CS 544 Design The Psychology of Everyday Things Design Concepts

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Presentation transcript:

CS 544 Design The Psychology of Everyday Things Design Concepts Acknowledgement: Some of the material in these lectures is based on material prepared for similar courses by Saul Greenberg (University of Calgary), Ravin Balakrishnan (University of Toronto), James Landay (University of California at Berkeley), monica schraefel (University of Toronto), and Colin Ware (University of New Hampshire). Used with the permission of the respective original authors.

Administrivia Joanna McGrenere Human computer interaction Imager research lab joanna@cs.ubc.ca office: CICSR 123 office hours: Tues 3:30 – 5:30 (or by appt only)

Administrivia (cont’d) Formal Auditing not allowed, but welcome to attend lectures Registration status: Have not registered? Intend to register? Thinking about registering? HCI background: Have taken an HCI course before? Which course, where?

Interface Design and Usability Engineering Articulate: who users are their key tasks Brainstorm designs Refined designs Completed designs Goals: Task centered system design Participatory design User-centered design Psychology of everyday things User involvement Representation & metaphors Graphical screen design Interface guidelines Style guides Participatory interaction Task scenario walk- through Evaluate Usability testing Heuristic evaluation Field testing Methods: low fidelity prototyping methods high fidelity prototyping methods Products: User and task descriptions Throw-away paper prototypes Testable prototypes Alpha/beta systems or complete specification

Early tractors Result Used to be called “Driver’s Error” but Original design Terrain un-surfaced rough hilly high center of gravity narrow wheel base Result Used to be called “Driver’s Error” but accidents now infrequent as designs now have low center of gravity, wider wheel bases

Psychology of Everyday Things Lesson 1 Most failures of human-machine system are due to poor designs that don’t recognize peoples’ capabilities and fallibility's This leads to apparent machine misuse and “human error” Lesson 2 Good design always accounts for human capabilities.

Psychopathology of everyday things Typical frustrations The engineer who founded DEC confessed at the annual meeting that he can’t figure out how to heat a cup of coffee in the company’s microwave oven How many of you can program or use all aspects of your digital watch? VCR? sewing machine? washer and dryer? stereo system (especially car ones) unfamiliar water faucets

Other pathological examples: Remote control from Leitz slide projector How do you forward/reverse? Instruction manual: short press: slide change forward long press: slide change backward

Still more pathological examples Modern telephone systems standard number pad two additional buttons * and # Problem many hidden functions operations and outcome completely invisible *72+number = call forward can I remember that combination? if I enter it, how do I know it caught? how can I remember if my phone is still forwarded? Ok, I’ll read the manual but what does “call park” mean? what's a link? where is that manual anyway?

Getting serious about design World War II invention of machines (airplanes, submarines...) that taxed people’s sensorimotor abilities to control them even after high degree of training, frequent errors (often fatal) occurred Example airplane errors: if booster pump fails, turn on fuel valve within 3 seconds test shows it took at least five seconds to actually do it! Spitfire: narrow wheel base easy to do violent uncontrolled ground loops which break undercarriage! Altimeter gauges difficult to read caused crashes when pilots believe they are at a certain altitude Result human factors became critically important

What’s the altitude? Early days (< 1000’): only one needle needed As ceilings increased over 1000’ small needle added As they increased beyond 10,000’ box indicated 10,000’ increment through color change 9 1 8 2 7 3 < 10,000’ > 10,000’ 6 4 5

A kind of tape altimeter Human factors test showed that this altimeter: eliminated reading errors was faster to read But not in standard use! Why? 900 14000 000 15000 100 200 16000 300 Reference line 400 17000 500 18000 600 Independent movement

Harvard Airplane (World War II) Undercarriage crashes pilots landed without dropping undercarriage! undercarriage warning horn sounds if wheels up and power low (landing condition) Stalls plane airspeed drops too low to maintain lift if occurs just before landing, will crash Training deliberately stall and recover but sometimes similar to landing with undercarriage up horn sounds, annoyance installed “undercarriage horn cut-out button” Oops! Now why did I do that?

Problem #1: Conditioned response The Harvard Control Panel U/C horn cut-out button Problem #1: Conditioned response stall -> push button; therefore stimulus nullified

Problem #2: Negative transfer The Harvard Control Panel The T-33 Control Panel U/C horn cut-out button Tip-tank jettison button Problem #2: Negative transfer T-33’s: tip-tank jettison button in same location

Darn these hooves. I hit the wrong switch again Darn these hooves! I hit the wrong switch again! Who designs these instrument panels, raccoons?

The Psychopathology of computers Britain has (had) a Motorway Communications System operating 40% of it’s highways The system receives control information from Police changes lane signs, direction signs, speed limits, etc occurs on the motorway itself in real time On December 10th 1976, police, using the system, failed to change the speed limit signs when fog descended 34 vehicles crashed 3 people were killed 11 people were injured and trapped in their vehicles for several hours motorway closed for 6.5 hours

Some quotes Where have we heard this before? Police (at inquest) “The system did not accept the instruction” Dept of Transport (after examining computer activity logs) “There is no evidence of technical failure” Designers of system after emphasizing that they have no responsibility for the system: “We supplied it over 5 years ago and we have never been called to look at that problem” The Coroner’s Court after examining the evidence, claimed it was "operator error" the police operator: “failed to follow written instructions for entering the relevant data” Where have we heard this before? Not me!

The PC Cup Holder Caller: "Hello, is this Tech Support?" A True (?) Story from a Novell NetWire SysOp Caller: "Hello, is this Tech Support?" Tech Rep: "Yes, it is. How may I help you?" Caller: "The cup holder on my PC is broken and I am within my warranty period. How do I go about getting that fixed?" Tech Rep: "I'm sorry, but did you say a cup holder?" Caller: "Yes, it's attached to the front of my computer." Tech Rep: "Please excuse me if I seem a bit stumped, it's because I am. Did you receive this as part of a promotional, at a trade show? How did you get this cup holder? Does it have any trademark on it?" Caller: "It came with my computer, I don't know anything about a promotional. It just has '4X' on it." At this point the Tech Rep had to mute the caller, because he couldn't stand it. The caller had been using the load drawer of the CD-ROM drive as a cup holder, and snapped it off the drive.

Inane dialog boxes

Inane dialog boxes ClearCase, a source-code control system from Rational Software

Inane dialog boxes

Inane dialog boxes

Inane dialog boxes

Psychology of Everyday Things Many so-called human errors and “machine misuse” are actually errors in design Designers help things work by providing a good conceptual model Designers decide on a range of users as the design audience But design is difficult for a variety of reasons that go beyond design

Psychopathology Usable vs. Usefulness From our friends in Japan and other places…

Usable vs. Useful Thomas Landauer, The Trouble with Computers: Usefulenss, Usability, and Productivity, 1995 Usability: ability to actually use the system Ease of learning, recall, productivity, minimal error rates, high user satisfaction Useful: the system actually does what you need it to do Not entirely disjoint concepts E.g., system not useful because it is so difficult to interact with it

Psychology of everyday things Design Concepts affordances causality visible constraints mapping transfer effects population stereotypes conceptual models individual differences why design is hard

Making things work: Visual Structure Visual Affordances the perceived and actual fundamental properties of the object that determine how it could possible be used appearance indicates how the object should be used chair for sitting table for placing things on knobs for turning slots for inserting things into buttons for pushing computers for ??? complex things may need explaining, but simple things should not when simple things need pictures, labels, instructions, then design has failed

Low level affordances: needs familiar idiom and metaphor to work Sliders for sliding Buttons for pressing (?) Dials for turning Is this a button? A button is for pressing, but what does it do?

Xerox Star: Desktop metaphor Fig 1, pg 55, BGBG

Some non-obvious visual affordances Visual affordances for window controls are missing! A button is for pressing, but what does it do? Is this a graphic or a control? Text looks like it is for editing, but it doesn’t do it.

A non-obvious visual affordance

More non-obvious visual affordances Windows media player

A bad affordance Handles are for lifting, but these are for scrolling from AudioRack 32, a multimedia application

Making things work: Visual Structure (continued) Visible Constraints limitations of the actions possible perceived from object’s appearance provides people with a range of usage possibilities Push or pull? Which side? Can only push, side to push clearly visible

A Progression of Visible Constraints to Enter a Date

Xerox Star: Constraints

Making things work: Visual Structure (continued) Mappings the set of possible relations between objects the natural relationship between two things eg control-display compatibility visible mapping and mimic diagrams: stove and controls cause and effect: steering wheel-turn right, car turns right back right front left back left front right 24 possibilities, requires: -visible labels -memory arbitrary back front 2 possibilities per side =4 total possibilities paired full mapping

Mapping Cursor re-enforces selection of current item Only active pallette items visible Depressed button indicates current mapped item

Making things work: Understandable action Causality the thing that happens right after an action is assumed by people to be caused by that action interpretation of “feedback” false causality incorrect effect starting up an unfamiliar application just as computer crashes causes “superstitious” behaviors invisible effect command with no apparent result often re-entered repeatedly e.g., hitting esc, or alt-ctrl-del, on unresponsive system

Making things work: Understandable action Effects visible only after Exec button is pressed OK does nothing! awkward to find appropriate color level

Making things work: Understandable action Transfer effects people transfer their learning/expectations of similar objects to the current objects positive transfer: previous learning's also apply to new situation negative transfer: previous learning's conflict with the new situation

Problem #2: Negative transfer The Harvard Control Panel The T-33 Control Panel U/C horn cut-out button Tip-tank jettison button Problem #2: Negative transfer T-33’s: tip-tank jettison button in same location

Population stereotypes Populations learn idioms that work in a certain way red means danger green means safe But idioms vary in different cultures! Light switches America: down is off Britain: down is on Faucets America: anti-clockwise on Britain: anti-clockwise off Ignoring/changing stereotypes? home handyman: light switches installed upside down calculators vs. phone number pads: which should computer keypads follow? Difficulty of changing stereotypes Qwerty keyboard: designed to prevent jamming of keyboard Dvorak keyboard (’30s): provably faster to use

Cultural associations Because a trashcan in Malaysia may look like this: a Malaysian user is likely to be confused by this image popular in Apple interfaces: Sun found their email icon problematic for some American urban dwellers who are unfamiliar with rural mail boxes.

Cultural associations A Mac user finds a Windows system only somewhat familiar

Conceptual model People have “mental models” of how things work conceptual models built from: affordances causality constraints mapping positive transfer population stereotypes/cultural standards instructions interactions familiarity with similar devices (positive transfer) models may be wrong, particularly if above attributes are misleading models allows people to mentally simulate operation of device

Jacques Carelman: Catalog of unfindable objects

Jacques Carelman: Catalog of unfindable objects

Example Good: Scissors affordances: constraints: mapping: holes for something to be inserted constraints: big hole for several fingers, small hole for thumb mapping: between holes and fingers suggested and constrained by appearance positive transfer and cultural idioms: learnt when young constant mechanism conceptual model: implications clear of how the operating parts work

Example Bad: Digital watch affordances: four push buttons to push, but not clear what they will do constraints and mapping unknown no visible relation between buttons, possible actions and end result transfer of training little relation to analog watches cultural idiom somewhat standardized core controls and functions but still highly variable conceptual model: must be taught

Two guidelines for design 1. Provide a good conceptual model allows user to predict the effects of their actions problem: designer’s conceptual model communicated to user through system image: appearance, written instructions, system behaviour through interaction, transfer, idioms and stereotypes if system image does not make model clear and consistent, user will develop wrong conceptual model

Two guidelines for design 2. Make things visible relations between user’s intentions, required actions, and results are sensible non arbitrary meaningful visible affordances, mappings, and constraints use visible cultural idioms reminds person of what can be done and how to do it

Who do you design for?

Who do you design for?

Who do you design for? People are different It is rarely possible to accommodate all people perfectly design often a compromise eg ceiling height: 8' but tallest man: 8' 11"! Rule of thumb: design should cater to 95% of audience (i.e., for 5th or 95th percentile) but means 5% of population may be (seriously!) compromised Designing for the average a mistake may exclude half the audience Examples: cars and height: headroom, seat size computers and visibility: font size, line thickness, color for color blind people?

mean 5th percentile 95th percentile 50th percentile standard deviation

Xerox Star: Progressive Disclosure

Proverbs on individual differences You do NOT necessarily represent a good average user of equipment or systems you design Do not expect others to think and behave as you do, or as you might like them to. People vary in thought and behaviour just as they do physically

Who do you design for? Computer users: novices walk up and use systems interface affords restricted set of tasks introductory tutorials to more complex uses casual standard idioms recognition (visual affordances) over recall reference guides interface affords basic task structure intermediate advanced idioms complex controls reminders and tips interface affords advanced tasks expert shortcuts for power use interface affords full task + task customization most kiosk + internet systems most shrink- wrapped systems custom software

Why design is hard Over the last century the number of things to control has increased dramatically car radio: AM, FM1, FM2, 5 pre-sets, station selection, balance, fader, bass, treble, distance, mono/stereo, dolby, tape eject, fast forward and reverse, etc (while driving at night!) display is increasingly artificial red lights in car indicate problems vs flames for fire feedback more complex, subtle, and less natural is your digital watch alarm on and set correctly? errors increasing serious and/or costly airplane crashes, losing days of work...

Why design is hard Marketplace pressures adding functionality (complexity) now easy and cheap computers adding controls/feedback expensive physical buttons on calculator, microwave oven widgets consume screen real estate design usually requires several iterations before success product pulled if not immediately successful

Why design is hard People often consider cost and appearance over human factors design bad design not always visible people tend to blame themselves when errors occur “I was never very good with machines” “I knew I should have read the manual!” “Look at what I did! Do I feel stupid!” eg the new wave of cheap telephones: accidentally hangs up when button hit with chin bad audio feedback cheap pushbuttons—mis-dials common trendy designs that are uncomfortable to hold hangs up when dropped functionality that can’t be accessed (redial, mute, hold)

Aesthetics too please! Attractive things work better No information advantage to colour displays, but would you trade yours in for black and white? Affective system is judgmental – assigns positive and negative valence to the environment Negative – focuses mind – depth first Positive – broadens thought – breadth first Aesthetics and usability must be in harmony

Summary Human factors comes of age in WWII human control of complex machinery could not be maintained even after high degree of training Many so-called human errors are actually errors in design don’t blame the user! Designers help things work by providing a good conceptual model affordances causality constraints mapping positive transfer population stereotypes Design to accommodate individual differences decide on the range of users Design is difficult for a variety of reasons that go beyond design

Readings Norman, D. A. (1988) The Psychopathology of Everyday Things. (excerpt reprinted in BGBG, pp 5-21) Norman, D.A. (1992). Emotion & design: Attractive things work better. ACM Interactions, 9(4), 36-42. Gould, J. (1988). How to design usable systems. (Excerpt reprinted in BGBG, p. 93 - 121)