notes-fp511 -chapter 1 interaction framework and ergonomics

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    Lecture 4 Context

    1 HCI Introduction

    2 HCIThe Human Element

    3 HCIThe Computer

    4

    HCIThe Interaction

    5 Usability Paradigms

    6 The Design Process

    7 Models of the User in Design

    8 Task Analysis9 Dialog Notations & Design

    10 Models of the System

    11 Support/Help

    12 Evaluation13 Hypertext, Multimedia, WWW

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    HCIThe Interaction

    As stated in the last lecture, HCI is neither just the study of humans nor

    just the study of technologyit is the bridge between the two.

    In this lecture we consider the bridge, the interaction between the human

    and the computer.

    Lecture 4 Summary

    Models of Interaction Ergonomics (including colour)

    Interaction Styles

    WIMP Interfaces Screen Design & Layout

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    Reading

    Dix et al: Chapter 3 The interaction

    Reading 2.1: Colour, Mayhew 1992

    Reading 4.1: Dialog Styles, Mayhew 1992

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    Models of Interaction 1: basic ideas

    Why develop a model for interaction?

    To help us to understand an interactive dialogue.

    To identify likely difficulties.

    To provide a framework to compare different interaction styles.

    Some concepts:

    Users want to achieve goals in some domain.

    Operations in the domain are tasks.

    Task analysis investigates the problem in terms of domain, goals,

    intentions, tasks (see lecture 8).

    The system and the user have different languages

    The core languagedescribes computation aspects of the domain

    The task languagedescribes psychological aspects of domain

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    Models of Interaction 2: The execution evaluation cycle

    Normans execution-evaluation cyclemost closely matches our intuitive view.

    1. establishing the goal task language; imprecise

    2. forming the intention specific3. specifying the action sequence

    4. executing the action

    5. perceiving the system state6. interpreting the system state

    7. evaluating the system state with respect to the goals and intentions

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    Interface Problems

    Since the human and computer do not recognise the same concepts (speak the

    same language) interfaces cause problems. These problems can be described in

    terms of:

    gulf of execution difference between user determined action formulation

    and the actions allowed by system

    gulf of evaluation difference between physical presentation of system

    state and user expectation

    These gulfs can be bridged:

    users can change to suit the interface

    designers can design knowing the user

    users can change their interpretation of system responses

    designers can change output characteristics

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    Models of Interaction 2: The Interaction Framework

    Normans model concentrates on the users view of interaction.

    Abowd & Beale model UserSystem communication through the

    interface.

    observation

    articulation performance

    coretask

    Input

    User Syste

    Outputpresentation

    Interface

    They considered four (4) components, each with its own language.

    This more accurately models the overall interaction and leads to situation

    analyses that locate sources of interface problems.

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    The Interaction Framework ...

    Interaction problems are explained as language translation difficulties.

    User Input: (articulating a goal)

    How easy is it to translate a goal requirement into the input language? e.g.

    Difficult: bank of light switches, stovetop element controls

    Easy: virtual reality system

    Input System

    Can all system stimuli be articulated by user language? Consider remote control (or front panel) with limited functions.

    System Output (execution & evaluation)

    Can system output device provide a complete view of system state? e.g. Consider document editing with limited view of data

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    The Interaction Framework ...

    Output User (interpretation by user)

    Is information presented to user in a way that is easy to interpret. e.g.

    Difficult to read unmarked analog clock.

    Difficult to observe result of hierarchical system file copying usingcommand line interface

    Comments

    These two frameworks are quite general.

    Frameworks help us to understand the interaction process.

    Frameworks help us to judge overall usability of an entire interactive

    system. Evaluation of a system can only be with respect to a set of goals and tasks

    which the system is being used to achieve. (E.g. Word vsLATEX)

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    Ergonomics (Human Factors)

    Ergonomics is the study of the physical characteristics of interaction,

    particularly:

    the design or controls (icons, physical input devices)

    the physical environment where the interaction is situated

    layout & physical qualities of the display (e.g. screen)

    This is a huge and established field; we will consider briefly some aspects:

    arrangement of controls

    physical environment

    health issues

    use of colour

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    Ergonomics: the arrangement of controls

    Control layout is important

    Safety critical systems: poor layout disaster!

    Routine applications: poor layout inefficiency, user dissatisfaction,

    poor mental model building etc..

    Controls can be and laid out in various ways:

    functional task related controls grouped together

    sequential layout in order of use

    frequency common controls easy to access

    Other factors

    Controls should be easy to reach Controls should not be so close to each other that they hamper usage

    Dangerous controls should be hard to reachprevents accidents

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    Ergonomics: the physical environment & health issues

    Unsatisfactory working conditions can at best lead to stress and dissatisfaction

    and at worst harm workers health. Some factors to consider:

    physical position should be comfortable

    temperature should not be extreme

    lighting should be low-glare & sufficient

    noise should not be excessive; high levels hamper perception

    time dont expect extended use of an interactive system

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    Ergonomics: Colour

    Colour is a powerful cue, but it is easy to misuse.

    It should not be applied just because it is available.

    Topics:

    Colour Vision & Perception

    Principles & Guidelines

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    Colour Vision

    the eye consists of millions ofphoto receptorssensitive to light

    two types of photo receptors

    1. rods

    not sensitive to colour

    high density at periphery

    highly sensitive

    low resolution

    2. cones

    sensitive to colour; different cones for red, green and blue light

    high density in centre (fovea)

    less sensitive can tolerate bright light

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    How are colours generated?

    Subtractive colour system

    Non-luminous objects (e.g. paper) selectively absorb and reflect different

    wavelengths of light, creating the perception of colour.

    Additive colour systemLuminous objects (e.g. CRT screen) generate colour by addition of

    Red/Green/Blue.

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    Other Colour models

    As well as the RGB system, a number of other descriptive models are inuse.

    The most common other model is the HLS (or HSB) system

    HLS describes more closely the colours that we actually can see. (Manycolours that we can see are not describable in the RGB system.)

    The HLS colour model has three (3) dimensions

    1. hue the basic component

    2. saturation the degree to which the hue differs from a neutral gray

    3. lightness indicates the level of illumination:

    Brightness substitutes for Lightness in the HBS model

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    The HLS colour solid

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    Colour Principles & Guidelines

    See Reading 2.1 from Mayhew for more guidelines.

    have some other redundant cue

    optimal combinations are known

    include a bright colour in the foreground

    best background black

    worst background brown or green use colour sparingly, design in B&W

    use colour to group/highlight information

    use colour to support search tasks avoid using colour in non-task-related ways

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    Colour Principles & Guidelines ...

    allow customisation

    ensure colours differ in lightness (aids colourblind users)

    limit colour to eight (8) distinct colours; four (4) preferred

    avoid saturated blues for text

    choose foreground and background colour with care

    colours are hard to distinguish when objects are small, far apart, or close

    on colour spectrum

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    Interaction/Dialogue Styles

    Dialoguerefers to the exchange of instructions and information that takes

    place between a user and a computer.

    There are a number of common styles including:

    command line interface

    menus & navigation

    natural language

    question/answer & query dialog

    form-fills & spreadsheets

    direct manipulation (WIMP)

    point & click three dimensional

    We will discuss dialog design in more detail later.

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    Command Line Interface

    operating systems DOS/UNIX

    short instructions for efficiency/repetition

    good for experts

    poor for novices

    hard to remember, so choose command names carefully

    operation DOS command Unix program

    directory list dir ls

    display file type cat

    rename file rename mv

    search in file grep

    relies on recallrather than recognition

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    Menus & Navigation

    a set of options

    no need to remember, only recognise options must be self-explanatory

    they can take up space so we have

    pull-down/pop-up/pin-up/cascading/pie

    features hierarchical, short-cut, icons, dividers, disabled/invisible entries,

    menu items that display a dialog . . .

    design & ordering is important; ordering choices: alpha

    categorical (with dividers)

    convention (e.g. File -> Exit) frequency most common near the top

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    Menu Design Guidelines

    See Reading 4.1 from Mayhew.

    Menu structure

    Match menu structure to task structure

    Provide user customisable menu structures

    Minimise menu depth at expense of breadth

    Use vertical menus on full text screens

    Consider pie menus

    Grey-out (novice) or delete (expert) inactive menu items

    Group items into semantic categories

    Choose brief, consistent menu labels

    Add menu choice descriptors; e.g. micro-help in status line

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    Menu Design Guidelines ...

    Menu choice ordering

    Order and group items within menu by

    frequency, category, temporal order

    Menu choice selection

    Use pointer or mnemonic codes

    Only use cursor keys for short menus

    Provide default selections

    Distinguish between single & multi-choice items (radio buttons vs. check

    buttons)

    Provide menu selection feedback

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    Menu Design Guidelines ...

    Menu invocation

    Use permanent rather than pop-up menus

    Use pop-up for experienced user

    Menu navigation

    Use consistent menu design & appearance across application

    Consider providing menu context information

    Consider providing shortcuts

    Provide backwards navigationone or more steps

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    Natural Language

    speech recognition or typed natural language; problems:

    speech accent, inflection

    typing slow, speeling

    poor for experts, vague, ambiguous

    Question/Answer & Query

    input is constrained ATM, wizard dialogue

    good for novices but restricted functionality

    next question/action depends on last answer

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    Form-Fills/Spreadsheets

    hard-copy metaphor

    used for data entry & specifying a data retrieval operation

    good for novices as it is familiar (similar to paper form)

    need to allow editing of errors

    need to allow easy movement between fields

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    Direct Manipulation (WIMP)

    WIMP (Windows, Icons, Menus, Pointers) systems replace typedcommands.

    They have the following features:

    objects are visible and directly manipulable

    rapid, reversible, incremental actions

    Why are these systems popular?

    novices learn quickly

    programs tend to have the same look and feel

    based on recognition not remembering

    provide immediate feedback

    contain recognisable widgets, e.g. buttons, dialogs

    provide a feeling of control

    There are conceptual problems; e.g. the gulfsof execution and evaluation.

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    Windows

    Windows turn a physical display into several virtual displays.

    optimise display space

    interact with multiple sources

    interact with multiple views

    enable standardisation of interaction

    What if we have many active windows?

    eithersome obscured hard to find

    orall visible too small, much scrolling

    solutions: folders, rooms, virtual screens, iconified windows . . .An application might use multiple windows to organise separate but related

    information, e.g. multiple Single Document Interface vsMultiple Document

    Interface.

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    Window Widgets

    Windowsthemselves include widgets: title bars, resize controls, min/max,

    panes, etc.

    Menushave already been covered.

    There are various controlwidgets: buttons, checkboxes, radio buttons,sliders, scroll bars, custom-built, etc.

    The concept of affordanceis particularly important here.

    Dialog boxesare transient windowscontaining information andinput/output fields.

    Usually they require user action before they can be removed (modal)

    There are various cursortypes, e.g. pointer, text, cross-hair, hourglass,

    user-defined, etc.

    Some have information overloaded on them. (e.g. x,y posn)

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    Modal and modeless dialog boxes

    A dialog box is a pop-up window.

    Modal

    Stops users work flow as main window is inaccessible

    Very annoying if it is either an informational-only message, or asking aquestion that the user cannot easily answer.

    Useful in some cases; e.g. File save dialog

    Modeless

    Extra window co-exists with parent

    Can result in many windowsjunk that must be later cleared

    Does not restrict work flow (unless it claims focus)

    Guideline 4.1

    Use pop-up dialog boxes with care. Do you really need one? If possible, use

    an alternative, such as more intelligent coding or status information.

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    Graphical Representation

    It would be ideal if the screen presented information familiar to us from

    our environment.

    The problem is the high cost of real-time image generation and screen

    real-estate. We can represent a whole range of interface objects and represent

    differences between objects through graphical coding.

    reverse video to represent the current status of objects, e.g. selectedtext

    abstract shapes for different objects

    colour for various options

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    Icons

    Icons embody the idea that different people have different cognitive styles.

    Some users prefer text-oriented views and some prefer graphics.

    An icon is an image, picture or symbol representing a concept.

    Consider these guidelines when creating or allocating icons:

    represent the object or action in a familiar manner

    limit the number of icons

    make the icon stand out

    try 3D icons

    make each one clearly visible from the background

    ensure icon family harmony

    group icons appropriately

    add information to show use, e.g. tooltips

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    Interactivity & Interaction Context

    Interactivityis the defining feature of an interactive system, e.g. the

    interface semantics and closeness to real-time interaction (speech

    recognition, visualisation, menu dynamics).

    In older systems, order of interaction is pre-emptive. Newer systems stillhave some of these features, e.g. modal forms.

    Of course all interaction occurs in some wider social and organisational

    context.

    People are usually involved and there are issues of desire to impress,

    competition and fear of failure.

    Motivation will reduce if systems do not match requirements but new

    technology may increase motivation if systems are well designed and

    integrated with the users work.

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