Understanding and Conceptualizing Interaction - UiO

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Understanding the problem space What do you want to create? What are your assumptions? What are your claims? Will it achieve what you hope it will? If so, how?

Transcript of Understanding and Conceptualizing Interaction - UiO

Understanding the

problem space

What do you want to create?

What are your assumptions?

What are your claims?

Will it achieve what you hope it will? If so, how?

From problem space to

design space

Having a good understanding of the problem space can help inform the design spacee.g., what kind of interface, behavior,

functionality to provide

But before deciding upon these it is important to develop a conceptual model

Conceptual model

Need to first think about how the system will appear to users (i.e. how they will understand it)

A conceptual model is: “a high-level description of how a system is organized and

operates.” (Johnson and Henderson, 2002, p. 26)

What is and why need a

conceptual model?

Not a description of the user interface but a structure outlining the concepts and the relationships between them

Why not start with the nuts and bolts of design? Architects and interior designers would not think about which

color curtains to have before deciding where the windows will be placed in a new building

Enables “designers to straighten out their thinking before they start laying out their widgets” (p. 28)

Provides a working strategy and a framework of general concepts and their interrelations

Helps the design team

Orient themselves towards asking questions about how the conceptual model will be understood by users

Not to become narrowly focused early on

Establish a set of common terms they all understand and agree upon

Reduce the chance of misunderstandings and confusion arising later on

Example of concept

development in

advertising

Main components

Major metaphors and analogies that are used to convey how to understand what a product is for and how to use it for an activity.

Concepts that users are exposed to through the product

The relationships between the concepts e.g., one object contains another

The mappings between the concepts and the user experience the product is designed to support

Interface metaphors

Designed to be similar to a physical entity but also has own properties

e.g. desktop metaphor, search engine

Exploit user‟s familiar knowledge, helping them to understand „the unfamiliar‟

Conjures up the essence of the unfamiliar activity, enabling users to leverage of this to understand more aspects of the unfamiliar functionality

People find it easier to learn and talk about what they are

doing at the computer interface in terms familiar to them

Benefits of interface

metaphors

Makes learning new systems easier

Helps users understand the underlying conceptual model

Can be innovative and enable the realm of computers and their applications to be made more accessible to a greater diversity of users

Problems with

interface metaphors

(Nelson, 1990)

Break conventional and cultural rules

e.g., recycle bin placed on desktop

Can constrain designers in the way they conceptualize a problem

space

Conflict with design principles

Forces users to only understand the system in terms of the

metaphor

Designers can inadvertently use bad existing designs and transfer

the bad parts over

Limits designers‟ imagination in coming up with new conceptual

models

Two Examples

Two Examples

Interaction types

Instructing

issuing commands using keyboard and function keys and selecting options via menus

Conversing

interacting with the system as if having a conversation

Manipulating

interacting with objects in a virtual or physical space by manipulating them

Exploring

moving through a virtual environment or a physical space

Instructing

Where users instruct a system by telling it what to do e.g., tell the time, print a file, find a photo

Very common interaction type underlying a range of devices and systems

A main benefit of instructing is to support quick and efficient interaction good for repetitive kinds of actions performed on multiple

objects

Vending machines

Describe the conceptual model underlying the two vending machines

Which is easiest to use?

Conversing

Like having a conversation with another human

Differs from instructing in that it more like two-way communication, with the system acting like a partner rather than a machine that obeys orders

Ranges from simple voice recognition menu-driven systems to more complex „natural language‟ dialogues

Examples include search engines, advice-giving systems and help systems

Pros and cons of

conversational model

Allows users, especially novices and technophobes, to interact with the system in a way that is familiar

makes them feel comfortable, at ease and less scared

Misunderstandings can arise when the system does not know how to parse what the user says

e.g. child types into a search engine, that uses natural language the question:

“How many legs does a centipede have?” and the system responds:

Manipulating

Exploit‟s users‟ knowledge of how they move and manipulate in the physical world

Virtual objects can be manipulated by moving, selecting, opening, and closing them

Tagged physical objects (e.g., bricks, blocks) that are manipulated in a physical world (e.g., placed on a surface) can result in other physical and digital events

Direct manipulation

Shneiderman (1983) coined the term Direct Manipulation

Came from his fascination with computer games at the time

Proposes that digital objects be designed so they can be interacted with analogous to how physical objects are manipulated

Assumes that direct manipulation interfaces enable users to feel that they are directly controlling the digital objects

Core principles of DM

Continuous representation of objects and actions of interest

Physical actions and button pressing instead of issuing commands with complex syntax

Rapid reversible actions with immediate feedback on object of interest

Why are DM interfaces

so enjoyable?

Novices can learn the basic functionality quickly

Experienced users can work extremely rapidly to carry out a wide range of

tasks, even defining new functions

Intermittent users can retain operational concepts over time

Error messages rarely needed

Users can immediately see if their actions are furthering their goals and if

not do something else

Users experience less anxiety

Users gain confidence and mastery and feel in control

What are the

disadvantages with DM?

Some people take the metaphor of direct manipulation too

literally

Not all tasks can be described by objects and not all actions

can be done directly

Some tasks are better achieved through delegating rather

than manipulating

e.g., spell checking

Moving a mouse around the screen can be slower than

pressing function keys to do same actions

Exploring

Involves users moving through virtual or physical environments

Examples include: 3D desktop virtual worlds where people navigate using

mouse around different parts to socialize (e.g., Second Life)

CAVEs where users navigate by moving whole body, arms, and head

physical context aware worlds, embedded with sensors, that present digital information to users at appropriate places and times

A virtual world

A CAVE

Theories, models and

frameworks

Are used to inform and inspire design

A theory is a well-substantiated explanation of some aspect

of a phenomenon

A model is a simplification of some aspect of human–

computer interaction intended to make it easier for

designers to predict and evaluate alternative designs

A framework is a set of interrelated concepts and/or a set of

specific questions

Main differences

Theories tend to be comprehensive, explaining

human–computer interactions

Models tend to simplify some aspect of human–

computer interaction

Frameworks tend to be prescriptive, providing

designers with concepts, questions, and principles

to consider

Chapter 3:

Understanding users

Overview

What is cognition?

What are users good and bad at?

Describe how cognition has been applied to interaction design

Theories of cognitionMental models, theory of action

Information processing

External cognition, distributed cognition

Why do we need to understand users?

Interacting with technology is cognitive

We need to take into account cognitive processes involved and cognitive limitations of users

We can provide knowledge about what users can and cannot be expected to do

Identify and explain the nature and causes of problems users encounter

Supply theories, modelling tools, guidance and methods that can lead to the design of better interactive products

What goes on in the

mind?

Core cognitive aspects

Attention

Perception and recognition

Memory

Reading, speaking and listening

Problem-solving, planning, reasoning and decision-

making, learning

Most relevant to interaction design are attention,

perception and recognition, and memory

Attention

Selecting things to concentrate on at a point in time from the mass of stimuli around us

Allows us to to focus on information that is relevant to what we are doing

Involves audio and/or visual senses

Focussed and divided attention enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events

Information at the interface should be structured to capture users‟ attention, e.g. use perceptual boundaries (windows), colour, reverse video, sound and flashing lights

Activity: Find the price of a double room

at the Holiday Inn in Bradley

Activity: Find the price for a double

room at the Quality Inn in Columbia

Activity

Tullis (1987) found that the two screens produced quite different results 1st screen - took an average of 5.5 seconds to search

2nd screen - took 3.2 seconds to search

Why, since both displays have the same density of information (31%)?

Spacing In the 1st screen the information is bunched up together,

making it hard to search

In the 2nd screen the characters are grouped into vertical categories of information making it easier

Images from yahoo.com

VisualizationSuccess Stories

Visualization Success

Story

Mystery: what is causing a cholera

epidemic in London in 1854?

Visualization Success Story

From Visual Explanations by Edward Tufte, Graphics Press, 1997

Illustration of John

Snow’s

deduction that a cholera

epidemic

was caused by a bad

water pump, circa 1854.

Horizontal lines indicate

location of deaths.

Visualization Success Story

From Visual Explanations by Edward Tufte,

Graphics Press, 1997

Illustration of

John Snow’s

deduction that a

cholera epidemic

was caused by a

bad water pump,

circa 1854.

Horizontal lines

indicate location

of deaths.

EXAMPLE: VISUAL IMMEDIACY AS FACILITATOR OF VISUAL REASONING

T1

T2

T3

T4

T5

D1

D2

D3

b)a)

(Partial) Production Rules:

Flow in on any corner.

True flow out on any other corner.

False flow out on any remaining corner.

Condition?

a) Operation

Type 3

Operation

Type 2

Operation

Type 1

T1

D1

T3

D2

T2

D3

T4

T5

b)

TERMINATION EXCEPTION NORMAL

(Partial) Production Rules:

Flow in always from the top.

Normal flow out from bottom or right.

Abnormal flow out on left.

General flow direction always

downwards.

Condition?¬N N

either

orN

Visual Impedance

Temporal mismatch: “Stage-coach belongs to another

era. The message does not address me.”

Cultural mismatch (with respect to the Norwegian

culture that emphasizes equality of the two sexes):

“Macho. The only woman is being helped, and the

activities implied are largely male/physical. It is a scene

that reminds a hunt, which is a male occupation/game

also. Gordon’s gin is for the boys?”

Contextual mismatch: “What does being stuck in the

snow have to do with a holiday (appearing in the text

below the picture)?” “Holidays mean children. What

does Gordon’s gin have to do with children?”

How to Exaggerate with

Graphsfrom Tufte ‟83“Lie factor” = 2.8

Visual Perception

behavioural model of visual perception and

recognition

Daniel Chandler's media course visual

perception

Properties of visual perception

Preattentive Processing

Accuracy of Interpretation of Visual

Properties

Illusions and the Relation to Graphical

Integrity

All Preattentive Processing figures from Healey 97

http://www.csc.ncsu.edu/faculty/healey/PP/PP.html

Preattentive Processing (close to

visual immediacy)

A limited set of visual properties are processed

preattentively (without need for focusing

attention).

This is important for design of visualizations

what can be perceived immediately

what properties are good discriminators

what can mislead viewers (visual

impedance)

Example: Color

Selection

Viewer can rapidly and accurately determine

whether the target (red circle) is present or absent.

Difference detected in color.

Example: Shape

Selection

Viewer can rapidly and accurately determine

whether the target (red circle) is present or absent.

Difference detected in form (curvature)

Example: Conjunction

of Features

Viewer cannot rapidly and accurately determine

whether the target (red circle) is present or absent when

target has two or more features, each of which are

present in the distractors. Viewer must search sequentially.

All Preattentive Processing figures from Healey 97

http://www.csc.ncsu.edu/faculty/healey/PP/PP.html

SUBJECT PUNCHED QUICKLY OXIDIZED TCEJBUS DEHCNUP YLKCIUQ DEZIDIXO

CERTAIN QUICKLY PUNCHED METHODS NIATREC YLKCIUQ DEHCNUP SDOHTEM

SCIENCE ENGLISH RECORDS COLUMNS ECNEICS HSILGNE SDROCER SNMULOC

GOVERNS PRECISE EXAMPLE MERCURY SNREVOG ESICERP ELPMAXE YRUCREM

CERTAIN QUICKLY PUNCHED METHODS NIATREC YLKCIUQ DEHCNUP SDOHTEM

GOVERNS PRECISE EXAMPLE MERCURY SNREVOG ESICERP ELPMAXE YRUCREM

SCIENCE ENGLISH RECORDS COLUMNS ECNEICS HSILGNE SDROCER SNMULOC

SUBJECT PUNCHED QUICKLY OXIDIZED TCEJBUS DEHCNUP YLKCIUQ DEZIDIXO

CERTAIN QUICKLY PUNCHED METHODS NIATREC YLKCIUQ DEHCNUP SDOHTEM

SCIENCE ENGLISH RECORDS COLUMNS ECNEICS HSILGNE SDROCER SNMULOC

Text NOT Preattentive

Preattentive Visual Properties(Healey 97)

length Triesman & Gormican [1988]

width Julesz [1985]

size Triesman & Gelade [1980]

curvature Triesman & Gormican [1988]

number Julesz [1985]; Trick & Pylyshyn [1994]

terminators Julesz & Bergen [1983]

intersection Julesz & Bergen [1983]

closure Enns [1986]; Triesman & Souther [1985]

colour (hue) Nagy & Sanchez [1990, 1992]; D'Zmura [1991] Kawai et al. [1995]; Bauer et al. [1996]

intensity Beck et al. [1983]; Triesman & Gormican [1988]

flicker Julesz [1971]

direction of motion Nakayama & Silverman [1986]; Driver & McLeod [1992]

binocular lustre Wolfe & Franzel [1988]

stereoscopic depth Nakayama & Silverman [1986]

3-D depth cues Enns [1990]

lighting direction Enns [1990]

Gestalt Properties

Gestalt: form or configuration

Idea: forms or patterns transcend the

stimuli used to create them.

Why do patterns emerge?

Under what circumstances?

Which Properties are

Appropriate for Which

Information Types?

Visual Perception

behavioural model of visual perception and

recognition

Daniel Chandler's media course visual

perception

The map is not the territory – Alfred Korzybsky

Human suffering originates from the confusion or conflation

of linguistic representations of reality and reality itself.

We believe what we see – perception is

not reality

Dali/Voltaire

Illusion

If you like illusions, you may go and play at

http://www.sandlotscience.com

3D-vision

Design implications for attention

Make information salient when it needs attending to

Use techniques that make things stand out like colour,

ordering, spacing, underlining, sequencing and animation

Avoid cluttering the interface - follow the google.com

example of crisp, simple design

Avoid using too much because the software allows it

An example of over-use of

graphics

Perception and

recognition

How information is acquired from the world

and transformed into experiences

Obvious implication is to design

representations that are readily perceivable,

e.g.

Text should be legible

Icons should be easy to distinguish and read

Is color contrast good?

Find italian

Are borders and white

space better? Find

french

Activity

Weller (2004) found people took less time

to locate items for information that was

grouped

using a border (2nd screen) compared with

using color contrast (1st screen)

Some argue that too much white space on

web pages is detrimental to search

Makes it hard to find information

Do you agree?

Which is easiest to read

and why?

What is the time?

What is the time?

What is the time?

What is the time?

What is the time?

Design implications

Representations of information need to be designed to be perceptible and recognizable

Icons and other graphical representations should enable users to readily distinguish their meaning

Bordering and spacing are effective visual ways of grouping information

Sounds should be audible and distinguishable

Speech output should enable users to distinguish between the set of spoken words

Text should be legible and distinguishable from the background

Memory

Involves first encoding and then retrieving knowledge

We don‟t remember everything - involves

filtering and processing what is attended to

Context is important in affecting our memory (i.e., where, when)

Well known fact that we recognize things much better than being able to recall things

Better at remembering images than words

Why interfaces are largely visual

Processing in memory

Encoding is first stage of memory determines which information is attended to in the

environment and how it is interpreted

The more attention paid to something,

And the more it is processed in terms of thinking about it and comparing it with other knowledge,

The more likely it is to be remembered e.g., when learning about HCI, it is much better to

reflect upon it, carry out exercises, have discussions with others about it, and write notes than just passively read a book, listen to a lecture or watch a video about it

Context is important

Context affects the extent to which information can be subsequently retrieved

Sometimes it can be difficult for people to recall information that was encoded in a different context e.g., You are on a train and someone comes up to you

and says hello. You don‟t recognize him for a few moments but then realize it is one of your neighbors. You are only used to seeing your neighbor in the hallway of your apartment block and seeing him out of context makes him difficult to recognize initially

Activity

Try to remember the dates of your grandparents‟ birthday

Try to remember the cover of the last two DVDs you bought or rented

Which was easiest? Why?

People are very good at remembering visual cues about things e.g., the color of items, the location of objects

and marks on an object

They find it more difficult to learn and remember arbitrary material e.g., birthdays and phone numbers

Recognition versus

recall

Command-based interfaces require users to recall from memory a name from a possible set of 100s

GUIs provide visually-based options that users need only browse through until they recognize one

Web browsers, MP3 players, etc., provide lists of visited URLs, song titles etc., that support recognition memory

The problem with the

classic „7 2‟

George Miller‟s theory of how much

information people can remember

People‟s immediate memory capacity is

very limited

Many designers have been led to believe

that this is useful finding for interaction

design

What some designers get up to…

Present only 7 options on a menu

Display only 7 icons on a tool bar

Have no more than 7 bullets in a list

Place only 7 items on a pull down menu

Place only 7 tabs on the top of a website

pageBut this is wrong? Why?

Why?

Inappropriate application of the theory

People can scan lists of bullets, tabs, menu items till they see the one they want

They don‟t have to recall them from memory having only briefly heard or seen them

Sometimes a small number of items is good design

But it depends on task and available screen estate

Personal information

management

Personal information management (PIM) is a growing problem for most usersWho have vast numbers of documents, images, music

files, video clips, emails, attachments, bookmarks, etc.,

Major problem is deciding where and how to save them all, then remembering what they were called and where to find them again

Naming most common means of encoding them

Trying to remember a name of a file created some time back can be very difficult, especially when have 1000s and 1000s

How might such a process be facilitated taking into

account people‟s memory abilities?

Personal information

management

Memory involves 2 processesrecall-directed and recognition-based scanning

File management systems should be designed to optimize both kinds of memory processes e.g., Search box and history list

Help users encode files in richer ways Provide them with ways of saving files using colour,

flagging, image, flexible text, time stamping, etc

Design implications

Don‟t overload users‟ memories with complicated procedures for carrying out tasks

Design interfaces that promote recognition rather than recall

Provide users with a variety of ways of encoding digital information to help them remember where they have stored theme.g., categories, color, flagging, time stamping

Case Study:

The Journey of the

TreeMap

The TreeMap (Johnson & Shneiderman ‘91)

Idea:

Show a hierarchy as a 2D layout

Fill up the space with rectangles

representing objects

Size on screen indicates relative size of

underlying objects.

Early Treemap Applied to

File System

Treemap Problems Too disorderly

What does adjacency mean?

Aspect ratios uncontrolled leads to lots of skinny boxes

that clutter

Color not used appropriately

In fact, is meaningless here

Wrong application

Don‟t need all this to just see the largest files in the OS

Successful Application of Treemaps

Think more about the use

Break into meaningful groups

Fix these into a useful aspect ratio

Use visual properties properly

Use color to distinguish meaningfully

Use only two colors:

Can then distinguish one thing from another

When exact numbers aren‟t very important

Provide excellent interactivity

Access to the real data

Makes it into a useful tool

A Good Use of Treemaps and Interactivity

Treemaps in Peets site