1 Human-Computer Interaction  Design process  Task and User Characteristics  Guidelines  Evaluation.

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Presentation transcript:

1 Human-Computer Interaction  Design process  Task and User Characteristics  Guidelines  Evaluation

2 An HCI Design Process Requirements Definition Interaction Design Interface Design User Model Research

3 What you’ve learned so far:  User research: l user goals, needs, etc. l capabilities, expectations, mental models, etc. l drives system and interface design l Contextual inquiry, task analysis, etc.  Human cognitive capabilities and limitations  Defining requirements

4 Key User Characteristics  Range of expertise (Cooper & Reimann (2003) About Face 2.0, Indianapolis: Wiley) l Beginners l Intermediates l Experts l Most people start as beginners – nobody stays that way long! l It takes effort and continual practice to attain and maintain expertise, so …  ‘Optimize for intermediates.’ l Provide tutorials, menus, & dialog boxes for beginners l Provide shortcuts & online reference for experts (& intermediates)  ‘Imagine users as very intelligent but very busy.’

5 Scenario-based Design  Design based on understanding of users, what they do, and why  User models are used to develop personas l composite archetypes based on behavioral data from many actual users l personas represent a specific type of user of a particular interactive product l a means of understanding user goals in specific contexts l in general, each interface is designed for a single, primary persona  Scenarios are narrative explanations of how personas use the product to achieve their goals l goal-directed l describe the interaction from the user’s viewpoint l can be used to define design requirements, design the interaction, and specify interface design elements.

6 To consider in HCI...  Usability issues  Metaphors  Visibility  Terminology  Error handling  Interaction style

7 To consider in HCI...  Usability issues l mapping to understood concepts, methods, and goals l internal consistency l coherence l visibility l control

8 To consider in HCI...  Metaphors l using non-computer objects and events in a software system (e.g., “desktop” metaphor, “chat rooms,” “ ”) l can provide a bridge between designer and user conceptual models l can assist users in understanding and performing appropriate actions l BUT … sometimes not adequate for mapping all system functions and capabilities one-to-one… l Careful design required when reality and metaphor don’t match exactly

9 To consider in HCI...  Visibility l Tell the user … what are the possibilities? what input have I made? what effect did that have? was the action accomplished? what’s happening? l timely and accurate feedback l direct manipulation of objects

10 To consider in HCI...  Terminology l appropriate to … age and education level experience level task environment l natural dialog l informative l simple, not too many words

11 To consider in HCI...  Error handling l error tolerant systems l clear and precise error messages l clear and simple recovery methods

12 To consider in HCI...  Interaction style l menus l fill-in forms l question/answer l command languages l function keys l direct manipulation l restricted natural language

13 HCI Guidelines  General design guidelines l e.g., pg. 398 of Wickens et al. l “8 Golden Rules …” (see next page) l online style guides  Style guides for Windows, Mac, etc.

14 8 Golden Rules of Interface Design * 1.Strive for consistency. l Consistent sequences of actions; identical terminology; consistent commands 2.Enable frequent users to use shortcuts. l Abbreviations, function keys, hidden commands, and macro facilities for expert users. 3.Offer informative feedback. l More infrequent and major actions => more substantial feedback. 4.Design dialog to yield closure. l Sequences of actions should be organized into groups with a beginning, middle, and end. 5.Offer simple error handling. l Avoid errors; detect the error and offer simple, comprehensible mechanisms for handling the error. 6.Permit easy reversal of actions. l The units of reversibility may be a single action, a data entry, or a complete group of actions. 7.Support internal locus of control. l User is the initiator of actions rather than the responder. 8.Reduce short-term memory load. l Simplify pages; consolidate multiple pages & minimize window-motion frequency; train for mnemonics, codes, & sequences of actions. * from : Shneiderman, Ben, Designing the User Interface, Addison Wesley, 1998, 3 rd Edition