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Interaction Design and Final Exam Review Session 13 LBSC 790 / INFM 718B Building the Human-Computer Interface

Agenda

Questions Interaction Design Final Exam Review Applets (time permitting)

Interaction Design

Rapid prototyping process

Evaluate Refine Design Specification Identify needs/ establish requirements Build Prototype Final specification Exemplifies a user-centered design approach Start

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

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”

Conceptual model and User understanding

Design Model User’s Model System Image SYSTEM DESIGNER USER 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

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

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 Children’s Digital Library

http://www.icdlbooks.org

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 user’s 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 designer’s imagination, Transfer bad parts from existing designs

Conceptual model and User understanding

Design Model User’s Model System Image SYSTEM DESIGNER USER 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

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

Mental models

How deep is your mental modal of a VCR remote control? 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)

Everyday reasoning & mental models

You arrive home on a cold winter’s 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?

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

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

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

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

Final Exam Review

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