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CHAPTER 2: Guidelines, Principles, and Theories

Designing the User Interface: Strategies for Effective Human-Computer Interaction Fifth Edition Ben Shneiderman & Catherine Plaisant in collaboration with Maxine S. Cohen and Steven M. Jacobs. CHAPTER 2: Guidelines, Principles, and Theories. Guidelines. Principles. Theories.

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CHAPTER 2: Guidelines, Principles, and Theories

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  1. Designing the User Interface: Strategies for Effective Human-Computer Interaction Fifth Edition Ben Shneiderman & Catherine Plaisant in collaboration withMaxine S. Cohen and Steven M. Jacobs CHAPTER 2:Guidelines, Principles, and Theories

  2. Guidelines Principles Theories Guidelines & Standards • Shared language • Best practices • Critics • Too specific, incomplete, hard to apply, and sometimes wrong • Supporters • Encapsulate experience Gary Marsden and Donald Cook, University of Cape Town

  3. Navigating the interface • Sample of the National Cancer Institutes guidelines: • Standardize task sequences • Ensure that embedded links are descriptive • Use unique and descriptive headings • Use check boxes for binary choices • Develop pages that will print properly • Use thumbnail images to preview larger images

  4. Accessibility guidelines • Provide a text equivalent for every nontext element • For any time-based multimedia presentation synchronize equivalent alternatives • Information conveyed with color should also be conveyed without it • Title each frame to facilitate identification and navigation

  5. Designing the User Interface • 1) specific and practical guidelines; The practical guidelines prescribe cures for design problems, caution against dangers, and provide helpful reminders based on accumulated wisdom. • 2) middle-level principles; The middle-level principles help in analyzing and comparing design alternatives. • 3) high-level theories and models; For developers of high-level theories and models, the goal is to describe objects and actions with consistent terminology so that comprehensible explanations can be made to support communication and teaching.

  6. Organizing the display • Smith and Mosier (1986) offer five high-level goals • Consistency of data display • Efficient information assimilation by the user • Minimal memory load on the user • Compatibility of data display with data entry • Flexibility for user control of data display

  7. Getting the user’s attention • Intensity • Marking • Size • Choice of fonts • Inverse video • Blinking • Color • Audio

  8. Principles • More fundamental, widely applicable, and enduring than guidelines • Need more clarification • Fundamental principles • Determine user’s skill levels • Identify the tasks • Five primary interaction styles • Eight golden rules of interface design • Prevent errors • Automation and human control

  9. Determine user’s skill levels • “Know thy user” • Age, gender, physical and cognitive abilities, education, cultural or ethnic background, training, motivation, goals and personality • Design goals based on skill level • Novice or first-time users • Knowledgeable intermittent users • Expert frequent users • Multi-layer designs

  10. Identify the tasks • Task Analysis usually involve long hours observing and interviewing users • Decomposition of high level tasks • Relative task frequencies

  11. Choose an interaction style • Direct Manipulation • Menu selection • Form fillin • Command language • Natural language

  12. Spectrum of Directness

  13. Prevent errors • Make error messages specific, positive in tone, and constructive • Mistakes and slips (Norman, 1983) • The division occurs at the level of the intention: A Person establishes an intention to act. If the intention is not appropriate, this is a mistake. If the action is not what was intended, this is a slip." • Correct actions • Gray out inappropriate actions • Selection rather than freestyle typing • Automatic completion • Complete sequences • Single abstract commands • Macros and subroutines

  14. Prevent Errors • Limit errors a user can make • Gray out menu items that don’t apply • No characters in a numeric field • In case of errors • Detect error • Simple, constructive, and specific instructions • Do not change system state

  15. Prevent Errors • Error rate is typically higher than expected • What are common errors for us? • Coding, typing, dialing, grammar • How can we design software to reduce them? • Better error messages • Specific, positive, and constructive • “Printer is off, please turn on” instead of “Illegal Operation” Helps fix current error • Helps reduce similar errors • Increases satisfaction • Reduce chance for error • Organizing info, screens, menus • Commands and menu choices should be distinctive • State of the interface should be known (change cursor when busy) • Consistency of actions (Yes/No order of buttons)

  16. Prevent Errors • Correct actions • Elevator – can’t open doors until not moving • Aircraft engines – can’t go in reverse unless landing gear is down • Choose a date from a visual calendar instead of having them type it in • Cellphones let you choose from recently dialed #s or received calls • Automatic command completion • Spell checker

  17. Prevent Errors • Complete Sequences • One action can perform a sequence of events • Ex. Left turn signal • Same concept for interfaces • Ex. Dialing in, scripts, macros, making a passage or all headings “bold” • Waypoints • Relieve operator attention/possibilities for error • What are atomic operations and what are sequences that can be automatically strung together? • Study usage, error patterns, and user preferences via user groups, studies • Log errors • Universal Usability can help lower errors • Large buttons helps with readability, and reduces error

  18. Automation and human control

  19. Automation and human control (cont.) The UI of software applications is considered the front line of development. The developers requires designs that carefully consider human behaviors and preferences. • A poorly designed user interface can destroy the perception of a good software application. • Effective design of a UI must look good and behave correctly. • HCI requires designers to consider details such as fonts, flow, control positions, and overall intuitiveness of a user interface.

  20. Automation and human control (cont.) • Supervisory control needed to deal with real world open systems • E.g. air-traffic controllers with low frequency, but high consequences of failure • FAA: design should place the user in control and automate only to improve system performance, without reducing human involvement

  21. Automation and human control (cont.) • Goals for autonomous agents • knows user's likes and dislikes • makes proper inferences • responds to novel situations • performs competently with little guidance • Tool like interfaces versus autonomous agents • Aviators representing human users, not computers, more successful

  22. Automation and human control (cont.) • User modeling for adaptive interfaces • keeps track of user performance • adapts behavior to suit user's needs • allows for automatically adapting system • response time, length of messages, density of feedback, content of menus, order of menu items, type of feedback, content of help screens • can be problematic • system may make surprising changes • user must pause to see what has happened • user may not be able to • predict next change • interpret what has happened • restore system to previous state

  23. Automation and human control (cont.) • Alternative to agents: • user control, responsibility, accomplishment • expand use of control panels • style sheets for word processors • specification boxes of query facilities • information-visualization tools

  24. Automation and human control (concluded) Features to aid in universal access Above: Mac OS X system preference settings Right: Windows Vista Control Panel

  25. Human-Control – Learning about Brain Brain Diagrams Long-Term Memory, Working Memory

  26. Maslow’s Hierarchy of Needs Maslow’s Hierarchy of Needs Extending Maslow’s Hierarchy of Needs

  27. Models of HCI Explanatory models - what, why, how – Norman’s seven stages of action – Foley and van Dam’s four level approach – Shneiderman’s Object-Action Interface (OAI) model – Keiras and Meyer’s EPIC cognitive model Predictive models - controlled variables, statistics – GOMS - Goals, Operators, Methods and Selection rules – KLM - Keyboard-Level Model (a variation of GOMS)

  28. Predictive/Descriptive Models • Predictive models such as the Model Human Processor (MHP) and the Keyboard Level Model (KLM), are a priori (pre-experience) models • They give approximations of user actions before real users are brought into the testing environment. • Descriptive models, such as state networks and the Three-State Model, provide a framework for thinking about user interaction • They can help us to understand how people interact with dynamic systems.

  29. Norman’s Stages of action models • Norman's seven stages of action • Forming the goal • Forming the intention • Specifying the action • Executing the action • Perceiving the system state • Interpreting the system state • Evaluating the outcome • Norman's contributions • Context of cycles of action and evaluation. • Gulf of execution: Mismatch between the user's intentions and the allowable actions • Gulf of evaluation: Mismatch between the system's representation and the users' expectations

  30. Norman’s action model cont.. • To carry out a task • Form a goal • Execute the goal • Evaluate the result • HCI use as cycle of do something, check • Execution

  31. Conceptual, semantic, syntactic, and lexical model – by Foley and Van Dam’s four level approach • Foley and Van Dam four-level approach • Conceptual level: • User's mental model of the interactive system • Semantic level: • Describes the meanings conveyed by the user's command input and by the computer's output display • Syntactic level: • Defines how the units (words) that convey semantics are assembled into a complete sentence that instructs the computer to perform a certain task • Lexical level: • Deals with device dependencies and with the precise mechanisms by which a user specifies the syntax • Approach is convenient for designers • Top-down nature is easy to explain • Matches the software architecture • Allows for useful modularity during design

  32. The 8 golden rules of interface design by Ben Shneiderman • Strive for consistency • Cater to universal usability • Offer informative feedback • Design dialogs to yield closure • Prevent errors • Permit easy reversal of actions • Support internal locus of control • Reduce short term memory load

  33. What’s in a model? Ooh Ahh • Shneiderman’s Object-Action- Interface model – Objects - things we manipulate – Actions - things we do to objects • System is composed of objects with states • Decompose task into Objects+Actions – Natural connection with OOP

  34. EPIC – Cognitive Architecture(EPIC- Executive-Process/Interactive Control) by Keiras and Meyer’s EPIC cognitive model • The specific goal is to develop and validate a cognitive modeling architecture. • EPIC architecture, • Is a theoretical framework for computational modeling of human multitask performance; • OS fundamental, human information processing; • Allocate perceptual-motor resources, human perceptual, cognitive, and motor activity.

  35. Guidelines Principles Theories Theories – Human-Computer Interaction • Beyond the specifics of guidelines • Principles are used to develop theories • Descriptions/explanatory or predictive • Motor task, perceptual, or cognitive GOMS - Goals, Operators, Methods and Selection rules GOMS theory of HCI developed by Card, Moran, and Newell (The Psychology of HCI, 1983) Used to predict time required to perform or learn interactive computerized tasks. Developed for text editors and word processors. Has extended beyond that. • Goals : determine what to achieve and set of possible methods • Operators : "elementary perceptual, motor, or cognitive acts" required to achieve goal • Methods : procedures for achieving goal; consist of operators and other goals. • Selection rules : rules for determining which method to apply, if several possibilities exist.

  36. Keyboard Level Model (KLM) • The KLM is a practical design tool that can capture and calculate the physical actions a user will have to carry out to complete specific tasks The KLM can be used to determine the most efficient method and its suitability for specific contexts.

  37. Keyboard Level Model (KLM) • Given: • A task (possibly involving several subtasks) • The command language of a system • The motor skill parameter of the user • The response time parameters • Predict: The time an expert user will take to execute the task using the system • Provided that he or she uses the method without error

  38. Keyboard Level Model (KLM) • The KLM is comprised of: • Operators • Encoding methods • Heuristics for the placement of mental (M) operators

  39. KLM - Operators • Operators • KPress a Key or button, (0.08 to 1.20) secs • PPoint with mouse, (1.1) secs  Fitts’ Law • HHome hands to keyboard or peripheral device (0.4 ) • DDraw line segments (0.9*n + 0.16*L) secs • MMental preparation (1.35) secs • RSystem Response (system/activity dependent)

  40. Explanatory and predictive theories • Explanatory theories: • Observing behavior • Describing activity • Conceiving of designs • Comparing high-level concepts of two designs • Training • Predictive theories: • Enable designers to compare proposed designs for execution time or error rates

  41. Perceptual, Cognitive, & Motor tasks • Perceptual or Cognitive subtasks theories • Predicting reading times for free text, lists, or formatted displays • Motor-task performance times theories: • Predicting keystroking or pointing times

  42. Taxonomy (explanatory theory) • A Taxonomy of Human-Computer Interaction, ACMSIGCHI • Order on a complex set of phenomena • Facilitate useful comparisons • Organize a topic for newcomers • Guide designers • Indicate opportunities for novel products.

  43. Stages of action models (cont.) • Four principles of good design • State and the action alternatives should be visible • Should be a good conceptual model with a consistent system image • Interface should include good mappings that reveal the relationships between stages • User should receive continuous feedback • Four critical points where user failures can occur • Users can form an inadequate goal • Might not find the correct interface object because of an incomprehensible label or icon • May not know how to specify or execute a desired action • May receive inappropriate or misleading feedback

  44. Consistency through grammars Consistent user interface goal • Definition is elusive - multiple levels sometimes in conflict • Sometimes advantageous to be inconsistent. ConsistentInconsistent AInconsistent B delete/insert character delete/insert character delete/insert character delete/insert word remove/bring word remove/insert word delete/insert line destroy/create line delete/insert line delete/insert paragraph kill/birth paragraph delete/insert paragraph

  45. Consistency through grammars (cont.) Inconsistent action verbs • Take longer to learn • Cause more errors • Slow down users • Harder for users to remember

  46. The disappearance of syntax • Users must maintain a profusion of device-dependent details in their human memory. • Which action erases a character • Which action inserts a new line after the third line of a text file • Which abbreviations are permissible • Which of the numbered function keys produces the previous screen.

  47. The disappearance of syntax (cont.) • Learning, use, and retention of this knowledge is hampered by two problems • Details vary across systems in an unpredictable manner • Greatly reduces the effectiveness of paired-associate learning • Syntactic knowledge conveyed by example and repeated usage   • Syntactic knowledge is system dependent

  48. The disappearance of syntax (concluded) • Minimizing these burdens is the goal of most interface designers • Modern direct-manipulation systems • Familiar objects and actions representing their task objects and actions. • Modern user interface building tools • Standard widgets

  49. Contextual Theories • User actions are situated by time and place • You may not have time to deal with shortcuts or device dependent syntax, such as on mobile devices, when hurried • Physical space is important in ubiquitous, pervasive and embedded devices, e.g. a museum guide stating information about a nearby painting • A taxonomy for mobile device application development could include: • Monitor and provide alerts, e.g. patient monitoring systems • Gather information • Participate in group collaboration • Locate and identify nearby object or site • Capture information about the object and share that information

  50. Human-Computer Interaction in the year 2020 • Harper, R., Rodden, T., Rogers, y., and Sellen, A., Being Human – Human-Computer Interaction in the year 2020

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