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i213: User Interface Design & Development

i213: User Interface Design & Development. Marti Hearst Thurs, Feb 15, 2007. Today. Raskin’s Locus of Attention Errors Modes Time permitting: Design Guidelines. Mental Models Redux. Good Representations capture essential elements of the event / world

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i213: User Interface Design & Development

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  1. i213: User Interface Design & Development Marti Hearst Thurs, Feb 15, 2007

  2. Today • Raskin’s Locus of Attention • Errors • Modes • Time permitting: • Design Guidelines

  3. Mental Models Redux • Good Representations • capture essential elements of the event / world • deliberately leave out / mute the irrelevant • appropriate for the user, their task, and their interpretation

  4. Raskin on Cognition • Cognitive Engineering • Ergonomics: • Takes into account the statistical variation of human variability • Design a car seat that fits 95% of the population • Says that designing products that interact with us physically is reasonable straightforward • Cognetics: Ergonomics of the mind • The study of the “engineering scope of our mental abilities” • This is the applied side of cognitive science

  5. Raskin on Cognition • Cognitive Conscious / Unconscious • Examples? • What is the last letter in your first name? • You know it but weren’t consciously accessing this information a moment ago, but now you are. • How do your shoes feel right now? • How did “The Shining” make you feel? • Having a name on the “tip of your tongue” • Differences? • New situations/routines • Decisions / one standard choice • Sequential / simultaneous Image from Newsweek, Jan 2001

  6. Raskin on Cognition • Locus of Attention • What is it? • An idea/object/event about which you are intently and actively thinking. • The one entity on which you are currently concentrating • You see and hear much more • E.g., white noise • Turn the lights off, you have a full-fidelity recording of their sound in your mind, which fades quickly • Why locus? • Focus implies volition; locus not always under conscious control • Attention can be either active or “going with the flow” Image from Newsweek, Jan 2001

  7. Raskin on Cognition • Locus of Attention • Why is it important for HCI? • Cannot be conscious of more than one task at a time • Make the task the locus of attention • Don’t count on people to read labels or directions • Beware of the power of mental habits • Repetitive confirmations don’t work • Take advantage of it • Do pre-loading while user thinking about next step • Streamline resumption of interrupted tasks

  8. Error Messages

  9. Cooper on error dialog boxes • Why are they problematic? • How related to locus of attention? • What are the alternatives? • Cooper is talking to programmers • “Silicon Sanctimony” • You should feel as guilty as for using a goto – an admission of failure in design

  10. Umm, thanks for the warning, but what should I do? What happens when you cancel a cancelled operation? Do I have any choice in this? Uhhh… I give up on this one

  11. Inane Dialog Boxes

  12. “HIT ANY KEY TO CONTINUE” Slide adapted from Saul Greenberg

  13. Modes • What are they? • The same user actions have different effects in different situations. • Examples: • Adobe reader example: vs. • Powerpoint drawing example • Keycaps lock

  14. Modes • When are they useful? • Temporarily restrict users’ actions • When logical and clearly visible and easily switchable • Drawing with paintbrush vs. pencil • Autocorrect (if easy to switch the mode) • Why can they be problematic? • Big memory burden • Source of many serious errors • How can these problems be fixed? • Don’t use modes – redesign the system to be modeless • Redundantly visible • Raskin -- quasimodes

  15. Modal Blooper

  16. Modal Blooper(and other problems too)

  17. A Summary Statement • Raskin, p. 69 • “We must make sure that every detail of an interface matches both our cognitive capabilities and the demands of the task…”

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