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DOET CHAPTER 1 The psychopathology of everyday things

DOET CHAPTER 1 The psychopathology of everyday things. CS420/620 – Human Computer Interaction Prepared by Majed Al Zayer (former course instructor). What characterizes an object?. What characterizes an object. Actions door.push (); door.pull (); State door.isClosed door.isOpen.

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DOET CHAPTER 1 The psychopathology of everyday things

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  1. DOET CHAPTER 1The psychopathology of everyday things CS420/620 – Human Computer Interaction Prepared by MajedAl Zayer (former course instructor)

  2. What characterizes an object?

  3. What characterizes an object • Actions • door.push(); • door.pull(); • State • door.isClosed • door.isOpen

  4. To perform actions on an object and to know its state,We need clues that we can relate to

  5. Agenda • Elements of good design • Fundamental principles of interaction • Affordances • Signifiers • Mapping • Feedback • Conceptual models

  6. Agenda • Elements of good design • Fundamental principles of interaction • Affordances • Signifiers • Mapping • Feedback • Conceptual models

  7. A good design is … Discoverable • What actions can I perform? • Where to perform these actions?

  8. A good design is … Understandable • What does it all mean? • How is the product supposed to be used? • What do all controls and settings mean?

  9. How can we design for discoverability& understanding?

  10. Agenda • Elements of good design • Fundamental principles of interaction • Affordances • Signifiers • Mapping • Feedback • Conceptual models

  11. Fundamental principles of interaction Affordances Signifiers Mapping Discoverability Lead to Feedback Understanding Constraints Conceptual Models

  12. Agenda • Elements of good design • Fundamental principles of interaction • Affordances • Signifiers • Mapping • Feedback • Conceptual models

  13. Affordances The relationship between the properties of an object and the capabilities of the interacting human with respect to the actions that can be performed on this object by this human

  14. Affordances Concerned with two sides: the object and the human The relationship between the properties of an object and the capabilities of the interacting human with respect to the actions that can be performed on this object by this human

  15. Affordances • Clickable button • Light chair • Steep ramp The relationship between the properties of an object and the capabilities of the interacting human with respect to the actions that can be performed on this object by this human

  16. Affordances • Strong • Tall • Fully sighted The relationship between the properties of an object and the capabilities of the interacting human with respect to the actions that can be performed on this object by this human

  17. Affordances The relationship between the properties of an object and the capabilities of the interacting human with respect to the actions that can be performed on this object by this human • <Heavy chair, strong human>  The chair affords lifting • <Touchable screen, no hands>  The touchscreen doesn’t afford touching

  18. Affordances - Example • What actions can be done with a sheetof glass by an interacting agent, e.g., • Air • Light • Humans

  19. Affordances • If affordances are concerned with actions that are possible given our abilities, then … Anti-affordancesareconcerned with actions that are not possible given our capabilities

  20. Affordances Effective affordances are perceivable

  21. Affordances • What makes them perceivable? Object form × Interaction expectations

  22. Affordances • What makes them perceivable? Object form × Interaction expectations

  23. Affordances • What makes them perceivable? Object form × Interaction expectations

  24. Affordances • When hidden affordances are put to use

  25. Affordances • When hidden affordances are put to use

  26. Affordances • When hidden affordances are put to use • Game design • Ads

  27. Agenda • Elements of good design • Fundamental principles of interaction • Affordances • Signifiers • Mapping • Feedback • Conceptual models

  28. Signifiers • Object: a door • Agent: a human with functioning hands • What’s the affordance? • Where can I do the action?

  29. Signifiers – The clues “Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person”

  30. Signifiers – The clues “Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person”

  31. Signifiers – The clues “Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person”

  32. Signifiers – The clues “Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person”

  33. Signifiers – The clues “Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person” The communication medium has to be compatible & perceivable to that person

  34. Signifiers – The clues • Your job as a designer is to … Communicate meaningful clues to your user group about the use of the designto highlight the design purpose

  35. Signifiers – The clues PULL Perceived Explicit

  36. Affordances vs. Signifiers Signifiers expose affordances,they save people from trial and error

  37. Affordances & Signifiers in user interfaces

  38. Affordances & Signifiers in user interfaces

  39. Agenda • Elements of good design • Fundamental principles of interaction • Affordances • Signifiers • Mapping • Feedback • Conceptual models

  40. Mapping

  41. Mapping

  42. Mapping The spatial relationship between the control and what’s being controlled

  43. Mapping The spatial relationship between the control and what’s being controlled

  44. Mapping The spatial relationship between the control and what’s being controlled

  45. Mapping The spatial relationship between the control and what’s being controlled

  46. Mapping & conceptual models • Steering a car • The top of the steering wheel moves to the same direction as the car’s • Moving a computer mouse • X-axis of the mouse = X-axis of the screen • Z-axis of the mouse = Y-axis of the screen • Dimming lights • Up = more light • Down = less light

  47. Mapping & conceptual models Clear and understandable conceptual models help us remember the mapping relationship

  48. Natural mapping

  49. Natural mapping

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