human-computer interaction conceptual design 1. affordances affordance: the perceived and actual...
TRANSCRIPT
Human-Computer Interaction
Conceptual Design
1
Affordances• Affordance: The perceived and actual properties
of an object that determine how it could possibly be used.– Knobs are for turning
• Some affordances are obvious, some learned– Glass can be seen through– Glass breaks easily
• Sometimes visual plus physical feedback– Floppy disk example
• Rectangular – can’t insert sideways• Tabs on the disk prevent the drive from letting it be fully
inserted backwards
2
Affordances
• Perceived can differ from real affordance– Chair: real affordance
• Affords sitting• Affords standing for changing a lightbulb• Affords jamming a door open
– Chair: false affordance• Can be moved, but not if bolted down
3
Affordances in Computer Screen-Based Interfaces
• Designer only has control over perceived affordances– Display screen, pointing device, selection
buttons, keyboard– These afford touching, pointing, looking,
clicking on the display.
4
Affordances in Computer Screen-Based Interfaces
• Most of this affordance is of no value– Example: if the display is not touch-sensitive,
even though the screen affords touching, touching has no effect.
– Example: • does a graphical object on the screen afford
clicking?• yes, but the real question is does the user perceive
this affordance; does the user recognize that clicking on the icon is a meaningful, useful action?
5
Visual affordances of a scrollbar
6
Mappings
• Mapping: – Relationships between two things
• Between controls and their results
7
Mappings• For devices, appliances
– Natural mappings use constraints and correspondences in the physical world
• Controls on a stove• Controls on a car
– Radio volume» Knob goes left to right to control volume» Should also go in and out for front to rear speakers
• For computer UI design– Mapping between controls and their actions on the
computer• Controls on a digital watch• Controls on a word processor program
8
Mapping controls to physical outcomes
backright
frontleft
backleft
frontright
24 possibilities, requires: -visible labels -memory
arbitrary full mapping
back front front back
2 possibilities per side =4 total possibilities
paired
9
Transfer Effects
• People transfer their expectations from familiar objects to similar new ones– positive transfer: previous experience applies to new
situation– negative transfer: previous experience conflicts with new
situation
10
Cultural Associations
• Groups of people learn idioms– red = danger, green = go
• But these differ in different places– Light switches
• America: down is off• Britain: down is on
– Faucets• America: counter-clockwise is on• Britain: counter-clockwise is off
11
Mental Models
• People have mental models of how things work:– how does your car start?– how does an ATM machine work?– how does your computer boot?
• Allows people to make predictions about how things will work
12
Mental Models
• Mental models built from– affordances– constraints– mappings– positive transfer – cultural associations/standards– instructions– interactions
13
Good Example
• Scissors– affordances:
• holes for insertion of fingers• blades for cutting
– constraints• big hole for several fingers, small hole for thumb
– mapping• between holes and fingers suggested and constrained by appearance
– positive transfer• learnt when young
– conceptual model• implications clear of how the operating parts work
14
Bad Example
• Digital Watch– affordances
• four push buttons, not clear what they do– contraints and mapping unknown
• no visible relation between buttons and the end-result of their actions
– negative transfer• little association with analog watches
– cultural standards• somewhat standardized functionality, but highly variable
– conceptual model• must be taught; not obvious
15
Digital Watch Redesigned for Affordances (Rachna Dhamija)
16
Digital Watch Redesigned for Affordances (Ping Yee)
17
Interface Metaphors• Definition of Metaphor
– application of name or descriptive term to an object to which it is not literally applicable
• Purpose– function as natural models – leverages our knowledge of familiar, concrete
objects/experiences to understand abstract computer and task concepts
• Problem– metaphor may portray inaccurate or naive conceptual model of
the system
A presentation toolis like
a slide projector 18
Interface Metaphors
– Use metaphors that matches user's conceptual task
– desktop metaphor for office workers– paintbrush metaphor for artists...
– Given a choice, choose the metaphor close to the way the system works
– Ensure emotional tone is appropriate to usersE.g., file deletion metaphors
– trashcan– black hole– paper shredder– pit bull terrier– nuclear disposal unit...
19
Metaphors continued• Caveat
– metaphors can be overdone!• Common pitfalls
– overly literal• unnecessary fidelity• excessive interactions
– overly cute• novelty quickly wears off
– overly restrictive• cannot move beyond
– mismatched• does not match user’s
task and/or thinking
20
Direct Manipulation
• Direct Engagement– the feeling of working directly on the task
• Direct Manipulation– An interface that behaves as though the interaction was with a real-
world object rather than with an abstract system• Central ideas
– visibility of the objects of interest– rapid, reversible, incremental actions– manipulation by pointing and moving– immediate and continuous display of results
• Almost always based on a metaphor– mapped onto some facet of the real world task semantics
21
Object-Action vs Action-Object
• Select object, then do action– interface emphasizes 'nouns' (visible objects) rather than 'verbs'
(actions)• Advantages
– closer to real world– modeless interaction– actions always within context of object
• inappropriate ones can be hidden– generic commands
• the same type of action can be performed on the object• eg drag ‘n drop:
–
my.doc
move
22
Direct manipulation• Representation directly determines what can manipulated
23
Phone list
List metaphor Rolodex metaphor
24
Direct Manipulation• Xerox Star: pioneered in early '80s, copied by almost everyone
– simulates desktop with icons• in and out baskets• file folders and documents• calculators• printers• blank forms for letters and memos
– small number of generic actions applicable system wide• move, copy, delete, show properties, again, undo, help
– eg same way to move text, documents, etc• property sheets
– pop-up form, alterable by user
– What you see is what you get (WYSIWYG)
25
Xerox Star continued• Star's observers:
– objects understood in terms of their visual characteristics • affordances, constraints
– actions understood in terms of their effects on the screen• causality
– intuitively reasonable actions can be performed at any time• conceptual model
26
Is direct manipulation the way to go?
• Some Disadvantages– Ill-suited for abstract operations
• spell-checker?
– Tedium• manually search large database vs query
– Task domain may not have adequate physical/visual metaphor
– Metaphor may be overly-restrictive
• Solution: Most systems combine direct manipulation and abstractions• word processor:
– WYSIWYG document (direct manipulation)– buttons, menus, dialog boxes (abstractions, but direct manipulation “in the
small”)
27
Conventional Applications: A Mix
28
Guidelines for Design
• Provide a good conceptual model– allows users to predict consequences of actions– communicated through the image of the system
• Make things visible– relations between user’s intentions, required actions, and results
should be• sensible• consistent• meaningful (non-arbitrary)
– make use of visible affordances, mappings, and constraints– remind person of what can be done and how to do it
29
Summary• Good Representations– captures essential elements of the event / world– deliberately leaves out / mutes the irrelevant– appropriate for the person, their task, and their interpretation
• Metaphors– uses our knowledge of the familiar and concrete to represent abstract concepts– need not be literal– has limitations that must be understood
• Direct manipulation– visibility of the objects of interest– rapid, reversible, incremental actions– manipulation by pointing and moving– immediate and continuous display of results
30