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2017-2 Human Computer Interaction Cognition And Usability.fex
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2017-2 Human Computer Interaction Cognition And Usability.fex
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interaction design:
goals:
efficiency: allow common tasks to be done fast
safety: make human error not dangerous
utility: is the right functionality included
learnability: is it easy to learn
memorability: can it be easily remembered
design principles:
visibility: find appropiate control for task (like correct icon)
feedback: always provide feedback to actions executed
contraints: restrict user to prevent malicious interaction
mapping: map effects of real world (like arrows)
affordance: reuse known techniques or invent intuitive new ways
consistence: reuse as much as possible
"Gestalt" Theory:
A group is formed by objects which are:
proximity: close to each other
similar: look similar
symmetry: symmetrical to each other
Figure - Ground: Identify a figure from the background
Law of closure: perceptual completing of incomplete objects
Gibson's Affordance Theory:
perception is designe dfor action
first think about the action, we look at the interface with a clear action we want to execute
approaches:
top down: if you expect what you see its faster to process. Learned interfaces (such as maps) are easy to understand even if they are very complex.
bottom down: if you just get the data, and now have to make sense from it.
seven design principles:
most important in line of view
most frequent in line of view
displays used for a single task close
grouped infos
close goes together
consistency
clutter avoidance
cognitive walkthrough:
performed by analyst
examines specific user task
focus on easy of learning
preparing phase:
define inputs
what users (backgorund, population)
tasks (what functionalities)
action sequences (correct action sequence for each task)
interface description (how the interfaces reacts to inputs)
analysis phase:
walking through the actions
each step ask yourself:
will user try to archieve the right effect
will user notice that correct action is available
will user associate correct action with the effect it archieves
will user see progress made towards a solution to the task
construct success (users fulfil all requirements to fulfill task) and failure stories (one of the question is no)
bad:
focus on only one attribute of usability (easy of learning)
no "real" user asked
negative score for features which increase productivity
difficulties:
choosing tasks difficulties
first question of analysis difficult
analyist performs more of a user test than a cognitive walkthrough
heuristic evaluation:
performed by user
use usability principles to save on time and money
general:
interative process
preparation:
choose different evaluators (performance will differ)
choose if observer present (answer questions, speed up process, formualte questions in a usable way)
choose appropiate heuristics (analysis of existing products, abstraction from common issues)
steps:
each evaluator will inspect interface alone:
1-2h per session, multiple inspections
use list of heuristics
can ask questions, add other elements
then discussion:
specify feelings about problems (find precise explanation why something is broken)
build up consensus of the analysis
then build final usability report:
written / spoken
presented to developers
good:
cheap
lots of freedom
explains why there are flaws
bad:
no systematic fixes for flaws (may miss some)
may finds a lot of false positives (problems which are none)
example heuristics:
visibility of system status (red/green)
match between system & real world (known words / tools)
user control and freedom (can go back if necessary)
consistency and standards (buttons always similar)
recognition rather than recall (use icons)
prevention of errors (make clear interface)
flexibility and efficieny of use (can adapt to user preferences)
aestetics and minimalist design (fibonaccy)
help users with errors (allow to go back)
help and documentation (explanation text)
example heuristic (The center for universal design 1997):
equitable use (everyone can use it)
flexibility of use (accomodates individual preferences)
simple use (easy to understand regardless of experience and knowledge)
perceptile information (effective transfer of information)
tolerance of error (minimizes hazard)
low physical effort (efficent and comfortable use)
size and space for approach and use (appropiate size for buttons regardles of user ability)
heuristic walkthrough:
performed by both users and analysts
combines heuristic evaluation and cognitive walkthrough
phase 1:
task oriented evaluation
prepare set of thought-provoking questions (how can I assign events)
prepare set of priorized tasks which should be evaluated (assign events)
walk through product using questions and tasks
document usability problems
phase 2:
free form evaluation
walk thorugh the interface using checklists
expert can use tools he want (heuritcs he chooses or adapts to the product)
and will document usability problem
phase 3:
assign severity rating to problems
contact developers
good:
replies both on users and experts
quick, and can be made by amateurs
probably finds local, global, minor problems
good mis between users & expers
bad:
requres skilled evaluators (product dependent)
moderator needs to be able to cover all important questions and tasks
assessing usability experience:
user based testing:
formative testing: early in dev, get qualitative feedback (brainstorm) on low fidelity (less details) prototype
summative testing: after high-level decisions made, get quantitative feedback (specific) on high fidelity prototype
validation testing: shortly before release, get comparisations (to other products) on final product
necessary steps:
develop study plan
prepare environement
find subjects
conduct tests
debrief participants
analyze data
report findings
most common measures:
efficiency: time spent
effectiveness: correctness, successful tasks
user satisfaction: use standardized survey tool (recommended is System Usability Scale - SUS)
likert scale:
state level of agreement
questions and then agree or disagree with it
example is scan.co.uk
semantic differential scale:
presenting pairs of bipolar or opposite scale
"the checkout was straightforward _ _ _ _ _ confusion"
guidelines for rating scales:
include negative AND positive statements
use an odd number of raiting points
use unmodified versions of adjective (not EXTREMLY or similar)
be careful about different words in semantic scales
GOMS:
Goal:
what you want to archieve
splitted in subgoals
Method:
what you actually do to archieve subgoal
splitted in operations (like move mouse, click)
operations can be formulated as subgoals if more granularity is needed
different GOMS models:
Keystroke Level Model (KLM):
decompose task
measure time for each task
sum up to determine whole length of task performed
only good for simple tasks
CMN:
adds goals, subgoals, selection rules to KLM
useful because there may be different subgoals one can use interchangebly to archive same goal
calculate time for each subgoal
Natural GOMS Language (NGOMSL):
formel language with restricted english syntax
can use selection rules (selecting different methods, recursive)
can include working and longtime memory in model
CPM-GOMS:
HPM based (Human Processor Model):
PP Perceptual Processor (perceives environement)
CP Cognitive Processor (takes decisions)
MP Motor Processor (perform actions, channels for hands, eyes, ...)
different processors can be parallelized