Human Computer Interaction

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Presentation transcript:

Human Computer Interaction Unit 23 Week 5 Human Computer Interaction

Behavioural Models Last week Principles of HCI Design Perception This Week Behavioural Models How does this relate to last week?

Appetiser Get your brain working Appetiser: 5-7 mins

Appetiser Get your brain working Appetiser: 5-7 mins

LO 2 Understand the fundamental principles of interface design Today’s LOs Skills building: Research / analysis Summarise information. Decision making: Identifying options, evaluating them, and then choosing the most appropriate.

Behaviour models Examining the physical behaviour of the user and how they interact with the computer system is critical. It is common to categorise different types of physical interaction into certain behavioural models. Some models are said to be “predictive”, these include: Keystroke Level Model (KLM) Throughput (TP) Fitts’ Law Other models are “Descriptive”: Key-Action Model (KAM) Buxton’s three-state model Guiard’s Model of bimanual control

Information processing Another fundamental aspect of interface design is the human component – us! In order to model human computer interactions it is necessary to understand how the human brain processes information. Two key models exist for this: Human Information Processing (HIP) Goals, Operators, Methods and Selection (GOMS)

Human Information Processing (HIP) a cognitive (mental) modeling method used to calculate how long it takes to perform a certain task. methods include: GOMS and KLM Cognitive modeling methods are one way to evaluate the usability of a product. This method allows a system designer to predict the performance with respect to time it takes a person to complete a task without performing experiments

Activity-Guirds Model Predictive Models Skills building: Research / analysis Summarise information. Activity-Guirds Model Predictive models include: Keystroke Level Model (KLM) TASK 1: WATCH THE VIDEO TASK 2: PREDICT USING KLM

Activity Predictive Models Predictive models include: Fitts’ Law Skills building: Producing grammatical, well expressed, easily understood and interesting text in an appropriate format. Activity Predictive models include: Fitts’ Law TASK 1: Hands on demo: http://fww.few.vu.nl/hci/interactive/fitts/ TASK 2: Applying Fitts to mobile phone design

Play a game… How difficult is it? Olympic Shooting Practice http://www.mousebreaker.com/games/olympicshootingpractice   Hit the Bullseye! http://www.mousebreaker.com/games/hitthebullseye/playgame

Activity Predictive Models Predictive models include: Skills building: Producing grammatical, well expressed, easily understood and interesting text in an appropriate format. Activity Predictive models include: Throughput (TP): research an explanation of “HCI Throughput” and write a short paragraph in your own words – add sources

Activity Descriptive Models Other models are “Descriptive”: Skills building: Research / analysis Summarise information. Descriptive Models Activity Other models are “Descriptive”: Guiard’s Model of bimanual control TASK: Timed practical exercise

Activity Descriptive Models Other models are “Descriptive”: Skills building: Research / analysis Summarise information. Descriptive Models Activity Other models are “Descriptive”: Key-Action Model (KAM) Task: Read PDF: KAM & Guiards

Activity Descriptive Models Other models are “Descriptive”: Skills building: Research / analysis Summarise information. Descriptive Models Activity Other models are “Descriptive”: Buxton’s three-state model Task : Watch PowerPoint Presentation Skills building: Producing grammatical, well expressed, easily understood and interesting text in an appropriate format.

GOMS GOMS is a method for examining the individual components of a user experience in terms of the time it takes a user to most efficiently complete a goal. GOMS stands for: Goals Operators Methods Selection Rules Goals: what the user wants to accomplish. High level goal (e.g. WRITE-REPORT) or low level (e.g. DELETE-WORD) Operators: Perceptual, motor or cognitive actions that are used to accomplish the goals (e.g. DOUBLE-CLICK-MOUSE, PRESS-INSERT-KEY). Each operator requires a fixed amount of time for the user to execute, and that this time interval is independent of context (e.g. CLICK-MOUSE button takes 0.20 seconds to execute). Methods: procedures the user uses to accomplish a goal. For example, one method to accomplish the goal DELETE-WORD would be to MOVE-MOUSE to the beginning of the word, and PRESS-DELETE-KEY (the use-mouse-delete-word method). Another method to accomplish the same goal could involve using the arrow keys to reach the beginning of the word (the use-arrows-delete-word method). Selection Rules refer to a user’s personal decision about which method will work best in a particular situation in order to reach a goal.

Goals: Operators: Methods: Selection Rules GOMS Goals: what the user wants to accomplish. High level goal (e.g. WRITE-REPORT) or low level (e.g. DELETE-WORD) Operators: Perceptual, motor or cognitive actions that are used to accomplish the goals (e.g. DOUBLE- CLICK-MOUSE, PRESS-INSERT-KEY). Each operator requires a fixed amount of time for the user to execute, and that this time interval is independent of context (e.g. CLICK-MOUSE button takes 0.20 seconds to execute). Methods: procedures the user uses to accomplish a goal. For example, one method to accomplish the goal DELETE-WORD would be to MOVE-MOUSE to the beginning of the word, and PRESS- DELETE-KEY (the use-mouse-delete-word method). Another method to accomplish the same goal could involve using the arrow keys to reach the beginning of the word (the use-arrows- delete-word method). Selection Rules refer to a user’s personal decision about which method will work best in a particular situation in order to reach a goal. Goals: what the user wants to accomplish. High level goal (e.g. WRITE-REPORT) or low level (e.g. DELETE-WORD) Operators: Perceptual, motor or cognitive actions that are used to accomplish the goals (e.g. DOUBLE-CLICK-MOUSE, PRESS-INSERT-KEY). Each operator requires a fixed amount of time for the user to execute, and that this time interval is independent of context (e.g. CLICK-MOUSE button takes 0.20 seconds to execute). Methods: procedures the user uses to accomplish a goal. For example, one method to accomplish the goal DELETE-WORD would be to MOVE-MOUSE to the beginning of the word, and PRESS-DELETE-KEY (the use-mouse-delete-word method). Another method to accomplish the same goal could involve using the arrow keys to reach the beginning of the word (the use-arrows-delete-word method). Selection Rules refer to a user’s personal decision about which method will work best in a particular situation in order to reach a goal.

To be completed for next lesson: Homework activities Complete all the practical exercises (including write up) for all the behaviour models Review all the fundamental principles of interface design covered: Perception Behaviour Models Additional research: have a look at the file: Good research links Principles of design To be completed for next lesson: