1 Design Principles – Part 2 of 3 Learnability Principles Flexibility Principles.

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Presentation transcript:

1 Design Principles – Part 2 of 3 Learnability Principles Flexibility Principles

2 ITM 734 Introduction to Human Factors in Information Systems Design Principles – Part 2 of 3 Learnability Principles Flexibility Principles Cindy Corritore This material has been developed by Georgia Tech HCI faculty, and continues to evolve.

CS/Psych 4750 (Foley)3 1. Learnability Principles Ease with which new users can begin effective interaction and achieve maximal performance  Predictability  Synthesizability  Familiarity  Generalizability  Consistency

CS/Psych 4750 (Foley)4 1.1 Predictability I think that this action will do…. Mental model can help Operation visibility Can see avail actions  e.g. menus vs. command shell  Grayed menu items  provide context

CS/Psych 4750 (Foley)5 Mental Models - Aid Predictability Mental models are not always right Two Classes:  Functional model –Stimulus - response –“Press the accelerator once, then turn the key” –At surface or superficial level  Structural model –Deeper sense of why it happens, not just what happens –“Press the accelerator to engage the automatic choke on a carburetor”

CS/Psych 4750 (Foley)6 Another example - directions... Functional model  Give turn-by-turn directions: –“East on Ponce, turn left just after Harry’s in a Hurry, then go to the third set of lights”

CS/Psych 4750 (Foley)7 Structural model  Provide higher-level understanding  “Using map, go to Virginia & Highland”  Can augment with “East on Ponce, turn left just after Harry’s in a Hurry, then go to the third set of lights” Another example - directions...

CS/Psych 4750 (Foley)8 1.2 Synthesizability Support for user in assessing the effect of past operations on current system state to build, combine  Moving a file in UNIX shell vs. Mac/Windows  Is same feedback needed for all users, all apps?

CS/Psych 4750 (Foley)9 1.3 Familiarity Does UI task leverage existing real-world or domain knowledge?  Really relevant to first impressions  Use of metaphors –Potential pitfalls  Are there limitations on familiarity?

CS/Psych 4750 (Foley)10 Metaphors at the UI - What Metaphor - Application of name or descriptive term to another object which is not literally applicable  Use: Natural transfer - apply existing knowledge to new, abstract tasks  Problem: May introduce incorrect mental model –Macintosh -dragging CD to trash can to eject

CS/Psych 4750 (Foley)11 Metaphor Creation - Prepare Prepare  What functions are needed  What are users’ problems?

CS/Psych 4750 (Foley)12 Metaphor Creation - Generate Generate  Use metaphor that matches users’ conceptual tasks  Given choice, choose metaphor closest to way system really works  Ensure emotional tone is appropriate to users

CS/Psych 4750 (Foley)13 Metaphor Creation - Evaluate Evaluate  Ask users how they would do common tasks  Learn what is confusing and what is helpful Evolve … Mental Models

CS/Psych 4750 (Foley) Generalizability Can knowledge of one system/UI be extended to other similar ones?  Example: cut & paste in different applications  Does knowledge of one aspect of a UI apply to rest of the UI?  Aid: UI Developers guidelines

CS/Psych 4750 (Foley) Consistency Likeness in behavior between similar tasks/operations/situations/terminology  Interaction sequences –Quicken on Mac – Option-P prints check, not current document  Output –Dialogue box always has a close button  Screen layout –Menu items always in same place - leverage “muscle memory” Is this always desirable for all systems, all users?

CS/Psych 4750 (Foley)16 Consistency (cont’d) Avoid special cases and special rules Supports generalization by user, avoids frustration For command line systems - consistent syntax Find consistency between commands, unify them - as in Unix pipes for file I/O and for process inter-communications

CS/Psych 4750 (Foley)17 (In)Consistency Example - Macintosh Drag a file icon to: Folder on same physical disk Folder on another physical disk Trash can Result: File is moved to folder File is copied there File is discarded

CS/Psych 4750 (Foley)18 2. Flexibility Principles Multiplicity of ways that users and system exchange information  Dialog Initiative  Multithreading  Task migratability  Substitutivity  Customizability

CS/Psych 4750 (Foley) Dialog Initiative Not hampering the user by placing constraints on how dialog is done  User pre-emptive –User initiates actions –More flexible, generally more desirable  System pre-emptive –System does all prompts, user responds –Sometimes necessary

CS/Psych 4750 (Foley) Multithreading Allowing user to perform more than one task at a time Two types  Concurrent –Input goes to multiple tasks simultaneously  Interleaved –Many tasks, but input goes to one at a time

CS/Psych 4750 (Foley) Task Migratability Ability to move performance of task to the entity (user or system) that can do it better  Spell-checking, safety controls in plant  For what kinds of tasks should the user be in control?

CS/Psych 4750 (Foley) 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

CS/Psych 4750 (Foley) Substitutivity Drafting & page layout systems  Indicate positions with cursor or  By typing in coordinates Point at spreadsheet cell vs enter name Give temperature via slider or by typing

CS/Psych 4750 (Foley) Customizability Ability of user to modify interface  By user - adaptability –Is this a good thing?  By system - adaptivity –Is this a good thing?

CS/Psych 4750 (Foley)25 End Part 2 of 3