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Title: Interaction%20Design%20and%20Final%20Exam%20Review


1
Interaction DesignandFinal Exam Review
  • Session 13
  • LBSC 790 / INFM 718B
  • Building the Human-Computer Interface

2
Agenda
  • Questions
  • Interaction Design
  • Final Exam Review
  • Applets (time permitting)

3
Interaction Design
4
Rapid prototyping process
Start
Identify needs/ establish requirements
Refine Design Specification
Evaluate
Build Prototype
Final specification
Exemplifies a user-centered design approach
5
Interaction Design
  • Play to the strengths of machine and human
  • Place the locus of control with the user
  • Make it easy to do the right thing
  • Support multiple interaction styles

6
Conceptual models
  • How the system will appear to users
  • A conceptual model is a high level description
    of
  • the proposed system in terms of a set of
    integrated ideas and concepts about what it
    should do, behave and look like, that will be
    understandable by the users in the manner
    intended

7
Conceptual model and User understanding
  • Design Model
  • How designer thinks system should work
  • System Image
  • How system works
  • User Model
  • How user thinks system works
  • Ideal all map
  • Poor system image poor understanding

Users Model
Design Model
DESIGNER
USER
SYSTEM
System Image
8
Conceptual models based on activities
  • Giving instructions
  • issuing commands using keyboard and function keys
    and selecting options via menus
  • Conversing
  • interacting with the system as if having a
    conversation
  • Manipulating and navigating
  • acting on objects and interacting with virtual
    objects
  • Exploring and browsing
  • finding out and learning things

9
Conceptual models based on objects
  • Usually based on an analogy with something in the
    physical world
  • Capitalize on familiarity
  • Understanding of
  • Kinds of activities application would support
  • Problems with current tools trying to achieve
    these activities
  • Examples include books, tools, vehicles
  • International Childrens Digital Library

10
http//www.icdlbooks.org
11
Interface Metaphors
  • Interface designed to be similar to a physical
    entity but also has own properties
  • e.g. desktop metaphor, web portals
  • Can be based on activity, object or a combination
    of both
  • Exploit users 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
  • Break conventional rules
  • Too constraining, Can limit designers
  • imagination, Transfer bad parts from
  • existing designs

12
Conceptual model and User understanding
  • Design Model
  • How designer thinks system should work
  • System Image
  • How system works
  • User Model
  • How user thinks system works
  • Ideal all map
  • Poor system image poor understanding

Users Model
Design Model
DESIGNER
USER
SYSTEM
System Image
13
Mental models
  • Users develop an understanding of a system
    through learning using it
  • Knowledge is often described as a mental model
  • How to use the system (what to do next)
  • What to do with unfamiliar systems or unexpected
    situations (how the system works)
  • People make inferences using mental models of how
    to carry out tasks

14
Mental models
  • Craik (1943) described mental models as internal
    constructions of some aspect of the external
    world enabling predictions to be made
  • Involves unconscious and conscious processes,
    where images and analogies are activated
  • Deep versus shallow models (e.g. how to drive a
    car and how it works)

How deep is your mental modal of a VCR remote
control?
15
Everyday reasoning mental models
  • You arrive home on a cold winters night to a
    cold house. How do you get the house to warm up
    as quickly as possible? Set the thermostat to be
    at its highest or to the desired temperature?
  • You arrive home starving hungry. You look in the
    fridge and find all that is left is an uncooked
    pizza. You have an electric oven. Do you warm it
    up to 375 degrees first and then put it in (as
    specified by the instructions) or turn the oven
    up higher to try to warm it up quicker?

16
Heating up a room or oven that is
thermostat-controlled
  • Many people have erroneous mental models
    (Kempton, 1996)
  • Why?
  • General valve theory, where more is more
    principle is generalised to different settings
    (e.g. gas pedal, gas cooker, tap, radio volume)
  • But Thermostats are based on model of on-off
    switch
  • Core abstractions about how things work

17
Heating up a room or oven that is
thermostat-controlled
  • Same is often true for understanding how
    interactive devices and computers work
  • Poor, often incomplete, easily confusable, based
    on inappropriate analogies and superstition
    (Norman, 1983)
  • e.g. frozen cursor/screen - most people will bash
    all manner of keys

18
Design principle of transparency
Useful feedback Easy to understand
Intuitive to use Clear, easy to follow
instructions Appropriate online help Context
sensitive guidance when stuck NOT literally
Help users develop appropriate mental models
19
Key points
  • Fundamental aspect of interaction design is to
    develop a conceptual model
  • Interaction modes and interface metaphors provide
    a structure for thinking about which kind of
    conceptual model to develop
  • Interaction styles are specific kinds of
    interfaces that are instantiated as part of the
    conceptual model
  • Interaction paradigms can also be used to inform
    the design of the conceptual model
  • Transparency helps users develop mental models

20
Final Exam Review
21
Learning Objectives
  • Understand the role of prototyping and
    implementation in the software development
    process
  • Learn and apply a rapid prototyping methodology
  • Become familiar with a current user interface
    development language (Java) and an integrated
    development environment (Eclipse)

22
Strategies to Support Learning
  • Classroom sessions focus on the big picture
  • Why we focus where we do
  • How it fits together
  • Books to provide the details, both to support
    understanding, and as a ready reference
  • Progressively more complex hands-on experience
    (exercises, homework, project)
  • Assessment to help focus the effort
  • Homework, project, exam

23
Exam Design
  • Goal assess important objectives that the
    homework and the project cannot cover
  • Format
  • In class, 2 hours (Thurs, Dec 14, 600pm, HBK
    2119)
  • Alternative Take-home Dec 7 - 14
  • Individual effort (no communication with anyone)
  • Open book (use anything except another person)
  • Three questions (two essay, one programming)
  • Exams from prior semesters are on the Web

24
Question 1 Programming
  • Goal assess a minimal level of individual
    programming expertise that would be allow full
    participation in a project team.
  • Format build a simple user interface in Java
  • What you need to know
  • Basic Java programming (homework-level)
  • Using standard Java GUI components
  • Simple GUI event handling

25
Preparing for Question 1
  • Try a programming question from a prior exam
  • Have a classmate create a sample problem for you
  • Make a Web page with a few standard references
  • Sun Java tutorial section on swing GUI components
  • Sun Java tutorial section on event handling
  • Three different working examples

26
Questions 2 3 Short Essay
  • Goal assess individual understanding of the
    process by which user interfaces are made
  • Format Short typed essay (1-3 pages)
  • What you need to know
  • Key concepts from throughout the course (except
    programming)

27
Preparing for Questions 2 3
  • Flip through all the slides
  • Concentrate on the big picture and the
    supporting details)
  • Time yourself answering a prior exam question
  • Shoot for at most 45 minutes

28
Some Big Picture Questions
  • Why is building good GUIs hard?
  • How does rapid prototyping help?
  • What issues are important in the management of
    the software design process?
  • What is the role of the parts of UML that we have
    discussed in this process?
  • How do Java examples we have used in class
    illustrate interface design and interaction
    design?

29
Major Themes
  • Software development process
  • Rapid prototyping
  • Specification
  • Implementation Evaluation
  • Java
  • Structured, modular, O-O programming
  • GUIs
  • Algorithms, data structures
  • Testing debugging
  • UML
  • Functional requirements
  • Objects / structure
  • Behavior

30
From needs to specification
Design specification
Refine and Revise
Requirements
Task / Work context
Identifying Needs
Users
Task / Work
31
Rapid Prototyping Waterfall
Update Requirements
Write Specification
Choose Functionality
Initial Requirements
Create Software
Build Prototype
Write Test Plan
32
Start
Identify needs/ establish requirements
Refine Design Specification
Evaluate
Build Prototype
Final specification
33
Objectives of Rapid Prototyping
  • Quality
  • Build systems that satisfy the real requirements
    by focusing on requirements discovery
  • Affordability
  • Minimize development costs by building the right
    thing the first time
  • Schedule
  • Minimize schedule risk by reducing the chance of
    requirements discovery during coding

34
Different kinds of requirements
  • Functional (capabilities)
  • What the system should do
  • Historically the main focus of requirements
    activities
  • Non-functional (constraints) memory size,
    response time...
  • data
  • What kinds of data need to be stored?
  • How will they be stored (e.g., database)?

35
Unified Modeling Language
  • Systems can get more complex than people can
    comprehend all at once
  • Key idea Progressive refinement
  • Carve the problem into pieces
  • Carve each piece into smaller pieces
  • When pieces are small enough, code them
  • UML provides a formalism for doing this
  • But it does not provide the process

36
Getting to the Object Structure
  • Capturing the big picture
  • Use case diagram (interactions with the world)
  • Narrative
  • Scenarios (examples to provoke thinking)
  • Designing the object structure
  • Class diagram (entity-relationship diagram)
  • Object diagram (used to show examples)

37
Specifying Behavior
  • Represent a candidate workflow
  • Activity diagram (a flowchart)
  • Represent object interactions for a scenario
  • Collaboration diagram (object-based depiction)
  • Sequence diagram (time-based depiction)
  • Represent event-object interactions
  • Statechart diagram (a finite state machine)

38
Good Uses for UML
  • Focusing your attention
  • Design from the outside in
  • Representing partial understanding
  • Says what you know, silent otherwise
  • Validate that understanding
  • Structuring communication with stakeholders

39
Avoiding UML Pitfalls
  • Dont sweat the notation too much
  • The key is to be clear about what you mean!
  • Dont try to make massive conceptual leaps
  • Leverage abstraction encapsulation
  • Dont get to attached to your first design
  • Goal is to find weaknesses in your understanding

40
Applets
41
A simple example
  • import javax.swing.
  • import java.applet.Applet
  • public class HelloWorld extends Applet
  • public void init()
  • add(new JLabel("Hello, World!"))

42
Embedding Applets in HTML
  • ltAPPLET
  • CODEHelloWorld.class
  • WIDTH100
  • HEIGHT50
  • gt
  • lt/APPLETgt

43
Applets vs. Applications
  • Derived from Applet/JApplet
  • Lifecycle methods - instead of main()
  • init()
  • start()
  • stop()
  • destroy()
  • Add components to primary window
  • add()
  • Restricted environment

44
Resources
  • http//java.sun.com/docs/books/tutorial/deployment
    /applet/index.html
  • http//java.sun.com/applets/

45
Coming up
  • Thursday, Dec 7
  • Project presentations
  • Thursday, Dec 14
  • Final Exam

46
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47
Interaction Paradigms
  • Philosophy or way of thinking about design
  • Another form of inspiration for conceptual models
  • From the desktop to ubiquitous computing
    (embedded in the environment)
  • Pervasive computing
  • Wearable computing
  • Tangible bits, augmented reality
  • Attentive environments
  • Transparent computing
  • and many more.

48
Two examples BlueEyes (IBM) and Cooltown (HP)
  • Visionary approaches for developing novel
    conceptual paradigms

BlueEyes Tracks your movements and facial
expressions and responds accordingly
Cooltown Offers additional info on windshield as
you drive can be distracting!
49
Outline for second half
  • What is cognition?
  • What are users good and bad at?
  • Mental models
  • External cognition
  • Using this understanding to inform system design

50
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 apply 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

51
1. Bringing cognitive psychology knowledge to HCI
52
Core cognitive aspects
  • Attention
  • Perception and recognition
  • Memory
  • Reading, speaking and listening
  • Problem-solving, planning, reasoning and
    decision-making, learning
  • Here we focus on attention, perception
    recognition, memory

53
Attention
  • Selecting things to concentrate on from the mass
    around us, at a point in time
  • 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

54
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

55
An example of over-use of graphics
56
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

57
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?
58
Memory
  • Involves encoding and recalling knowledge and
    acting appropriately
  • We dont remember everything - involves filtering
    and processing
  • Context is important in affecting our memory
  • We recognize things much better than being able
    to recall things
  • The rise of the GUI over command-based interfaces
  • Better at remembering images than words
  • The use of icons rather than names

59
Design implications for search interfaces
  • Memory involves 2 processes
  • recall-directed and recognition-based scanning
  • Search systems should be designed to optimize
    both kinds of memory processes
  • Facilitate existing strategies and assist users
    when they get stuck
  • Search result visualization design principles
  • Provide categorized overviews
  • Organize by meaningful, stable categories

60
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61
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62
Experimental conditions
63
External cognition
  • Concerned with explaining how we interact with
    external representations (e.g. maps, notes,
    diagrams)
  • What are the cognitive benefits and what
    processes involved
  • How they extend our cognition
  • What computer-based representations can we
    develop to help even more?

64
Externalizing to reduce memory load
  • Diaries, reminders,calendars, notes, shopping
    lists, to-do lists - written to remind us of what
    to do
  • Post-its, piles, marked emails - where placed
    indicates priority of what to do
  • External representations
  • Remind us that we need to do something (e.g. to
    buy something for Valentines day)
  • Remind us of what to do (e.g. buy flowers)
  • Remind us when to do something (e.g. deliver them
    on Valentines day!)

65
Computational offloading
  • When a tool is used in conjunction with an
    external representation to carry out a
    computation (e.g. pen and paper)
  • Can you solve this a) in your head, b) on a piece
    of paper, and c) with a calculator?
  • 234 x 456 ??
  • Which is easiest and why?

66
Design implication
  • Provide external representations at the interface
    that reduce memory load and facilitate
    computational offloading

e.g. Information visualizations have been
designed to allow people to make sense and rapid
decisions about masses of data
67
Informing design based on our understanding of
users
  • How can we use knowledge about users to inform
    system design?
  • Provide guidance and tools
  • Design principles and concepts
  • Design rules
  • Provide analytic tools
  • Methods for evaluating usability

68
Mental models system design
  • Notion of mental models has been used as a basis
    for conceptual models
  • If you can understand how people develop mental
    models then can help them develop more
    appropriate mental models of system functionality

69
Conceptual model and User understanding
  • Design Model
  • How designer thinks system should work
  • System Image
  • How system works
  • User Model
  • How user thinks system works
  • Ideal all map
  • Poor system image poor understanding

Users Model
Design Model
DESIGNER
USER
SYSTEM
System Image
70
Key points
  • Cognition involves many processes including
    attention, memory, perception and learning
  • The way an interface is designed can greatly
    affect how well users can perceive, attend, learn
    and remember how to do their tasks
  • The conceptual framework of mental models and
    external cognition provide ways of
    understanding how and why people interact with
    products, which can lead to thinking about how to
    design better products

71
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72
Suggested applications
  • MS Office Picture Manager
  • Programs-gtMS Office-gtTools-gtPicture Manager
  • ICDL Book Reader
  • www.childrenslibrary.org/library/books/readers/hr
    daxlf_00320001-comic.jnlp
  • Dr. Dobbs eMagazine reader
  • www.nxtbook.com/nxtbooks/cmp/ddj-ravenflow2
  • PDA applications

73
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74
Interaction
  • Drill down
  • Mouseover tool tips, menu expansion
  • Illustration
  • Change over time, icon behavior (on mouseover)
  • Display space reuse
  • Ticker tape, slide show
  • Visible transitions
  • 3-D visualization
  • E-archivarius demo
  • Attention management (once!)

75
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76
Multiple Interaction Styles
  • Point-and-click
  • Keyboard shortcuts
  • Command line
  • Spoken dialog

77
Interactive Voice Response Systems
  • Operate without graphical interfaces
  • Hands-free operation (e.g., driving)
  • Telephone access
  • Built on three technologies
  • Speech recognition (input)
  • Text-to-speech (output)
  • Dialog management (control)
  • Example TellMe (1-800-555-TELL)

78
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79
Six design principles
  • Visibility
  • Feedback
  • Constraints
  • Rules
  • Layout
  • Color
  • Size
  • Mapping
  • Consistency
  • Affordance

Don Norman, The Design of Everyday Things (1988)
80
Usability principles(Nielsen 2001)
  • Visibility of system status
  • Match between system and the real world
  • User control and freedom
  • Consistency and standards
  • Help users recognize, diagnose and recover from
    errors
  • Error prevention
  • Recognition rather than recall
  • Flexibility and efficiency of use
  • Aesthetic and minimalist design
  • Help and documentation

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