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Donald Norman‟s model
   Seven stages
    ◦   user establishes the goal
    ◦   formulates intention
    ◦   specifies actions at interface
    ◦   executes action
    ◦   perceives system state
    ◦   interprets system state
    ◦   evaluates system state with respect to goal


   Norman‟s model concentrates on user‟s view of the
    interface



                                                      shafyHCI/sem5_KSS
execution/evaluation loop
                            goal

    execution                                evaluation
                          system
         user establishes the goal
         formulates intention
         specifies actions at interface
         executes action
         perceives system state
         interprets system state
         evaluates system state with respect to goal




                                                        shafyHCI/sem5_KSS
Ergonomics
   Study of the physical characteristics of interaction

   Also known as human factors – but this can also be
    used to mean much of HCI!

   Ergonomics good at defining standards and
    guidelines for constraining the way we design
    certain aspects of systems




                                             shafyHCI/sem5_KSS
Ergonomics - examples
   arrangement of controls and displays
     e.g. controls grouped according to function or frequency of
          use, or sequentially
   surrounding environment
     e.g. seating arrangements adaptable to cope with all sizes
          of user
   health issues
     e.g. physical position, environmental conditions
          (temperature, humidity), lighting, noise,
   use of colour
     e.g. use of red for warning, green for okay,
          awareness of colour-blindness etc.




                                                    shafyHCI/sem5_KSS
Common interaction styles
 command line interface
 menus
 natural language
 question/answer and query dialogue
 form-fills and spreadsheets
 WIMP
 point and click
 three–dimensional interfaces



                             shafyHCI/sem5_KSS
Command line interface
   Way of expressing instructions to the computer
    directly
    ◦ function keys, single characters, short abbreviations, whole
      words, or a combination

 suitable for repetitive tasks
 better for expert users than novices
 offers direct access to system functionality
 command names/abbreviations should be
  meaningful!

Typical example: the Unix system



                                                   shafyHCI/sem5_KSS
Menus
   Set of options displayed on the screen
   Options visible
    ◦ less recall - easier to use
    ◦ rely on recognition so names should be meaningful
   Selection by:
    ◦ numbers, letters, arrow keys, mouse
    ◦ combination (e.g. mouse plus accelerators)
   Often options hierarchically grouped
    ◦ sensible grouping is needed
   Restricted form of full WIMP system




                                                   shafyHCI/sem5_KSS
Natural language
   Familiar to user
   speech recognition or typed natural language
   Problems
    ◦ vague
    ◦ ambiguous
    ◦ hard to do well!
   Solutions
    ◦ try to understand a subset
    ◦ pick on key words




                                          shafyHCI/sem5_KSS
Query interfaces
   Question/answer interfaces
    ◦ user led through interaction via series of questions
    ◦ suitable for novice users but restricted functionality
    ◦ often used in information systems


   Query languages (e.g. SQL)
    ◦ used to retrieve information from database
    ◦ requires understanding of database structure and language
      syntax, hence requires some expertise




                                                      shafyHCI/sem5_KSS
Form-fills
   Primarily for data entry or data retrieval
   Screen like paper form.
   Data put in relevant place
   Requires
    ◦ good design
    ◦ obvious correction
      facilities




                                                 shafyHCI/sem5_KSS
Spreadsheets
 first spreadsheet VISICALC, followed
  by Lotus 1-2-3
  MS Excel most common today
 sophisticated variation of form-filling.
    ◦ grid of cells contain a value or a formula
    ◦ formula can involve values of other cells
             e.g. sum of all cells in this column
    ◦ user can enter and alter data spreadsheet
      maintains consistency


                                                    shafyHCI/sem5_KSS
WIMP Interface
        Windows
           Icons
               Menus
                 Pointers
    … or windows, icons, mice, and pull-down menus!


   default style for majority of interactive computer
    systems, especially PCs and desktop machines




                                                shafyHCI/sem5_KSS
Physical design
   many constraints:
    ◦   ergonomic – minimum button size
    ◦   physical – high-voltage switches are big
    ◦   legal and safety – high cooker controls
    ◦   context and environment – easy to clean
    ◦   aesthetic – must look good
    ◦   economic – … and not cost too much!




                                         shafyHCI/sem5_KSS
Personal computing
   1970s – Papert's LOGO language for simple
    graphics programming by children

   A system is more powerful as it becomes easier to
    user

   Future of computing in small, powerful machines
    dedicated to the individual

   Kay at Xerox PARC – the Dynabook as the ultimate
    personal computer



                                          shafyHCI/sem5_KSS
Window systems and the WIMP
interface
   humans can pursue more than one task at a time

   windows used for dialogue partitioning, to “change
    the topic”

   1981 – Xerox Star first commercial windowing
    system

   windows, icons, menus and pointers now familiar
    interaction mechanisms




                                           shafyHCI/sem5_KSS
Metaphor
   relating computing to other real-world activity is
    effective teaching technique
    ◦   LOGO's turtle dragging its tail
    ◦   file management on an office desktop
    ◦   word processing as typing
    ◦   financial analysis on spreadsheets
    ◦   virtual reality – user inside the metaphor


   Problems
    ◦ some tasks do not fit into a given metaphor
    ◦ cultural bias




                                                     shafyHCI/sem5_KSS
the software lifecycle

   Software engineering is the discipline for
    understanding the software design process, or life
    cycle

   Designing for usability occurs at all stages of the
    life cycle, not as a single isolated activity




                                             shafyHCI/sem5_KSS
The waterfall model

   Requirements
   specification


                   Architectural
                      design


                                   Detailed
                                    design


                                              Coding and
                                              unit testing


                                                             Integration
                                                             and testing


                                                                           Operation and
                                                                           maintenance


                                                                              shafyHCI/sem5_KSS
Activities in the life cycle
Requirements specification
   designer and customer try capture what the system is expected to
   provide can be expressed in natural language or more precise
   languages, such as a task analysis would provide

Architectural design
   high-level description of how the system will provide the services
   required factor system into major components of the system and
   how they are interrelated needs to satisfy both functional and
   nonfunctional requirements

Detailed design
   refinement of architectural components and interrelations to identify
   modules to be implemented separately the refinement is governed
   by the nonfunctional requirements




                                                         shafyHCI/sem5_KSS
Verification and validation

                                  Real-world
                                  requirements
                                  and constraints   The formality gap


Verification
 designing the product right
Validation
 designing the right product


The formality gap
 validation will always rely to some extent on subjective means of proof
Management and contractual issues
 design in commercial and legal contexts


                                                                        shafyHCI/sem5_KSS
The life cycle for interactive
systems
                                                              cannot assume a linear
                                                                sequence of activities
Requirements
specification                                                as in the waterfall model
                Architectural
                   design


                                Detailed
                                 design


                                           Coding and
                                           unit testing

lots of feedback!
                                                          Integration
                                                          and testing


                                                                        Operation and
                                                                        maintenance

                                                                                        shafyHCI/sem5_KSS
Usability engineering
The ultimate test of usability based on measurement of user
  experience

Usability engineering demands that specific usability measures be
  made explicit as requirements

Usability specification
   ◦   usability attribute/principle
   ◦   measuring concept
   ◦   measuring method
   ◦   now level/ worst case/ planned level/ best case

Problems
   ◦ usability specification requires level of detail that may not be
   ◦ possible early in design satisfying a usability specification
   ◦ does not necessarily satisfy usability



                                                                 shafyHCI/sem5_KSS
ISO usability standard 9241
adopts traditional usability categories:

   effectiveness
    ◦ can you achieve what you want to?
   efficiency
    ◦ can you do it without wasting effort?
   satisfaction
    ◦ do you enjoy the process?


                                       shafyHCI/sem5_KSS
Iterative design and
prototyping
   Iterative design overcomes inherent problems of incomplete
    requirements

   Prototypes
    ◦ simulate or animate some features of intended system
    ◦ different types of prototypes
         throw-away
         incremental
         evolutionary


   Management issues
    ◦   time
    ◦   planning
    ◦   non-functional features
    ◦   contracts




                                                             shafyHCI/sem5_KSS
Techniques for prototyping
Storyboards
   need not be computer-based
   can be animated

Limited functionality simulations
   some part of system functionality provided by designers
   tools like HyperCard are common for these
   Wizard of Oz technique

Warning about iterative design
   design inertia – early bad decisions stay bad
   diagnosing real usability problems in prototypes….
        …. and not just the symptoms




                                                        shafyHCI/sem5_KSS
Design rationale
Design rationale is information that explains why a
computer system is the way it is.

Benefits of design rationale
   ◦   communication throughout life cycle
   ◦   reuse of design knowledge across products
   ◦   enforces design discipline
   ◦   presents arguments for design trade-offs
   ◦   organizes potentially large design space
   ◦   capturing contextual information




                                                   shafyHCI/sem5_KSS
Design rationale (cont‟d)
Types of DR:
 Process-oriented
    ◦ preserves order of deliberation and decision-making
   Structure-oriented
    ◦ emphasizes post hoc structuring of considered design
      alternatives


   Two examples:
    ◦ Issue-based information system (IBIS)
    ◦ Design space analysis




                                                  shafyHCI/sem5_KSS
Issue-based information system
(IBIS)
   basis for much of design rationale research
   process-oriented
   main elements:
    issues
      – hierarchical structure with one „root‟ issue
    positions
      – potential resolutions of an issue
    arguments
      – modify the relationship between positions and issues

   gIBIS is a graphical version



                                                       shafyHCI/sem5_KSS
structure of gIBIS
                                                           supports
                                              Position                  Argument
                                     responds to
                 Issue
                                     responds to
                                                           objects to
                                              Position                  Argument
   specializes



Sub-issue                                  generalizes

                         questions

                                                   Sub-issue

                     Sub-issue


                                                                        shafyHCI/sem5_KSS
Design space analysis
   structure-oriented

   QOC – hierarchical structure:
    questions (and sub-questions)
      – represent major issues of a design
    options
         – provide alternative solutions to the question
    criteria
         – the means to assess the options in order to make a choice


   DRL – similar to QOC with a larger language and
    more formal semantics



                                                             shafyHCI/sem5_KSS
the QOC notation

                        Criterion
            Option


Question    Option      Criterion



            Option
                        Criterion




           …         Consequent              …
Question
                      Question



                                    shafyHCI/sem5_KSS
Psychological design
rationale
   to support task-artefact cycle in which user tasks are affected
    by the systems they use
   aims to make explicit consequences of design for users
   designers identify tasks system will support
   scenarios are suggested to test task
   users are observed on system
   psychological claims of system made explicit
   negative aspects of design can be used to improve next
    iteration of design




                                                     shafyHCI/sem5_KSS
Summary
The software engineering life cycle
  ◦ distinct activities and the consequences for interactive
    system design
Usability engineering
  ◦ making usability measurements explicit as requirements
Iterative design and prototyping
  ◦ limited functionality simulations and animations
Design rationale
  ◦ recording design knowledge
  ◦ process vs. structure




                                                  shafyHCI/sem5_KSS
chapter 2
design rules




                   shafyHCI/sem5_KSS
design rules
Designing for maximum usability
     – the goal of interaction design

   Principles of usability
        ◦ general understanding

   Standards and guidelines
        ◦ direction for design

   Design patterns
        ◦ capture and reuse design knowledge




                                               shafyHCI/sem5_KSS
types of design rules
   principles
         ◦ abstract design rules
         ◦ low authority
         ◦ high generality
   standards                                                        Guide line s




                                             increasing generality
         ◦ specific design rules




                                   inc reasin g gen eralit y
         ◦ high authority
         ◦ limited application
   guidelines                                                                         Standar ds


         ◦ lower authority
         ◦ more general application
                                                                       increasing auth ority
                                                                           increasing
                                                                                      authority




                                                                                      shafyHCI/sem5_KSS
Principles to support usability
Learnability
   the ease with which new users can begin effective interaction
   and achieve maximal performance

Flexibility
   the multiplicity of ways the user and system exchange
   information

Robustness
   the level of support provided the user in determining
   successful achievement and assessment of goal-directed
   behaviour




                                                  shafyHCI/sem5_KSS
Principles of learnability
Predictability
 ◦ determining effect of future actions based
   on past interaction history
 ◦ operation visibility


Synthesizability
 ◦ assessing the effect of past actions
 ◦ immediate vs. eventual honesty


                                    shafyHCI/sem5_KSS
Principles of learnability (ctd)
Familiarity
  ◦ how prior knowledge applies to new system
  ◦ guessability; affordance


Generalizability
  ◦ extending specific interaction knowledge to new situations


Consistency
  ◦ likeness in input/output behaviour arising from similar
    situations or task objectives




                                                   shafyHCI/sem5_KSS
Principles of flexibility
Dialogue initiative
  ◦ freedom from system imposed constraints on input dialogue
  ◦ system vs. user pre-emptiveness

Multithreading
  ◦ ability of system to support user interaction for more than
    one task at a time
  ◦ concurrent vs. interleaving; multimodality

Task migratability
  ◦ passing responsibility for task execution between user and
    system




                                                   shafyHCI/sem5_KSS
Principles of flexibility (ctd)
Substitutivity
 ◦ allowing equivalent values of input and
   output to be substituted for each other
 ◦ representation multiplicity; equal
   opportunity


Customizability
 ◦ modifiability of the user interface by user
   (adaptability) or system (adaptivity)

                                     shafyHCI/sem5_KSS
Principles of robustness
Observability
  ◦ ability of user to evaluate the internal state of the system
    from its perceivable representation
  ◦ browsability; defaults; reachability; persistence; operation
    visibility


Recoverability
  ◦ ability of user to take corrective action once an error has
    been recognized
  ◦ reachability; forward/backward recovery; commensurate
    effort




                                                    shafyHCI/sem5_KSS
Principles of robustness (ctd)
Responsiveness
 ◦ how the user perceives the rate of
   communication with the system
 ◦ Stability


Task conformance
 ◦ degree to which system services support
   all of the user's tasks
 ◦ task completeness; task adequacy

                                   shafyHCI/sem5_KSS
Using design rules




                                                    increasing generality
                                                                            Guide line s




                                       inc reas in g gen eralit y
Design rules
 suggest how to increase usability
 differ in generality and authority                                                         Standar ds




                                                                             increasing auth ority
                                                                                 increasing
                                                                                            authority




                                                                                           shafyHCI/sem5_KSS
Standards
   set by national or international bodies to ensure
    compliance by a large community of designers
    standards require sound underlying theory and
    slowly changing technology

   hardware standards more common than software
    high authority and low level of detail

   ISO 9241 defines usability as effectiveness,
    efficiency and satisfaction with which users
    accomplish tasks




                                            shafyHCI/sem5_KSS
Guidelines
   more suggestive and general
   many textbooks and reports full of guidelines
   abstract guidelines (principles) applicable during
    early life cycle activities
   detailed guidelines (style guides) applicable during
    later life cycle activities
   understanding justification for guidelines aids in
    resolving conflicts




                                            shafyHCI/sem5_KSS
Golden rules and heuristics
   “Broad brush” design rules
   Useful check list for good design
   Better design using these than using nothing!
   Different collections e.g.
    ◦ Nielsen‟s 10 Heuristics (see Chapter 9)
    ◦ Shneiderman‟s 8 Golden Rules
    ◦ Norman‟s 7 Principles




                                           shafyHCI/sem5_KSS
Shneiderman‟s 8 Golden
Rules
1. Strive for consistency
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load




                                          shafyHCI/sem5_KSS
Norman‟s 7 Principles
1. Use both knowledge in the world and knowledge
  in the head.
2. Simplify the structure of tasks.
3. Make things visible: bridge the gulfs of Execution
  and Evaluation.
4. Get the mappings right.
5. Exploit the power of constraints, both natural and
  artificial.
6. Design for error.
7. When all else fails, standardize.



                                          shafyHCI/sem5_KSS
HCI design patterns
 An approach to reusing knowledge about
  successful design solutions
 Originated in architecture: Alexander
 A pattern is an invariant solution to a recurrent
  problem within a specific context.
 Examples
    ◦ Light on Two Sides of Every Room (architecture)
    ◦ Go back to a safe place (HCI)
   Patterns do not exist in isolation but are linked to
    other patterns in languages which enable complete
    designs to be generated


                                                 shafyHCI/sem5_KSS
HCI design patterns (cont.)

   Characteristics of patterns
    ◦ capture design practice not theory
    ◦ capture the essential common properties of good examples of
      design
    ◦ represent design knowledge at varying levels: social, organisational,
      conceptual, detailed
    ◦ embody values and can express what is humane in interface design
    ◦ are intuitive and readable and can therefore be used for
      communication between all stakeholders
    ◦ a pattern language should be generative and assist in the
      development of complete designs.




                                                                  shafyHCI/sem5_KSS
Summary
Principles for usability
  ◦ repeatable design for usability relies on maximizing benefit
    of one good design by abstracting out the general
    properties which can direct purposeful design
  ◦ The success of designing for usability requires both
    creative insight (new paradigms) and purposeful principled
    practice


Using design rules
  ◦ standards and guidelines to direct design activity




                                                  shafyHCI/sem5_KSS

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Nota sendiri hci-HCI

  • 1. Donald Norman‟s model  Seven stages ◦ user establishes the goal ◦ formulates intention ◦ specifies actions at interface ◦ executes action ◦ perceives system state ◦ interprets system state ◦ evaluates system state with respect to goal  Norman‟s model concentrates on user‟s view of the interface shafyHCI/sem5_KSS
  • 2. execution/evaluation loop goal execution evaluation system  user establishes the goal  formulates intention  specifies actions at interface  executes action  perceives system state  interprets system state  evaluates system state with respect to goal shafyHCI/sem5_KSS
  • 3. Ergonomics  Study of the physical characteristics of interaction  Also known as human factors – but this can also be used to mean much of HCI!  Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems shafyHCI/sem5_KSS
  • 4. Ergonomics - examples  arrangement of controls and displays e.g. controls grouped according to function or frequency of use, or sequentially  surrounding environment e.g. seating arrangements adaptable to cope with all sizes of user  health issues e.g. physical position, environmental conditions (temperature, humidity), lighting, noise,  use of colour e.g. use of red for warning, green for okay, awareness of colour-blindness etc. shafyHCI/sem5_KSS
  • 5. Common interaction styles  command line interface  menus  natural language  question/answer and query dialogue  form-fills and spreadsheets  WIMP  point and click  three–dimensional interfaces shafyHCI/sem5_KSS
  • 6. Command line interface  Way of expressing instructions to the computer directly ◦ function keys, single characters, short abbreviations, whole words, or a combination  suitable for repetitive tasks  better for expert users than novices  offers direct access to system functionality  command names/abbreviations should be meaningful! Typical example: the Unix system shafyHCI/sem5_KSS
  • 7. Menus  Set of options displayed on the screen  Options visible ◦ less recall - easier to use ◦ rely on recognition so names should be meaningful  Selection by: ◦ numbers, letters, arrow keys, mouse ◦ combination (e.g. mouse plus accelerators)  Often options hierarchically grouped ◦ sensible grouping is needed  Restricted form of full WIMP system shafyHCI/sem5_KSS
  • 8. Natural language  Familiar to user  speech recognition or typed natural language  Problems ◦ vague ◦ ambiguous ◦ hard to do well!  Solutions ◦ try to understand a subset ◦ pick on key words shafyHCI/sem5_KSS
  • 9. Query interfaces  Question/answer interfaces ◦ user led through interaction via series of questions ◦ suitable for novice users but restricted functionality ◦ often used in information systems  Query languages (e.g. SQL) ◦ used to retrieve information from database ◦ requires understanding of database structure and language syntax, hence requires some expertise shafyHCI/sem5_KSS
  • 10. Form-fills  Primarily for data entry or data retrieval  Screen like paper form.  Data put in relevant place  Requires ◦ good design ◦ obvious correction facilities shafyHCI/sem5_KSS
  • 11. Spreadsheets  first spreadsheet VISICALC, followed by Lotus 1-2-3 MS Excel most common today  sophisticated variation of form-filling. ◦ grid of cells contain a value or a formula ◦ formula can involve values of other cells e.g. sum of all cells in this column ◦ user can enter and alter data spreadsheet maintains consistency shafyHCI/sem5_KSS
  • 12. WIMP Interface Windows Icons Menus Pointers … or windows, icons, mice, and pull-down menus!  default style for majority of interactive computer systems, especially PCs and desktop machines shafyHCI/sem5_KSS
  • 13. Physical design  many constraints: ◦ ergonomic – minimum button size ◦ physical – high-voltage switches are big ◦ legal and safety – high cooker controls ◦ context and environment – easy to clean ◦ aesthetic – must look good ◦ economic – … and not cost too much! shafyHCI/sem5_KSS
  • 14. Personal computing  1970s – Papert's LOGO language for simple graphics programming by children  A system is more powerful as it becomes easier to user  Future of computing in small, powerful machines dedicated to the individual  Kay at Xerox PARC – the Dynabook as the ultimate personal computer shafyHCI/sem5_KSS
  • 15. Window systems and the WIMP interface  humans can pursue more than one task at a time  windows used for dialogue partitioning, to “change the topic”  1981 – Xerox Star first commercial windowing system  windows, icons, menus and pointers now familiar interaction mechanisms shafyHCI/sem5_KSS
  • 16. Metaphor  relating computing to other real-world activity is effective teaching technique ◦ LOGO's turtle dragging its tail ◦ file management on an office desktop ◦ word processing as typing ◦ financial analysis on spreadsheets ◦ virtual reality – user inside the metaphor  Problems ◦ some tasks do not fit into a given metaphor ◦ cultural bias shafyHCI/sem5_KSS
  • 17. the software lifecycle  Software engineering is the discipline for understanding the software design process, or life cycle  Designing for usability occurs at all stages of the life cycle, not as a single isolated activity shafyHCI/sem5_KSS
  • 18. The waterfall model Requirements specification Architectural design Detailed design Coding and unit testing Integration and testing Operation and maintenance shafyHCI/sem5_KSS
  • 19. Activities in the life cycle Requirements specification designer and customer try capture what the system is expected to provide can be expressed in natural language or more precise languages, such as a task analysis would provide Architectural design high-level description of how the system will provide the services required factor system into major components of the system and how they are interrelated needs to satisfy both functional and nonfunctional requirements Detailed design refinement of architectural components and interrelations to identify modules to be implemented separately the refinement is governed by the nonfunctional requirements shafyHCI/sem5_KSS
  • 20. Verification and validation Real-world requirements and constraints The formality gap Verification designing the product right Validation designing the right product The formality gap validation will always rely to some extent on subjective means of proof Management and contractual issues design in commercial and legal contexts shafyHCI/sem5_KSS
  • 21. The life cycle for interactive systems cannot assume a linear sequence of activities Requirements specification as in the waterfall model Architectural design Detailed design Coding and unit testing lots of feedback! Integration and testing Operation and maintenance shafyHCI/sem5_KSS
  • 22. Usability engineering The ultimate test of usability based on measurement of user experience Usability engineering demands that specific usability measures be made explicit as requirements Usability specification ◦ usability attribute/principle ◦ measuring concept ◦ measuring method ◦ now level/ worst case/ planned level/ best case Problems ◦ usability specification requires level of detail that may not be ◦ possible early in design satisfying a usability specification ◦ does not necessarily satisfy usability shafyHCI/sem5_KSS
  • 23. ISO usability standard 9241 adopts traditional usability categories:  effectiveness ◦ can you achieve what you want to?  efficiency ◦ can you do it without wasting effort?  satisfaction ◦ do you enjoy the process? shafyHCI/sem5_KSS
  • 24. Iterative design and prototyping  Iterative design overcomes inherent problems of incomplete requirements  Prototypes ◦ simulate or animate some features of intended system ◦ different types of prototypes  throw-away  incremental  evolutionary  Management issues ◦ time ◦ planning ◦ non-functional features ◦ contracts shafyHCI/sem5_KSS
  • 25. Techniques for prototyping Storyboards need not be computer-based can be animated Limited functionality simulations some part of system functionality provided by designers tools like HyperCard are common for these Wizard of Oz technique Warning about iterative design design inertia – early bad decisions stay bad diagnosing real usability problems in prototypes…. …. and not just the symptoms shafyHCI/sem5_KSS
  • 26. Design rationale Design rationale is information that explains why a computer system is the way it is. Benefits of design rationale ◦ communication throughout life cycle ◦ reuse of design knowledge across products ◦ enforces design discipline ◦ presents arguments for design trade-offs ◦ organizes potentially large design space ◦ capturing contextual information shafyHCI/sem5_KSS
  • 27. Design rationale (cont‟d) Types of DR:  Process-oriented ◦ preserves order of deliberation and decision-making  Structure-oriented ◦ emphasizes post hoc structuring of considered design alternatives  Two examples: ◦ Issue-based information system (IBIS) ◦ Design space analysis shafyHCI/sem5_KSS
  • 28. Issue-based information system (IBIS)  basis for much of design rationale research  process-oriented  main elements: issues – hierarchical structure with one „root‟ issue positions – potential resolutions of an issue arguments – modify the relationship between positions and issues  gIBIS is a graphical version shafyHCI/sem5_KSS
  • 29. structure of gIBIS supports Position Argument responds to Issue responds to objects to Position Argument specializes Sub-issue generalizes questions Sub-issue Sub-issue shafyHCI/sem5_KSS
  • 30. Design space analysis  structure-oriented  QOC – hierarchical structure: questions (and sub-questions) – represent major issues of a design options – provide alternative solutions to the question criteria – the means to assess the options in order to make a choice  DRL – similar to QOC with a larger language and more formal semantics shafyHCI/sem5_KSS
  • 31. the QOC notation Criterion Option Question Option Criterion Option Criterion … Consequent … Question Question shafyHCI/sem5_KSS
  • 32. Psychological design rationale  to support task-artefact cycle in which user tasks are affected by the systems they use  aims to make explicit consequences of design for users  designers identify tasks system will support  scenarios are suggested to test task  users are observed on system  psychological claims of system made explicit  negative aspects of design can be used to improve next iteration of design shafyHCI/sem5_KSS
  • 33. Summary The software engineering life cycle ◦ distinct activities and the consequences for interactive system design Usability engineering ◦ making usability measurements explicit as requirements Iterative design and prototyping ◦ limited functionality simulations and animations Design rationale ◦ recording design knowledge ◦ process vs. structure shafyHCI/sem5_KSS
  • 34. chapter 2 design rules shafyHCI/sem5_KSS
  • 35. design rules Designing for maximum usability – the goal of interaction design  Principles of usability ◦ general understanding  Standards and guidelines ◦ direction for design  Design patterns ◦ capture and reuse design knowledge shafyHCI/sem5_KSS
  • 36. types of design rules  principles ◦ abstract design rules ◦ low authority ◦ high generality  standards Guide line s increasing generality ◦ specific design rules inc reasin g gen eralit y ◦ high authority ◦ limited application  guidelines Standar ds ◦ lower authority ◦ more general application increasing auth ority increasing authority shafyHCI/sem5_KSS
  • 37. Principles to support usability Learnability the ease with which new users can begin effective interaction and achieve maximal performance Flexibility the multiplicity of ways the user and system exchange information Robustness the level of support provided the user in determining successful achievement and assessment of goal-directed behaviour shafyHCI/sem5_KSS
  • 38. Principles of learnability Predictability ◦ determining effect of future actions based on past interaction history ◦ operation visibility Synthesizability ◦ assessing the effect of past actions ◦ immediate vs. eventual honesty shafyHCI/sem5_KSS
  • 39. Principles of learnability (ctd) Familiarity ◦ how prior knowledge applies to new system ◦ guessability; affordance Generalizability ◦ extending specific interaction knowledge to new situations Consistency ◦ likeness in input/output behaviour arising from similar situations or task objectives shafyHCI/sem5_KSS
  • 40. Principles of flexibility Dialogue initiative ◦ freedom from system imposed constraints on input dialogue ◦ system vs. user pre-emptiveness Multithreading ◦ ability of system to support user interaction for more than one task at a time ◦ concurrent vs. interleaving; multimodality Task migratability ◦ passing responsibility for task execution between user and system shafyHCI/sem5_KSS
  • 41. Principles of flexibility (ctd) Substitutivity ◦ allowing equivalent values of input and output to be substituted for each other ◦ representation multiplicity; equal opportunity Customizability ◦ modifiability of the user interface by user (adaptability) or system (adaptivity) shafyHCI/sem5_KSS
  • 42. Principles of robustness Observability ◦ ability of user to evaluate the internal state of the system from its perceivable representation ◦ browsability; defaults; reachability; persistence; operation visibility Recoverability ◦ ability of user to take corrective action once an error has been recognized ◦ reachability; forward/backward recovery; commensurate effort shafyHCI/sem5_KSS
  • 43. Principles of robustness (ctd) Responsiveness ◦ how the user perceives the rate of communication with the system ◦ Stability Task conformance ◦ degree to which system services support all of the user's tasks ◦ task completeness; task adequacy shafyHCI/sem5_KSS
  • 44. Using design rules increasing generality Guide line s inc reas in g gen eralit y Design rules  suggest how to increase usability  differ in generality and authority Standar ds increasing auth ority increasing authority shafyHCI/sem5_KSS
  • 45. Standards  set by national or international bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology  hardware standards more common than software high authority and low level of detail  ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks shafyHCI/sem5_KSS
  • 46. Guidelines  more suggestive and general  many textbooks and reports full of guidelines  abstract guidelines (principles) applicable during early life cycle activities  detailed guidelines (style guides) applicable during later life cycle activities  understanding justification for guidelines aids in resolving conflicts shafyHCI/sem5_KSS
  • 47. Golden rules and heuristics  “Broad brush” design rules  Useful check list for good design  Better design using these than using nothing!  Different collections e.g. ◦ Nielsen‟s 10 Heuristics (see Chapter 9) ◦ Shneiderman‟s 8 Golden Rules ◦ Norman‟s 7 Principles shafyHCI/sem5_KSS
  • 48. Shneiderman‟s 8 Golden Rules 1. Strive for consistency 2. Enable frequent users to use shortcuts 3. Offer informative feedback 4. Design dialogs to yield closure 5. Offer error prevention and simple error handling 6. Permit easy reversal of actions 7. Support internal locus of control 8. Reduce short-term memory load shafyHCI/sem5_KSS
  • 49. Norman‟s 7 Principles 1. Use both knowledge in the world and knowledge in the head. 2. Simplify the structure of tasks. 3. Make things visible: bridge the gulfs of Execution and Evaluation. 4. Get the mappings right. 5. Exploit the power of constraints, both natural and artificial. 6. Design for error. 7. When all else fails, standardize. shafyHCI/sem5_KSS
  • 50. HCI design patterns  An approach to reusing knowledge about successful design solutions  Originated in architecture: Alexander  A pattern is an invariant solution to a recurrent problem within a specific context.  Examples ◦ Light on Two Sides of Every Room (architecture) ◦ Go back to a safe place (HCI)  Patterns do not exist in isolation but are linked to other patterns in languages which enable complete designs to be generated shafyHCI/sem5_KSS
  • 51. HCI design patterns (cont.)  Characteristics of patterns ◦ capture design practice not theory ◦ capture the essential common properties of good examples of design ◦ represent design knowledge at varying levels: social, organisational, conceptual, detailed ◦ embody values and can express what is humane in interface design ◦ are intuitive and readable and can therefore be used for communication between all stakeholders ◦ a pattern language should be generative and assist in the development of complete designs. shafyHCI/sem5_KSS
  • 52. Summary Principles for usability ◦ repeatable design for usability relies on maximizing benefit of one good design by abstracting out the general properties which can direct purposeful design ◦ The success of designing for usability requires both creative insight (new paradigms) and purposeful principled practice Using design rules ◦ standards and guidelines to direct design activity shafyHCI/sem5_KSS