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Why UI is important? • 50% of all code is devoted to UI – As a aspiring developer, you want to learn all the tricks • It is so easy to write horrible UI • So many users are frustrated with computers because of bad UI • Good, innovative UI sales the product – Translation: there are jobs out there User Interface • The part of a manmade system that directly interacts with people User System input UI display impact Abstract Physical Data Model Data Extended Interactive Cycle System SiteAA System SiteBB Data V iModel ew V isual Display Display V isual Data V iModel ew evaluation evaluation M od el G oal Strategy E valuation User A m otor Input m otor Input M od el execution execution G oal Audio V erbal Video Audio V erbal Video Strategy E valuatio User Bn Possible Breakdowns • Gulf of Evaluation – User’s model does not match data model • Gulf of Execution – User’s action does not bring about desired change in data model • Gulf of Cooperation – Users’ models do not agree with one another • Insufficiency of model Limitations of Technology • Semi-Hard limitations – Given resources and time constraints – May be overcome in the future • • • • Limited display space Limited input methods Limited processing power … Limitations of Users • Hard limitation • Model Human Processor – 100+ years of scientific data – Complex phenomena modeled as information processing units • Fixed capacity • Fixed process cycle Soft Limitations: Bad design • Should be avoided • • • • Ergonomics issue Ineffective information display Message inconsistency Insufficient model UI = Form + Function • Form – Hardware • Displays • Input devices – Modality • Graphics • Text • Voice – Metaphor • WIMP • Virtual World • Function – Context of use • Where, when, who and for what? – System behavior • What modification should be done to the data model? • What the user have to do to achieve that? • How system should respond? UI Development • The science and technology of merging Form with Function – Design Form to serve a Function • Task driven – Come up with Functions to utilize a Form • Technology driven – Both are needed • Both have to be User-centered Goal: Good Usability • Easy to use • Easy to learn • Usability is a scientific and technical issue – Not a matter of opinion • NOT these: “I am used to”, “natural”, “intuitive”, “looks cool”, etc. – Need objective performance measurement • Time, effort Nielson’s Usability Slogans • • • • • • • • • • Your best guess is not good enough The user is always right The user is not always right Users are not designers Designers are not users VPs are not users Less is more Details Matter Help doesn’t Usability engineering is a process Iterative Design Process Evaluate with real users Identify user needs or problems Prototype the solution Design a solution 3 Stages of Visual Processing Features in early vision Colors, orientation, texture, movement Pattern perception Gestalt principles geons Objects Goal oriented Stage 1 Features detection Rapid parallel processing Transitory nature Bottom-up, data-driven CIE Color Spaces RGB HSV Color Spaces Hue • Visible spectrum: red-yellow-green-blue-red Saturation • Distance from white to purest hue Values • Black-white axis Color for labeling Distinctiveness Lies outside of convex hull to be popout Unique hues R, G, B, Y, black, white Use thin b/w border Be aware of color blindness Color for labeling 5-10 colors at a time Respect conventions Color coded object should not be very small At least half a degree of visual angle Recommended Colors for labeling 1. 2. 3. 4. 5. 6. Red Green Yellow Blue Black White 1. 2. 3. 4. 5. 6. Pink Cyan Gray Orange Brown Purple Low-level channels Preattentive Occur prior to conscious attention Pop-out Form Color Motion Spatial position Pop-outs Designing a Symbol Set Use separate low-level channels for different type of symbol Stage 2 Pattern perception Slow serial processing Involvement of both working memory and long-term memory Bottom-up and top-down Separate “what” and “where” system Gestalt Laws Proximity Objects close to each are perceived as belong to the same group Gestalt Laws Similarity Similar objects are perceived as belong to the same group Gestalt Laws Connectedness Connected objects are perceived as belong to the same group More powerful than others Gestalt Laws Continuity We are more likely to construct entities out of elements that are smooth and continuous Gestalt Laws Closure A closed contour tends to be seen as an object Gestalt Laws Figure and ground Figure is object-like and perceived as being in foreground Background is a frame behind the figure Object Recognition How object is recognized Geon theory Objects consists of perceptual primitives called geons Silhouettes Salient contour essential for perceive geons Concave sections of the silhouette define subparts of an object Why diagram works Simplified view is easier to recognize As long as it keep the essential parts • Concave sections of silhouette Depth Cues Perception of depth in 3D space Pictorial cues Motion cues Binocular cues Perspective cues Convergence of lines Objects sizes diminish as distance Texture gradient Occlusion and Shadow Object occludes another appears to be closer to viewer Shadow provide strong sense of height, thus standout Motion cues Smaller velocity further away, larger velocity as it closing in A. side way B. forward/backward Object self-rotation Stereoscopic cue Angular disparity of the two eyes Brain fusion of two images Affordances • Affordance: action possibilities an artefact offers to a user Other examples? Affordance • Gibson's theory – Ecological approach • Affordance is a relationship • neither an objective property nor a subjective property • Don Norman's book – The Design of Everyday Things • Perceived vs real affordance Norman's Principle for Screen Design 1. Follow conventional usage, both in the choice of images and the allowable interactions. 2. Use words to describe the desired action if possible 3. Use metaphor. 4. Follow a coherent conceptual model so that once part of the interface is learned, the same principles apply to other parts. Discussion: How to apply them? Can you give examples? Guiard's Bimanual Model Nonpreferred Hand • leads the preferred hand • sets the spatial frame of reference for the preferred hand • performs coarse movements Preferred Hand follows the nonpreferred hand works within established frame of reference set by the non-preferred hand performs fine movements Desktop Design Implications • (accidental) left-hand bias of current desktop – Left hand – mouse, fine movement – Right hand – keyboard, coarse movement Desktop Design Implications • Better scrolling design (for right handed people) – Left hand – scrolling • Set the frame of reference • Coarse movement Human as Information Processor • Information pass through various channels – From outside world – Among different cognitive processing modules – To outside world Information Theory • Shannon-Weaver model – General model of communication – A way to quantify information Information • Information is defined as reduction in uncertainty – Amount of uncertainty is called entropy • bits n: is number of alternatives pi: probability of ith alternative Hick's Experiments • Attempt to apply information theory to psychological problems • Simple reaction time over multiple choices Hick-Hyman Law • Linear relationship between RT and entropy Implication of Hick-Hyman • Speed-accuracy trade-off – More information is process in accurate mode than in speed mode • Stimulus-response compatibility (SRC) – Better SRC has higher information transfer • Novice cognitive processes – Doesn't work on well practiced processes Fitts' Experiment • Movement over distance to reach target • Movement time as function of target width and movement amplitude Fitts' Law • ID: index of difficulty (bits) – Determined by Amplitude / Width • Time is linear relationship to ID Implication of Fitts' Law • Speed-accuracy trade-off • Comparison of physical devices – Throughput (TP) = IDe / T – Where IDe is computed with effective target width (We = c x Sdx) • Used extensively in studying all kinds of movement: – Pointing, navigation, text entry, head, foot movement, etc. • Very robust Power Law of Practice • Learning and practice follow a power law, i.e. people improve in speed at a decaying rate. Tn = T1 n-a ,a ~ 0.4 Tn : the time to perform a task after n trials. T1 : the time to perform a task in the first trial. n : the number of trials