Title: Schneiderman Interaction styles Human error Norman
1SchneidermanInteraction stylesHuman error
(Norman)
2Direct manipulation design principles
- Visually represent the world of action
- Objects of interest shown on screen
- Actions of interest shown on screen
- Rapid execution of actions
- Actions s/b reversible
- Interaction accomplished through
- Pointing
- Selecting
- Dragging
3Direct manipulationWhy does it work?
- According to Schneiderman
- It engages human perceptual recognition
- Human vision is an effective way to learn and
understand the world
4Visualization Tree maps
- A way to visually explore data
- In this case it is a visual representation of
3200 files - Rectangle size reflects the file size
- Works well if your goal is to identify which file
(or files) are the biggest disk hogs - Pointing at a rectangle uncovers more information
about that particular file - Question What do the colors represent?
5Skipped Chapters 11 12
- Interesting stuff but most of you guys know about
this stuff - I will briefly cover Sound Output starting on
page 247...
6Sound Output
- Kinds of sounds
- Speech
- Music
- Natural
- Synthetic or sampled
- The ears tell the eyes where to look
- Excellent for monitoring the status of some
process not being directly attended to
7Natural soundsAudio Icons
- Human hearing has evolved to allow the extraction
of a great deal of information from the nature of
the sounds heard - The sounds generated tell us about the properties
of those things making the sounds - But then there is the Foley artist recording a
sound that generated by the real thing isnt
necessarily sufficient. Example gunshot sounds
like a cracked whip when recorded...
8Natural soundsExample of use with email
- Scott Hudson paper on doing exactly this
- http//www.acm.org/sigchi/chi96/proceedings/shortp
ap/Hudson/hs_txt.htm
9Musical sounds
- Earcons
- Distinctive musical sounds that are associated
with particular operations - Examples
- http//www.dcs.gla.ac.uk/stephen/earconexperiment
1/earcon_expts_1.shtml
10Speech
- Speech synthesis technology
- Concatenation (Less flexible vocabulary)
- Uses recorded sounds that are concatenated
- Synthesis by rule (More flexible)
- Rules control the concatenation of phonemes
- Phonemes can be recorded
- Phonemes can be generated by a model of the human
vocal tract (Show Dude)
11Chapter 13 Interaction styles
- Interaction styles include
- Turn-taking dialogs
- Take the general form
- User specifies instructions
- System executes the instructions
- System provides feedback
- Command line entry
- Manipulation of objects and tools
- Gesturing
12Interaction styles
- Command line entry (nuf said)
- Form filling and spreadsheet (nuf said)
- Menus and navigation (more to come--gt )
- Natural language (more to come--gt )
- Direct manipulation (more to come--gt )
13Menus
- Types
- Pull down, pop up, pie menu
- Take advantage of recognition rather than memory
- Menu organization
- Alphabetical
- Chronological
- Categorical
14Menus (cont)
- Provide a major real-estate savings
- Pull down menus
- Location is permanently set ()
- Location is permanently set (-)
- Pop up menus
- Appear at various places on the screen
- User needs to be given an indication of their
availability - Pie menus
- Typically appear around the cursor
- Can obscure some of the screen
15Natural language dialogue
- Spoken vs keyboard entry
- Reduces ambiguity by removing recognition from
the picture - Ambiguity is a real problem
- Limits implementation to some subset of natural
language - Subsets have been used to build expert systems
and intelligent tutors
16Direct manipulation
- (lt-- See Schneiderman discussion earlier)
- Novices gain basic functionality quickly
- Users feel in control of the system
- Users experience less anxiety because the system
is comprehensible and reversible - Users see the results of their actions and can
determine if they are furthering their goals
17The gulfs (Norman)
- The gulf of execution
- The distance between the users goals and the
means of achieving them using the system - The gulf of evaluation
- The distance between what the system presents as
feedback and the users expectations of that
feedback
18Bridging the gulfs
- The user can change
- Adapt to the system (faulty design?)
- The designers can change the system
- To better match the expectations of the user
- Create a means of input that better matches the
users expectations of how to use the system - Create displays of system feedback to better
match the users expectations of that feedback
19The notion of directness expanded Semantic
directness
- Does the interface support what the user wants to
say in a concise way? - If the user wants to send a document that
includes text, pictures, audio and video can he
do it directly or must he create 4 different
documents?
20The notion of directness expanded Articulatory
directness
- Similar to the idea of mapping
- Example The turn signal that pushes forward and
pulls back, when mapped to the idea of pushing
and pulling on the handlebar, gets a high rating
in articulatory directness
21Affordances and constraints
- Affordances of an object suggest the range of
possibilities for use of that object - Constraints limit the range of possibilities
- Physical constraints shape is an example
- Semantic constraints meaning constrains choice
- Cultural constraints ingrained, well-learned
meanings, schemata - Logical constraints only one place left
22DOET 5 Human error
- Mistakes and slips (recap)
- reference the notes from Preece, chapter 8
- Mistakes are the result of conscious deliberation
- Slips result from automatic behavior
- Capture, description, data-driven, associative
activation, loss-of-activation and mode errors
23More on Slips
- Easy to detect discrepancy between intended
result and the actual result - Only if results of the action are visible
- Actions are specified at different levels at
which level did the error occur?
24How can you handle slips?
- Prevent slips from happening by designing
appropriately - For example, if you have modes, reduce the number
or eliminate them by redesign - Make things deliberately different
- Detect and correct them when they do
- Confirmation only handles part of the problem,
with deletion of a file the user is confirming
the action (delete) not the filename (which is in
error) - Provide for recovery
- Trash can does not delete, rather stores for
deletion
25One small problem
- When you design an error-tolerant system, people
come to rely on that system! (It had better be
RELIABLE!) - Anti-skid brakes
- Blade guard on circular saw
26Human thought
- Is dependent on the underlying memory
- Is not like logic, it is much messier
- Memory
- Not like a photo album, not that neat and orderly
- Filing cabinet models of memory
- Schema, frames, semantic networks, propositional
encoding, - Connectionist
- Represented as patterns of activation and
inhibition - Much is hidden, inaccessible, beneath the
surface, with only the end states available for
conscious inspection
27Task structure
- Descriptions of even simple tasks result in wide
AND deep structures - Consider the game of tic-tac-toe
- Shallow
- Many, simple choices, few steps
- Narrow
- Few choices, many steps
28Everyday tasks
- Not frequently studied by psychologists
- Generally routine, requiring little conscious
thought or planning - Much of human behavior is subconscious
- Conscious thought
- Is slow and serial
- Is limited by the small capacity of STM
- The nature of explanations
- Easier to predict result AFTER it happens!
- Obvious only happens after the fact
29To increase errors, add a little
- Social pressure
- Time pressure
- Economic pressures
30Designing for error
- Design to minimize error by understanding the
causes of errors - Make actions reversible
- Make error discovery easier
- Make error correction easier
- Change the attitude toward error from stupid
user to stupid design
31Dealing with error
- Warning signals should not occur frequently to
attract attention (key in ignition buzzer) - Warning signals dont work when there is the
possibility that there will be many at the same
time
32Forcing functions
- Physical constraint
- Three flavors
- Interlocks force a particular sequence
- Lockins prevent premature stops (word editor)
- Lockouts prevents entrance (stairs to basement)
33Resultant design philosophy
- Put knowledge in the world
- Use natural and artificial constraints
- Make stuff VISIBLE!
- Narrow the gulf of execution
- Make options visible
- Narrow the gulf of evaluation
- Make the results of actions visible
34The End!