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IND425 HCI Chapter 1. Human Factors of Interactive Software 1. Introduction experimental psychology, computer science, graphic designers, human factors or ergonomics, anthropologist, sociologists, technical writers HCI – User Interface ACM – SIGCHI 2. Goals of System Engineering high-quality interactive system – thoughtful planning, sensitivity to user needs, diligent testing 1. 2. 3. 4. 3. Proper functionality Reliability, availability, security, and data integrity Standardization, integration, consistency, and portability Schedules and budgets Goals of User-Interface Design 1. 2. 3. 4. 5. time to learn speed of performance rate of errors by users retention over time subjective satisfaction 고려대학교 산업공학과 IND425 HCI 3. Motivations for Human Factors in Design 1. 2. 3. 4. 4. Life-critical systems Industrial and commercial users Office, home, and entertainment applications Exploratory, creative, and cooperative systems Accommodation of Human Diversity 1. Physical ability and physical workplaces 2. Cognitive and Perceptual abilities 3. Personality differences Carl Jung’s theories of personality types extroversion vs. introversion sensing vs. intuition perceptive vs. judging feeling vs. thinking 4. Cultural and international diversity 5. Users with disabilities 6. Elderly users 고려대학교 산업공학과 IND425 HCI 2. Theories, Principles, and Guidelines 2.2 High-Level Theories explanatory – observing behavior, describing activity, conceiving of designs, comparing high-level concepts of two designs, and training – taxonomy predictive – compare proposed designs for execution time or error rates perceptual or cognitive subtasks theories – successful in predicting reading motor-task performance times theories (Fitts’ Law) 1. Four-level approach (Foley and Van Dam, 1990) conceptual level; semantic level; syntactic level; lexical level 2. GOMS and KLM (Card et al., 1983) 3. Seven stages of action (Norman, 1988) 1. forming the goal 2. forming the intention 3. specifying the action 4. executing the action 5. perceiving the system state 6. interpreting the system state 7. evaluating the outcomes gulf of execution / gulf of evaluation four principle of good design 1. action alternatives visible 2. good conceptual model with a consistent system image 3. good mappings 4. continuous feedback 고려대학교 산업공학과 IND425 HCI user failures 1. inadequate goal 3. not know how to execute a desired action 4. 2. incomprehensible label or icon 4. inappropriate/misleading feedback Principle 1: Recognize the Diversity 1. Usage profiles • • • novices or first-time users knowledgeable intermittent users expert frequent users 2. Task profiles • • high level task actions > multiple middle level task actions > atomic actions relative frequency of actions 3. Interaction styles • • • 5. 6. • • Menu selection Command language Principle 2: Use the Eight Golden Rules of Interface Design Principle 3: Prevent Errors 1. 2. 3. 9. Direct manipulation Form fillin Natural language Correct matching pairs Complete sequences Correct commands Balance of Automation and Human Control 고려대학교 산업공학과 IND425 HCI 3. Managing Design Process 2. Organizational Design to Support Usability design a process nonhierarchical radically transformational discovery of new goals 3. Three Pillars of Design 1. 2. 3. 4. Guidelines documents and processes User-interface software tools Expert reviews and usability testing Development Methodologies Logical User-Centered Interactive Design (LUCID) Methodology Stage 1: Develop product concept Stage 2: Perform research and needs analysis Stage 3: Design concepts and key-screen prototype Stage 4: Do iterative design and refinement Stage 5: Implement software Stage 6: Provide rollout support 고려대학교 산업공학과 IND425 HCI 5. Ethnographic Observation 6. 7. 9. Preparation Field Study Analysis Reporting Participatory Design Scenario Development Legal Issues privacy safety and reliability copyright protection freedom of speech in electronic environments equal access for disabled users 고려대학교 산업공학과 IND425 HCI 4. Expert Reviews, Usability Testing 2. Expert Reviews • • • • • 3. Heuristic evaluation Guideline review Consistency inspection Cognitive walkthrough Formal usability inspection Usability Testing and Laboratories • • • • • • speed up projects and cost savings controlled experiments vs. usability tests task analysis detailed test plan pilot study participants -- instructions, informed consent effective techniques • thinking aloud • videotaping • discount usability engineering • field tests two limitations • emphasizes first-time usage, limited coverage of the interface features 고려대학교 산업공학과 IND425 HCI 4. Surveys • • • 5. Acceptance Tests • • • • • 6. Time for users to learn specific functions Speed of task performance Rate of errors by users User retention of commands over time Subjective user satisfaction Evaluation During Active Use 1. 2. 3. 4. 5. 6. 7. clear goals in advance and development of focused items 5-7 Likert scale QUIS Interviews and focus-group discussions Continuous user-performance data logging Online or telephone consultants Online suggestion box or trouble reporting Online bulletin board or newsgroup User newsletters and conferences Controlled Psychologically Oriented Experiments 고려대학교 산업공학과 IND425 HCI 6. Direct Manipulation and VE 2. Examples of Direct-Manipulation Systems 1. 2. 4. 5. 6. 3. Command-line vs. display editors vs. word processors 1. WYSIWYG The VisiCalc spreadsheet and its descendants Video games Computer-aided design Office automation Explanation of Direct Manipulation • • • • 1. principle of virtuality principle of transparency in harmony with the popular notions of logical symbolic sequential left-brain and the visual artistic allat-once right-brain problem-solving breaches the gulf of execution and the gulf of evaluation Problems of direct manipulation • spatial or visual representations can be too spread out • users must learn the graphical representations – icons • visual representation may be misleading • typing commands with the keyboard may be faster 고려대학교 산업공학과 IND425 HCI 4. Visual Thinking and Icons • • • 6. an icon is an image, picture, or symbol representing a concept small representations of an object or action four levels of icon design (Marcus, 1992) 1. Lexical qualities 2. Syntactics 3. Semantics 4. Pragmatics 5. Dynamics Remote Direct Manipulation • • • • time delay – transmission delay, operation delay incomplete feedback feedback from multiple sources unanticipated interferences 고려대학교 산업공학과 IND425 HCI 8. Virtual Environments • • immersive experiences, “looking at” to “being in”, augmented reality, situational awareness multiple technologies for successful VE • visual display • head-position sensing • hand-position sensing • force feedback • sound input and output • other sensations • cooperative and competitive virtual reality 고려대학교 산업공학과 IND425 HCI 7. Menu, Form Fillin, and Dialog Boxes 2. Task-Related Organization • • 1. 2. 3. hierarchical decomposition comprehensible and distinctive category Single menus • Binary menus • prefer mnemonic letters to numbered choices • no optimal format but consistency • Multiple-item menus • Multiple-selection menus or check boxes • Pull-down and pop-up menus • Scrolling and two-dimensional menus (fast and vast) • Alphasliders • Embedded links • Iconic menus, toolbars, or palettes Linear sequences and multiple menus Tree-structured menus • Depth versus breadth • 4 to 8 items per menu, but, at the same time no more than 3 to 4 levels 고려대학교 산업공학과 IND425 HCI 4. 3. • breadth preferred over depth • Task-related grouping in tree structures • create groups of logically similar items • form groups that cover all possibilities • make sure that items are nonoverlapping • use familiar terminology • Menu maps Acyclic and cyclic menu networks Item Presentation Sequence • • 4. 5. time, numeric ordering, physical properties alphabetical sequence of terms; grouping of related items; most frequently used items first; most important items first Response Time and Display Rate Fast Movement Through Menus 1. 2. 3. Menus with typeahead: The BLT (bacon, lettuce, tomato) approach • familiar menus; response time or display rates are slow; powerful, simple, graceful evolution from novice to expert Menu names or bookmarks for direct access Menu macros, custom toolbars, and style sheets 고려대학교 산업공학과 IND425 HCI 3. Menu Layout 1. 2. 3. 7. Form Fillin 1. 2. 3. 8. Titles • single menus – simple descriptive title • linear sequence of menus – consistent grammatical style, brief but unambiguous noun phrases • tree-structured menus Phrasing of menu items Graphic layout and design • titles, item placement, instructions, error messages, status reports • different fonts and typefaces • linear sequence menus -- position marker • GUI – tree structured or linear sequence menus -- cascading or walking menus • magic lenses, menu maps Form-fillin design guidelines List and combo boxes Coded fields Dialog Boxes 고려대학교 산업공학과