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Image by MIT OpenCourseWare Troughput (bps) Error rate (%) Mouse Trackball Joystick Touchpad.

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Presentation on theme: "Image by MIT OpenCourseWare Troughput (bps) Error rate (%) Mouse Trackball Joystick Touchpad."— Presentation transcript:

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9 Image by MIT OpenCourseWare.
6 14 12 10 8 5 Troughput (bps) Error rate (%) 4 3 6 4 2 2 1 Mouse Trackball Joystick Touchpad Troughput Error rate Image by MIT OpenCourseWare.

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11 © source unknown. All rights reserved.

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16 Menu accelerators (Windows)
Keyboard Shortcuts Keyboard commands Menu accelerators (Windows)

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18 Aggregating Questions

19 Use Defaults and History
Initially, most likely entry After use, previous entry Keep histories Offer autocompletion

20 Anticipation

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29 Image by MIT OpenCourseWare.
50 40 30 20 15 10 8 6 5 4 3 2 Observed execution time (sec) 1 1 Predicted execution time (sec) Text Editors POET SOS DISPED Graphic Editors MARK UP DRAW SIL Executive Subsystems All Subsystems Image by MIT OpenCourseWare.

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35 High-level models of human-computer behavior
Developing Theories in HCI must explain and predict human behaviour in the human-computer system must work in a wide variety of task situations must work within broad spectrum of system designs and implementations Some low-level theories can be used to predict human performance Fitts’ law: time to select an item with a pointing device Keystroke level model: sums up times for keystroking, pointing, homing, drawing, thinking and waiting General models that explain human behaviour with machines Syntactic/semantic model (Shneiderman) Stages of interaction (Norman) all of psychology!

36 Syntactic/semantic model of user knowledge
A high level model of interaction, developed by Ben Shneiderman Action Object Task Computer Semantic Syntactic

37 1. Syntactic knowledge The rules or combinations of commands and signals seen as device-dependent details of how to use system examples: backspace key delete previous character tab move to next field in a form right mouse button context menu grep <word> <file> find word in a file control-shift-K search messages (thunderbird)

38 1. Syntactic knowledge (continued)
User problems with syntactic knowledge syntactic details differ between (and within!) systems little consistency –> arbitrary hard to learn easily forgotten Syntactic

39 2. Semantic knowledge: Computer concepts
The meaning behind computer concepts People learn them by meaningful learning demonstrations explanations of features trial by error models, analogies relatively stable in memory high level concepts logical structure cognitive model produced usually transferable across computer systems but not always But: prefer to concentrate on task, not computer knowledge Action Object Computer

40 3. Semantic knowledge: task concepts
Action Object Task The meaning behind the task concepts is independent of the computer Similar mechanism to computer concepts Examples how to write a business plan format concerns stylistic concerns paragraph structure, etc. creating a budget

41 What Syntactic/Semantic Model reveals
Mapping between the 3 items is key Task semantics to computer semantics to computer syntax task semantics: write document computer semantics: open a file, use editor, save it to disk computer syntax: select menu items, key strokes for formatting,... Bad mapping: using latex to write document aside from task semantics, must also know semantics/syntax of: text editor latex Unix compiling and printing sequence (to typeset and print) Good mapping: trashcan to throw away files must know mouse syntax of selecting and dragging computer semantics almost analogous to task semantics

42 Guideline from syntactic/semantic model
Reduce burden to task-oriented user of learning separate computer semantics and syntax computer semantics Use metaphors hide unnecessary information computer syntax A little learning should go a long way... As simple as possible and uniformly applicable Generic commands Syntax consistent between systems

43 Four Stages of an Interaction
(a simplified version of Norman’s 7 stages) 1. Form intention 2. Select an action 3. Execute the action 4. Evaluate the outcome

44 The four stages when performing a task
Physical activity Execution Action Specification Intention Goals Evaluation Interpretation Perception Mental activity expectation

45 Example task: improve document’s formatting
intention-1 intention-2 intention-3 action specification evaluate-1 evaluate-2 evaluate-3 interpretation intention-4 evaluate-4 look better block para .pp->.sp execution perception get formatted output printer

46 Image by MIT OpenCourseWare.

47 Gulf of Execution Gulf: Good system: gulf of execution Physical System
Do actions provided by system correspond to the intentions of the user? Gulf: amount of effort exerted to transform intentions into selected and executed actions Good system: direct mappings between Intention and selections Goals Physical System gulf of execution

48 Gulf of Evaluation Gulf: Good system: Physical System Goals gulf of
Can feedback be interpreted in terms of intentions and expectations? Gulf: amount of effort exerted to interpret feedback Good system: feedback easily interpreted as task expectations Physical System Goals gulf of evaluation

49 Bridging the Gulfs Physical Goals System action specifications
interface mechanism intentions execution bridge Physical System Goals interpretations evaluations interface display evaluation bridge


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