Conceptual & Mental Models UserDesigner Conceptual Model Mental Model System model/image System...

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Conceptual & Mental Models User Designer Conceptua l Model Mental Model System model/image System Instantiated in Mental model of mental model Invokes existing knowledge and/or Affordances guide action Test hypotheses

Transcript of Conceptual & Mental Models UserDesigner Conceptual Model Mental Model System model/image System...

Page 1: Conceptual & Mental Models UserDesigner Conceptual Model Mental Model System model/image System Instantiated in Mental model of mental model Invokes existing.

Conceptual & Mental Models

UserDesigner

Conceptual Model

Mental Model

System model/image

SystemInstantiated in

Mental model of mental model

Invokes existing knowledgeand/or

Affordances guide action

Test hypotheses

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Mental models

• User’s understanding (internal rep) of a system– How to use the system (what to do next) (functional

knowledge)– What to do with unfamiliar systems or unexpected

situations (how the system works) (Structural knowledge)

• People make inferences using mental models of how to carry out tasks

• Involves unconscious and conscious processes, where images and analogies are activated

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The UI Design Process

User-Centered Design

This material has been developed by Georgia Tech HCI faculty, and continues to evolve. Contributors include Gregory Abowd, Jim Foley, Diane Gromala, Elizabeth Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Comments directed to [email protected] are encouraged. Permission is granted to use with acknowledgement for non-profit purposes. Last revision: January 2004.

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The Tao of UCD

DESIGN IMPLEMENT

USE &EVALUATE

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UCD Nine-Step Overview

1. Understand constraints/context2. User analysis2. Task analysis4. Function allocation5. Define usability criteria6. Design UI - including help and documentation7. Build & test prototypes8. Build & test the real application9. Release, update and maintain

Req

. D

efin

ition

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1. Define the Context

• Context: the “type” of uses, applications– Life critical systems, applications– Industrial, commercial, military, scientific, consumer– Office, home, entertainment– Exploratory, creative, cooperative– General functionality of system

• Pragmatics– Costs and schedule– Technical constraints - equipment, OS, memory, disk

• Customer - makes the buying decision (not the user)– …Design Impacts?…

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2. Describe the User• Physical attributes

(age, gender, size, reach, visual angles, etc…)

• Physical work places(table height, sound levels, lighting, software version…)

• Perceptual abilities(hearing, vision, heat sensitivity…)

• Cognitive abilities(memory span, reading level, musical training, math…)

• Personality and social traits(likes, dislikes, preferences, patience…)

• Cultural and international diversity(languages, dialog box flow, symbols…)

• Special populations, (dis)abilities

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Design ImplicationsPopulation Implications

Users 16-80 yrs Range of text sizesRange of grip strength

Some French speakers

Multilingual interface

Astronaut users Extensive training available

Military context Aesthetics less of an issueRuggedness is critical

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3. Task Analysis

• Talk to and observe users (NOT customers) • List each and every TASK• Break tasks down into STEPS• ABSTRACT into standard tasks

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4. Function Allocation• Consider the whole system!

• Decide who or what is best suited to perform each task (or each step)– e.g., system remembers login id, and reminds the user, but

user remembers the password

• Allocation constraints: Effectiveness; Cognitive/affective; Cost; Mandatory

…Don’t forget the design implications!…

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5. Define Usability Criteria

– Task X should take less than Z seconds– New user should be able to edit document within 30 minutes– Error rates should be less than X%

– User satisfaction measurements– Workload measures– Accuracy measures

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6. Design the UI

• Summary of the components and their basic design• Cross-check with any Requirements Documents;

Human Factors refs; Hardware specs; Budgets; Laws (ADA); etc.

• Ensure that the system will support the design and comply with constraints

• (Verification and Validation, in the language of software engineering)

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Design

• Design is driven by requirementsWhat the artifact is for …Not how it is to be implemented

• Design represents the artifact– Storyboards or screen sketches– Task flow diagrams - more detailed than in task analysis stage– Executable prototypes

• Representations should always simplify

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Get Informal Feedback ASAP!

• Present prototype to users• Do a quick questionnaire• Watch (quietly) as user struggles with your

terrible design

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Design fixation

• Keep an open mind• Don’t get wedded to an idea• Don’t let design review become about whose

idea wins

Honor the truth. People come first not your ego

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Iterate on Design

• Redesign system – In light of initial user impressions– Pay attention to common complaints

• Be prepared to abandon bad ideas!!• It’s just an idea, not a measure of your worth!

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Formative Evaluation Techniques

• Use while “forming” the design• Apply design principles - heuristic evaluation– Consistency, don’t set the user up, etc etc …

• Apply design rules / standards / style guides– Java look and feel, Mac look and feel, etc

• Cognitive walkthrough• Key-stroke level model, NGOMSL analyses

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7. Build & Test Prototypes

• “Informed Brainstorming”• RAPIDLY mock up the user interfaces for testing with

real people• Pen and paper or whiteboard to start• Iterate, iterate, iterate!!• Increasingly functional & closer to final reality• List audio & visual details at same levels of detail in

the prototypes– (i.e. don’t forget either of them)

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7. Prototyping

• Storyboards• Paper simulations of application• Wizard of Oz experiment• Prototyping tools• Cheap!

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7. Summative Evaluation Techniques

• Empirical / laboratory evaluation– Discount usability - can be very effective,

using fewer subjects, more rapid results

• Expert review• Field study• Client review

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8. Build & Test the Real App.

• Repeat cycles of testing and reworking the system, subject to cost/time constraints

• Focus on Functionality First !• Plan for several versions during development

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9. Release, Update & Maintain

• In-the-field feedback, telemetry, user data, logs, surveys, etc.

• Analyze and make iterative redesign/test recommendations

• Updates and maintenance plan as part of the design!– (design it so it can be fixed or updated)

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Focusing Your Efforts

• There are real-world constraints• Cutting out steps is not the way to economize!• Optimize the efficiency of each step

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Quotable Quotes

“The secret to having good ideas is to have many ideas” -- Bill Buxton

“You’ve got 100,000 bad drawings inside you. You’re here at art school to get them out.” -- Chuck Jones

Design takes practice!!

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Design

• How do we come up with new (good) designs for interactive systems?

• Why is it so difficult?

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Idea Creation

• Ideas come from– Imagination– Analogy– Observation of current

practice– Observation of current

systems

• Borrow from other fields– Animation– Theatre– Information displays– Architecture– ...

» … metaphor

How do we create and develop new interface ideas and designs?

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Design Exercise