed from a tape into a verbal protocol.

Bad techniques: Subjective reports. One user (the programmer)Hypothesis without analysis.

Cognitive Walkthrough: Under the user model a user sets a goal to be accomplishedThe user searches the interface for possible actions, selects the action that seems likely to make progress towards the goal, then performs and evaluates the systems feedback. Users aren't involved; evaluators describe a description of users, tasks to be completed and the correct actions for themPresent are the interface designer, a group of peers, a scribe and a facilitatorThey consider the users goal, accessibility of controls, the quality of the controls label and goal, and the feedback of the systemCognitive walk-through deals with inexperienced users performing possibly new actions.

Heuristic Evaluation: Nielsen suggested that the usability of a system should be evaluated by a number of experts, each working from a list of usability heuristicsSeparate evaluators, if possible from different backgrounds, each evaluate the system independently perhaps by running through scenarios.All evaluators use the same heuristicsNielsen gave a list of sample heuristics including “Visibility of system status”,”Match between system and the real world”, “User control and freedom”, “Consistency and standards”, “Error prevention”, “Recognition rather than recall”, “Flexibility and efficiency of use”, “Aesthetic and minimalist design”, “Help users recognize, diagnose and recover from errors”, “Help and documentation”Heuristic evaluation is used often as it is cheap, simple and easily understoodIt doesn't however touch deeper issues or offer answers for them, and doesn't have concepts of different users. Unlike with walkthrough, evaluators work separately.

Task Orientated Analysis:

Structured Interviews: Normally find requirements from representativeAlso conduct studies such as interviews with the users.

Observational Studies: Video recordings of the subject, which are transcribed into a video protocolCan also do diary studies.

Ethnographic field studies: Observe subjects in a wide range of contexts, over a period of timeUseful for requirements captureMicrosoft write personas from market research (with photographs, fictional biographies etc.) then the designer tries to accommodate this user.

Field tests: Such as the follow me home program by Quicken, where users are given the software free in exchange for designers following them home and observing them install and use it.

Use case design: Analyse user activities in terms of use cases - specific scenarios for interactions with the systemThe systems behavior is described from the point of view of actors- representations of roles that users will take when interacting with the systemUseful in later stages of design, to trace the specification and validation of different subsystems.

Cognitive Dimensions of notations: The Cognitive Dimensions of Notations is an approach to analyzing the usability of information artefact's (eg software systems, physical machines etc.) It is a small vocabulary of about 12 terms which describe aspects that are cognitively-relevantSuch as: Premature commitment (can you perform actions in any order?), Hidden dependencies (eg HTML links), Viscosity (easy to change?), Visibility (Easy to see what you're editing?), Closeness of mapping (between notation and the real world), Consistency (similar semantics?), Diffuseness (brief notation?), Error-proneness (some mistakes easy to make?), Hard mental operations, Progressive evaluation, Provisionality (can you sketch?), Role expressivenessThere are also sub-devices: Helper devices (eg post-it notes), redefinition devices (eg short cut codes)There are notational activities: search, incrementation (adding new data), modification (changing structure), transcription, exploratory designTo evaluate, identify the main notation and environment in which it is manipulatedThen identify sub devices and describe their notations (there may be separate layers to be analysed separately)Consider each notation in terms of dimensions.Identify problems, and consider design decisionsUseful for complex software with notations such as spreadsheets.

Research trends:

Computer Supported Cooperative Work: Users normally work with other usersDesign discussions, for example, can be broken down into questions, options for addressing them, and criteria by which an option should be selectedThis provides a design rationale (reasons why design decisions were taken)Examples of what is looked into include shared whiteboards and social networking sites.

New interaction devices: Immersive virtual reality, augmented reality (superimpose virtual onto real). Audio responses to actions.

End user programming: Psychology of programmingUseful for things such as laboratory automation languageProgramming by example is where a computer infers what the user wantsAlso programming languages to teach programming.