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This meeting at Bryn Mawr College features Bernard Chazelle from Princeton University, discussing the commonalities between technology, including iPods and DNA. The session will cover GOMS modeling, which provides a framework for analyzing and designing user interfaces. Participants will engage in critical discussions about designing effective and adaptive user interfaces based on good and bad design principles. Research project issues will be addressed, including hypotheses formulation, independent and dependent variables, and the development of IRB submissions.
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CSC 8570 -- USI Class Meeting 4 February 3, 2009
FLICS Fantastic Lectures in Computer Science • Friday, February 6 • Bryn Mawr College • Bernard Chazelle, Princeton Univ. • What an iPod, a Flock of Birds, and Your DNA Have in Common
Topics of the Day • GOMS review • Bunt, et al. Understanding the questions raised and the answers given. • Good and bad interfaces • Design principles • Research project issues
Hand In • Everyone: GOMS model of table creation • Each research team: • Hypotheses, independent and dependent variables • First draft of IRB form • Consent form draft, perhaps • Printout from EndNote of research bibliography
GOMS • Goal • Operators: atomic actions available in the system • Methods: each method is a sequence of operators • Selection Rule:
GOMS Examples • Deleting a message from a mail system folder • Setting a clock or watch • one hour ahead • one hour back • to a particular time • Creating a KWIC index of a list of research paper titles
Clock Setting • Set the clock one hour earlier, the common action at the end of daylight savings time. • GOMS model • Goal: stated above • Operations: • Methods: • Selection Rule:
Bunt, Conati, McGrenere • Review the paper in the context of • Your experiment • GOMS modeling • Intelligent user interfaces • User modeling
Bunt (2) • Adaptable: Users can customize the interface to meet their needs • But users rarely move from default settings • Adaptive: Model user’s interests, preferences, and use characteristics; then interface changes to support this model. • But users suffer lack of control, transparency, and predictability
Bunt (3) • Adaptive issues • Is customization worth the effort? • Can users customize effectively? • Does the system provide support (and help) for customization?
Bunt (4) • Experiment 1: • Hypotheses? • Independent variables? • Dependent variables? • Subjects? • Statistical analysis?
Bunt (5) • Experiment 2: • Hypotheses? • Independent variables? • Dependent variables? • Subjects? • Statistical analysis?
Bunt (6) • Suggest some experiments that follow from this work.
How Was Your Week? • Write down two examples of system interfaces that were very helpful as you tried to complete a task. • Write down two examples of system interfaces whose design made it difficult for you to complete a task.
Good Interfaces • Who says? • On what basis? • Why were your choices good? • What were the design principles that promoted “goodness”?
Bad Interfaces • Same questions as for “good” • Who says? • On what basis? • What design principles were violated?
Good and Bad (2) • What do users want? • How do designers know? • Do designs match mental models? • What if they don’t?
Good and Bad (3) • Generative User Engineering Principles (GUEPs) • Cognitive Dimensions (CDs) • of notation • of representation in an interface • of understanding NB. In this context a “dimension” is a factor (distinct from others factors)
Research Project • Hypotheses (tonight) • Independent variables (tonight) • Dependent variables (tonight) • Bibliography • First entries (tonight) • Continuous process • Background • Formal setting (let’s talk)
Theory Collection Visual processing • Three-stage visual system • Preattentive processing theory (Triesman & Gormican) • Structured object perception theory (Biederman) • Scientific color theory (CIE)
Theory Collection (2) Motor Behavior Models • Hick-Hyman Law: choice time • Keystroke-Level Model: error-free task completion time • Three-state model of graphical input (Buxton) • Fitts’ Law: human movement • Guiard’s Model of Bimanual Skill
Theory Collection (3) Task analysis • Hierarchical model using ConcurTaskTrees Design principles • GUEPs • Cognitive Dimensions • Mental models
Research Project (2) • Short presentation • One spokesperson • Five minutes • Hypothesis, variables, initial experimental design • PowerPoint
Next Time • Read Edge and Blackwell, Cognitive Dimensions Tradeoffs in Tangible User Interface Design • You find this paper by going towww.cl.cam.ac.uk/~afb21/CognitiveDimensions • Then choosing the link for the 10th Anniversary Workshop on CDs research • Create a concept map relating the ideas of the paper to one another • Use the concept map software • Make sure you include at least 12 concepts and maybe many more • Consult the papers by Thomas Green for more information • Research project presentation