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Human-Computer Interaction

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Presentation on theme: "Human-Computer Interaction"— Presentation transcript:

1 Human-Computer Interaction

2 Software Usability: Usability Criteria
Learnability Time to learn. Issue: learn how well? Efficiency Degree to which system supports user performance. Time efficiency. Procedural efficiency (number of steps). Memorability Extent to which use procedures can be remembered. Issue: Casual users and intermittent use.

3 Software Usability: Usability Criteria (2)
Errors Extent to which software induces errors. User “traps”. Issue: Violation of arbitrary standard may not be an error. User Satisfaction Subjective estimation. Rating scales.

4 Task and User Characteristics
Task frequency Discretionary vs. mandatory use Types of users novice knowledgeable intermittent user expert frequent user

5 Theories, Models, and Metaphors
Norman’s seven stages of action model 1. Establish the goal. Carry out an action by: 2. Forming an intention 3. Specifying the action sequence (planning) 4. Executing the action sequence (execution) Assess the effects of the action by 5. Perceiving the system state 6. Interpreting the state 7. Evaluating the system state with respect to the goal and intentions

6 GOMS Modeling Goals Operators desired end, result
e.g., new version of a Word document (original preserved) Operators steps that can be performed towards achieving the goal e.g., open document in Word, copy file

7 GOMS Modeling (2) Methods Selection Rules ordered set of operators
e.g., “Save From Word”: open document in Word Save As new name Selection Rules Rules to select which method to use e.g., IF currently using Word THEN use “Save From Word” method IF currently using Windows Explorer THEN use “Copy and Rename”

8 Models and Metaphors Conceptual model/metaphor Mental model
Real-world task that helps user interact with the system e.g., cut-and-paste desktop metaphor spreadsheet metaphor Mental model How the user thinks about how the software works: beliefs about parts of the software how the parts interact what functions can be performed how to perform those functions

9 Conceptual Models vs Mental Models
Goal: Design interface so that user quickly develops an “accurate” mental model. Approach: make invisible parts visible provide feedback be consistent present functionality through a familiar metaphor

10 Basic Screen Design Principles
General Layout Text Numbers Coding Techniques Color

11 General Layout Principles
Include only essential information. Include all essential information. Start in upper left corner. Develop and follow formatting standards. Group items logically. Provide symmetry and balance. Avoid use of ALL UPPER CASE. Distinguish captions (field labels) and fields.

12 Text Principles Make messages concise.
Text should be simple, specific, comprehensible, and clear. Use level of detail appropriate to user and task. Make messages constructive, not critical. Message should imply that user is in control. Use wording consistent with appropriate action.

13 Text Principles (2) Place instructional prompts when and where needed.
Use active voice. Avoid negatives. Order prompts chronologically. Format prompts for easy scanning. Use consistent terminology.

14 Number Principles Right justify numbers. Decimal-align real numbers.
Avoid leading zeros. Group digits with appropriate separators.

15 Coding Techniques Principles.
Use attention-getting techniques appropriately and cautiously. Limit size coding to 5 sizes. Use 2-4 different character types. Use geometric shapes. Use borders to group items.

16 Color Principles Use color sparingly.
Use color to draw attention, organize, and indicate status. Use color to support search tasks. Back up color coding with redundant cues. Use color consistently Limit color coding to 8 colors. Avoid saturated blues for text. Choose color combinations carefully.

17 Nielson’s General Usability Principles
Match between system and real world Consistency and standards Visibility of system status User control and freedom Error prevention, recognition, and recovery Memory Flexibility and efficiency of use Simplicity and aesthetic integrity

18 Match between system and real world
Speak the user’s language. Use familiar conceptual models/metaphors Follow real-world conventions Input cues map onto user’s goals

19 Consistency and standards
Be consistent throughout the interface Use color coding uniformly Use uniform input syntax Show similar information on the same place on each screen Logically group functions Conform to platform (e.g., Windows) interface conventions

20 Visibility of system status
Keep user informed about what’s going on Show that input has been received Change features as task is accomplished Provide feedback for all actions Indicate progress in task performance Make feedback timely and accurate Use direct manipulation

21 User control and freedom
Be forgiving (undo, redo) Mark exits clearly Provide ability to reorder or cancel tasks Allow user to initiate/control actions Avoid modes

22 Error prevention, recognition, and recovery
Prevent errors from occurring Help users recognize, diagnose, and recover from errors Use clear, explicit error messages

23 Memory Use see-and-point rather than remember-and-type
Make set of available options visible Make everything needed available through the GUI Provide lists of choices Use direct manipulation Evoke goals in the user

24 Flexibility and efficiency of use
Provide shortcuts, accelerators Provide customization to speed up actions Make system efficient

25 Simplicity and aesthetic integrity
Make interface look good with simple graphic design Use simple, natural dialog Avoid clutter Put information in natural and logical order

26 Application of the Principles
Microsoft Word Dreamweaver MX Mozilla Composer FAA Certification Job Aid document anotation form (MS Access)

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31 Steps in Software Interface Design
Phase 1: Scoping 1. Develop project plan: scope and schedule. 2. Develop user profile. 3. Define hardware, software platform, interface techniques. Phase 2: Functional Specification 4. Perform task analysis. 5. Set user interface goals, specify minimum performance levels. 6. Define training and documentation.

32 Steps in Software Interface Design (2)
Phase 3: Design 7. Develop mockup: storyboard, rapid prototyping, etc. 8. Develop style guide. 9. Perform detailed user interface design. 10. Develop interface prototype. 11. Write prototype user interface test plan. 12. Perform prototype user interface testing. Redesign.

33 Steps in Software Interface Design (3)
Phase 4: Development 13. Develop training and documentation. 14. Develop user interface test plan. Phase 5: Testing/Implementation 15. Conduct user interface testing. Iterate. 16. Evaluate final user interface.

34 Software Usability Metrics
Effectiveness Percent tasks completed Ratio of successes to failures Number of features/commands used Workload Efficiency Time to complete task Time to learn Time spent on errors Percent/number of errors Frequency of help/documentation use Number of repetition of failed commands

35 Software Usability Metrics (2)
User Satisfaction Usefulness rating Satisfaction rating Number of time dissatisfaction expressed Rating of user vs computer control Perception that software supports task


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