CSCD 487/587 Human Computer Interface Winter 2013 Lecture 19 Evaluation.
CSCD 487/587 Human Computer Interface Winter 2013 Lecture 6 Human Cognition Continued more.
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Transcript of CSCD 487/587 Human Computer Interface Winter 2013 Lecture 6 Human Cognition Continued more.
CSCD 487/587Human Computer Interface
Winter 2013
Lecture 6Human Cognition Continued
more
Overview Look more in depth at models of cognition Visual details important for designers of
interactive systems Other senses are not as important Look at that next time
3
CONCEPTUAL MODELS
Model can help designers make decisionshow the interface should look and feeleven what functions are important
What information do we present to the user?What information do we want to ge back from the user?
First step in Design Important to develop a unifying model for the interface
how it is organised how it operates the concepts modelled by the interface the relationships between those concepts
4
CONCEPTUAL MODELS
Model can help designers make decisionsHow the interface should look and feeleven what functions are important
E.g. what's the underlying model of selection in PowerPoint?
Simple click selects an item?Shift click toggles an item's entry in a listSimple click clears the list and adds an item
5
BENEFITS TO THE DESIGN TEAM
1. Allows them to focus on user experience
2. Gives them a common vocabulary
if they talk to each other
3.Delays commitment to detailed design
4. Facilitates future developmentsmodel paves the way for future developmentstho' it's understood that they won't be implemented just yet
6
WHAT'S IN A CONCEPTUAL MODEL?Metaphors and analogies
Assist users to understand the purpose of the productAssist users to understand the usage of product
Concepts that underlie the product need to be clear
Paint tools apply colour to a surfaceDrawing tools construct geometric shapesPhoto editing tools apply filters to an image
Ex.: cf scribbler
7
AN EARLY, INFLUENTIAL CONCEPTUAL MODEL
VISICALC
Calculation tool for financial modellingNot based on a calculatorShowed many data itemsAllowed many identical calculations
Based on existing systemLedger sheetFamiliar appearanceKnown to be valuable
Extended existing systemReal-time data entryReal-time calculations
8
ANALYSE THE PROBLEM SPACE FIRSTIf We Don't Use Conceptual Models ….
Starting with functional requirementsCan obscure usability considerations
Starting with an interface technologyCan lead to inappropriate interfacesConsider GPS car navigation system
VR heads-up display – obscure real itemsmaps on LCD displays – distractingspoken instructions redress the balance
Start with Abstract AnalysisAssumptions – reasons, often presented without empirical justificationClaims – have to be lived up togoals
not bad practice, if they can be verified
Both have been used
9
WHAT DID THE DEVELOPERS ASSUME? itunes
Users want to organise playlistsUsers will organise their music files with itunesFocus on individual songs?Focus on albums?People will buy individual songs
How do you rate importance of Playing individual songs?Playing playlists?
What could you do to verify what users wanted?
when playingmoreso when buying
Were Apple's assumptions warranted?
10
WHAT DID THE DEVELOPERS CLAIM?With the integrated iTunes Store, you can build a collection of
• digital music• movies• TV shows• iPod games• audiobooks• podcasts
from the comfort of your computer
http://www.apple.com/itunes/overview
11
INTERFACE METAPHORS
Provide similarity to a real-world, physical object Called an analogy if appearance is similar People do variety of clerical, drawing, etc. tasks at a desk Computers that facilitate similar tasks should be similar to this
Metaphor is not limited to properties of real-world objectcopying files or folderssearching for files
Replaces computer-related jargon with familiar termseasier to learn and talk about
Metaphor may be quite abstractWhat sort of engine is in a search engine
• Steam, gas turbine, internal combustion?
12
BENEFITS OF INTERFACE METAPHORS
Provides a clue to the underlying conceptual model
Familiarity reduces difficulty of learning
Empowers a wide variety of non-technical users
Before the desktop metaphor, computer usage was hieratic
Well-chosen metaphor can prompt new functionalityShortcuts allow files to be in two places at once
13
PROBLEMS WITH INTERFACE METAPHORS
Can limit designers' exploration of the solution spacecf. "well-chosen metaphor can prompt new functionality"
Can conflict with interface design principlesMusic software often has rotary knobslinear movements are easier with a mouse
Can restrict users' understanding of the system to the metaphor
Variable names in programming languages hide reality of storage allocation
14
INTERPRET DATA FOR THE USER TO GUIDE DECISIONS
Copying one file over another requires confirmation
Why doesn’t it show Filesizes graphicallyand a timeline to indicate relative ages of the files?
Or compare filesizes and dates for the user
the existing file with this bigger, newer file
1.76MB3.57.50pmTuesday
8 March 2007
2.76MB3.49.44am
Today12 March 2007
CancelConfirm
incoming file isbigger and newer
Confirm file replace
21Dec
2:43:24
2003
4Feb
19:33:12
2008
74MB
25MB 74MB
CancelConfirm
Confirm file replace
incoming file isbigger and older
21Dec
2:43:24
2003
4Feb
19:33:12
2008
74MB
25MB74MB
CancelConfirm
Confirm file replace
incoming file issmaller and newer
21Dec
2:43:24
2003
4Feb
19:33:12
2008
74MB
25MB
25MB
CancelConfirm
Confirm file replace
21Dec
2:43:24
2003
4Feb2008
74MB
25MB
incoming file issmaller and older
25MB
15
MAKE THE MENTAL MODEL CLEAR
Internal construction of some aspect of the external worldenabling predictions to be made
?
“The designer has a clear (mental) model of how the system works, but the ‘system image’ does not convey it and the user gets lost.”
16
WHAT'S THE MIND LIKE?
Information processing modelData entersSuccessive processing stages
imagesmental modelsrules
Delaysenables predictions of times required to performspecific tasks
Internal and external information"external cognition" uses
input
encoding
comparison
responseselection
responseexecution
output
17
GOMS Models
GOMS: Definition Overview of GOMShttp://www.cs.cmu.edu/~bej/
CognitiveModelingForUIDesign/2a_GOMS_Architectures.pdf
GOMS models user’s behavior in terms of: Goals
What the user wants to do. Operators
Specific steps a user is able to take and assigned a specific execution time.
Methods Well-learned sequences of subgoals and operators that can accomplish
a goal. Selection Rules
Guidelines for deciding between multiple methods.
GOMS: A Family of Models Keystroke-Level Model (KLM) Card, Moran, and Newell (CMN-
GOMS) We will only look at first two Natural GOMS Language (NGOMSL) Cognitive-Perceptual-Motor GOMS (CPM-GOMS)
GOMS: Keystroke-Level Model (KLM) Simplest GOMS technique
Basis for all other GOMS techniques Predicts execution time
Requires analyst-supplied methods Assumes that routine cognitive skills can be
decomposed into a serial sequence of basic cognitive operations and motor activities, which are:
K: A keystroke (280 msec) M: A single mental operator (1350 msec) P: Pointing to a target on a small display (1100 msec) H: Moving hands from the keyboard to a mouse (400
msec)
Top-level Goal: Edit Manuscript (move “quick brown” to before “fox”)
Subgoal: Highlight text
Operators: Move-mouse Click mouse-button
Type characters (keyboard shortcuts)
Methods: 1. Delete-word-and-retype (retype method) 2. Cut-and-paste-using-keyboard-shortcuts
(shortcuts method) 3. Cut-and-paste-using menus (menus method)
Selection Rules: If the text to be moved is one or two characters long, use retype method
Else, if remember shortcuts, use shortcuts method
Else, use the menus method
KLM Example
Description Operator Duration (sec)
Mentally Prepare M 1.35
Move cursor to “quick” P 1.10
Double-click mouse button K 0.40
Move cursor to “brown” P 1.10
Shift-click mouse button K 0.40
Mentally Prepare M 1.35
Move cursor to Edit Menu P 1.10
Click mouse button K 0.20
Move cursor to Cut menu item P 1.10
Click mouse button K 0.20
Mentally Prepare M 1.35
Move cursor to before “fox” P 1.10
Click mouse button K 0.20
Mentally Prepare M 1.35
Move cursor to Edit menu P 1.10
Click mouse button K 0.20
Move cursor to Paste menu item P 1.10
Click mouse button K 0.20
TOTAL PREDICTED TIMETOTAL PREDICTED TIME 14.9014.90
Method Used
Cut-and-paste-using-menus
1
2
3
4
5
M=1.35P=1.10K=0.20
GOMS: Card, Moran, and Newell (CMN-GOMS) Subgoal invocations and method
selection are predicted by the model given the task situation
Predicts operator sequence and execution time
Based directly on the Model Human Processor
Description Duration (sec)
GOAL: MOVE-TEXT
…….GOAL: CUT-TEXT
……………GOAL: HIGHLIGHT-TEXT
………………..MOVE-CURSOR-TO-BEGINNING 1.10
………………..CLICK-MOUSE-BUTTON 0.20
………………..MOVE-CURSOR-TO-END 1.10
………………..SHIFT-CLICK-MOUSE-BUTTON 0.48
………………..VERIFY-HIGHLIGHT 1.35
……….........GOAL: ISSUE-CUT-COMMAND
…………………MOVE-CURSOR-TO-EDIT-MENU
…………………PRESS-MOUSE-BUTTON 0.10
…………………MOVE-MOUSE-TO-CUT-ITEM 1.10
…………………VERIFY-HIGHLIGHT 1.35
…………………RELEASE-MOUSE-BUTTON 0.10
………GOAL: PASTE-TEXT
…………….GOAL: POSITION-CURSOR-AT-INSERTION-POINT
…………………MOVE-CURSOR-TO-INSERTION-POINT 1.10
…………………CLICK-MOUSE-BUTTON 0.20
…………………VERIFY-POSITION 1.35
…………….GOAL: ISSUE-PASTE-COMMAND
…………………MOVE-CURSOR-TO-EDIT-MENU
…………………PRESS-MOUSE-BUTTON 0.10
…………………MOVE-MOUSE-TO-PASTE-ITEM
…………………VERIFY-HIGHLIGHT 1.35
…………………RELEASE-MOUSE-BUTTON 0.10
TOTAL PREDICTED TIMETOTAL PREDICTED TIME 14.3814.38
CMN-GOMSCMN-GOMS
Summary
Models and knowledge of cognitive processes can only help with designing interfaces
Should know what humans are thinking (in general) when they are presented with color, visual cues and complexity
The End
Talk about assignment today.