yogi-isms "if you can't imitate him, don't copy him." "baseball is 90...

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Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching." "In baseball, you don't know nothing." "A nickel ain't worth a dime anymore." "It's deja vu all over again." "If you come to a fork in the road, take it." "I usually take a two-hour nap, from one o'clock to four." "If the people don't want to come out to the park, nobody's going to stop them." "Why buy good luggage? You only use it when you travel." "Think! How the hell are you gonna think and hit at the same time?" "I didn't really say everything I said."

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Page 1: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Yogi-isms

• "If you can't imitate him, don't copy him." • "Baseball is 90 percent mental. The other half is physical." • "You can observe a lot by watching." • "In baseball, you don't know nothing." • "A nickel ain't worth a dime anymore." • "It's deja vu all over again." • "If you come to a fork in the road, take it." • "I usually take a two-hour nap, from

one o'clock to four." • "If the people don't want to come out to

the park, nobody's going to stop them." • "Why buy good luggage? You only use

it when you travel." • "Think! How the hell are you gonna

think and hit at the same time?" • "I didn't really say everything I said."

               

Page 2: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Homework

• Pick a common task– Start a car. Microwave some popcorn.. Etc.

• List all the steps necessary to complete the task

• Watch someone do the task• Did what they do match your task

description?

Page 3: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

The Task-Centered Design Process

• figure out who's going to use the system to do what

• choose representative tasks for task-centered design

• Plagiarize (intelligent borrowing)• rough out a design• think about it• create a mock-up or prototype

Page 4: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Summary• Getting requirements right is crucial

• There are different kinds of requirement, each is significant for interaction design

• The most commonly-used techniques for data gathering are: questionnaires, interviews, focus groups, direct observation, studying documentation and researching similar products

• Personas, scenarios, use cases and essential use cases can be used to articulate existing and envisioned work practices.

• Task analysis techniques such as HTA help to investigate existing systems and practices

Page 5: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Use Case

A use case is a sequence of actions that provide a measurable value to an actor. Another way to look at it is a use case describes a way in which a real-world actor interacts with the system. In a system use case you include high-level implementation decisions. System use cases can be written in both an informal manner and a formal manner.  Techniques for identifying use cases are discussed as well as how to remain agile when writing use cases.

From http://www.agilemodeling.com/artifacts/systemUseCase.htm

Page 6: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Personas

• Archetypal characters created to represent the needs and goals of the people for whom the product will be designed.

• Defining functionality to satisfy the goals of a real person, rather than an abstract notion of "the user," enables you to avoid development roadblocks caused by personal preferences or biases.

Page 7: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Personas

• Describe how people behave – not job descriptions.– Multiple persons w/same job or same person w/multiple

jobs.

• Add life to the personas, but remember they're design tools first

• Use the right goals– Life goals (e.g. retire at 50)

• Use rarely– Experience goals (e.g. avoid feeling stupid)

• Use when specific to the interface product– End goals ( e.g. produce nice looking report)

• Should be the main focus

• Perfecting your personas• Origin of Personas

Page 8: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Persona-based vs Use case

• Use cases are expressed at the fuctional/ transactional level. – Low level: User action – System action

• Persona-based are expressed at the behavioral level– How the system needs to order the

presentation and react to user input is more important.

Page 9: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

The Task-Centered Design Process

• figure out who's going to use the system to do what

• choose representative tasks for task-centered design

• Plagiarize (intelligent borrowing)• rough out a design• think about it• create a mock-up or prototype

Page 10: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Creating the Initial Design

• The foundation of good interface design is: INTELLIGENT BORROWING.

• Reasons: – unlikely that ideas you come up with will be

as good as the best ideas you could borrow – many of your users may already

understand interface features that you borrow

– save you tremendous effort in design and implementation and often in maintenance as well

Page 11: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Legal issues

• Things you certainly can copy (unless rights have been sold) – Anything produced by your company – Things you've written earlier for the your

current company– Things recommended in the style guide for

the system you're developing under – Things supplied as examples/prototypes in a

commercial toolkit, programming language, or user-interface management system

Page 12: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Legal issues

• Things you can probably copy – ``Common'' ideas, such as windows as the

boundaries of concurrent work sessions, menus for selecting commands, an arrow-shaped pointer controlled by a mouse, graphical icons to represent software objects

– Sequences or arrangements of menu items, commands, screens, etc., if the original program clearly orders the sequence to improve usability or if there is only one or a very few other ways that it could be arranged

– Icons ideas, commands, menu items, or other words that are obvious choices for the function they represent

Page 13: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Legal issues

• Things you can probably not copy – Sequences or arrangements of menu items,

commands, screens, etc., if you're only copying the sequence order because it will make it easier for users of someone else's existing program to use your new program.

– Iconns, commands, menu items, or other words that are not an obvious choice to describe their function, even if they would make your program more usable for users of the original program.

Page 14: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Legal issues

• Things you can certainly not copy (unless you get permission) – Things you've written earlier for a different company– An entire interface from another company's program,

even if you implement it with all new code– An entire detailed screen from another company's

program– Source code or object code from another company's

program, even if you translate it into a different language – Trademarks from other companies.– Patented features. Unfortunately, there's no easy way to

discover what's patented – Exact bitmaps of icons, words, or fonts – Graphic details that define an interface's aesthetic look.

Page 15: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."
Page 16: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Work Within Existing Interface Frameworks

• such as Macintosh, Motif, Windows, (Java for all) Manufactures encourage this.

• advantages of working in an existing framework are overwhelming - think twice about participating in a project where you won't be using one

• STYLE GUIDE describes the various interface features of the framework, such as menus, buttons, standard editable fields and the like Microsoft Guidelines

Page 17: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Make Use of Existing Applications

• e.g. make your interface on top of Excel or Dbase

Page 18: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Copy Interaction Techniques From Other Systems

• look at what other applications are doing

• become familiar with leading applications

• learn WHY things are done the way they are.– e.g. why tool palettes and not pull down

menus

Page 19: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Conceptual Design?

• I'm sorry, Cupertino, but Microsoft has nailed it. Windows Phone 7 feels like an iPhone from the future. The UI has the simplicity and elegance of Apple's industrial design, while the iPhone's UI still feels like a colorized Palm Pilot.

• That doesn't mean that the Windows Phone 7's user experience would be better than Apple's. The two user interface concepts—data-centric vs function-centric—are very different, and the former is quite a radical departure from what people are used to.

Page 20: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Paradigms in HCI

• The predominant 80s paradigm was to design user-centred applications for the single user on the desktop

• Shift in thinking occured in the mid 90s• Many technological advances led to a new

generation of user–computer environments– e.g., virtual reality, multimedia, agent interfaces,

ubiquitous computing • Effect of moving interaction design ‘beyond

the desktop’ resulted in many new challenges, questions, and phenomena being considered

Page 21: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Interface types

• Many, many kinds now1980s interfaces

Command

WIMP/GUI 1990s interfaces

Advanced graphical (multimedia, virtual reality, information visualization)Web Speech (voice) Pen, gesture, and touch Appliance

2000s interfacesMobile MultimodalShareable Tangible Augmented and mixed reality Wearable Robotic

Page 22: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Traditional Interaction styles

• Command language (or command entry)

• Form fill-in• Menu Selection• Direct Manipulations

Page 23: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Interaction (Dialog) Design

• Dialog between the computer and the user

• Supports work & task flow analysis• Describes how the task will get done

with the computer• Issues

– Freedom to choose or highly constrained– Closure– Modes– Windows and Dialogs

Page 24: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Command interfaces

• Commands such as abbreviations (e.g., ls) typed in at the prompt to which the system responds (e.g., listing current files)

• Some are hard wired at keyboard, e.g., delete

• Efficient, precise, and fast• Large overhead to learning set of

commands

Page 25: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Command language

Page 26: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Command Language

Advantages • Flexible. • Appeals to expert users. • Supports creation of user-defined "scripts" or macros. • Is suitable for interacting with networked computers

even with low bandwidth. Disadvantages • Retention of commands is generally very poor. • Learnability of commands is very poor. • Error rates are high. • Error messages and assistance are hard to provide

because of the diversity of possibilities plus the complexity of mapping from tasks to interface concepts and syntax.

• Not suitable for non-expert users.

Page 27: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Research and design issues

• Form, name types and structure are key research questions

• Consistency is most important design principle– e.g., always use first letter of command

• Command interfaces popular for web scripting

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

Page 28: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Form Fill-in

Advantages • Simplifies data entry. • Shortens learning in that

the fields are predefined and need only be 'recognized'.

• Guides the user via the predefined rules. 

Disadvantages • Consumes screen space. • Usually sets the scene

for rigid formalization of the business processes.

Classic

Modern

Page 29: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Windows (history)

• Why do we have all those little rectangles on the screen?

• Xerox PARC invented: mouse, rectangular window, scrollbar, push-button, object-oriented programming, pulldown menus…

• Steve Jobs and Bill Gates saw and copied.– Apple: graphics Microsoft: objects

Page 30: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

WIMP/GUI interfaces

• Xerox Star first WIMP -> rise to GUIs• Windows

– could be scrolled, stretched, overlapped, opened, closed, and moved around the screen using the mouse

• Icons – represented applications, objects, commands, and tools

that were opened when clicked on

• Menus – offering lists of options that could be scrolled through and

selected

• Pointing device – a mouse controlling the cursor as a point of entry to the

windows, menus, and icons on the screen

Page 31: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

GUIs

• Same basic building blocks as WIMPs but more varied– Color, 3D,sound, animation, – Many types of menus, icons, windows

• New graphical elements, e.g.,– toolbars, docks, rollovers

Page 32: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Windows

• Windows were invented to overcome physical constraints of a computer display, enabling more information to be viewed and tasks to be performed

• Scroll bars within windows also enable more information to be

• Multiple windows can make it difficult to find desired one, so techniques used– Listing, iconising, shrinking

Page 33: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

PARC’s Principles

• Visual metaphor - pictures used to represent functions and commands

• Modeless - mode: a state of the program that changes the effects of user actions– Considered extremely harmful (for

command-line ui’s)

• Overlapping Windows - clear way of moving from different parts of a program– but actually get in the way of usability when

there are too many and get lost (thus the task bar)

Page 34: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Research and design issues

• Window management – enabling users to move fluidly between

different windows (and monitors)

• How to switch attention between them to find information needed without getting distracted

• Design principles of spacing, grouping, and simplicity should be used

Page 35: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Menu selection

Advantages • Ideal for novice or intermittent users. • Can appeal to expert users if display and selection

mechanisms are rapid and if appropriate "shortcuts" are implemented.

• Affords exploration (users can "look around" in the menus for the appropriate command, unlike having to remember the name of a command and its spelling when using command language.)

• Structures decision making. • Allows easy support of error handling as the user's input does

not have to be parsed (as with command language). 

Disadvantages • Too many menus may lead to information overload or

complexity of discouraging proportions. • May be slow for frequent users. • May not be suited for small graphic displays.

A menu is a set of options displayed on the screen where the selection and execution of one (or more) of the options results in a state change of the interface

Page 36: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Menus

• A number of menu interface styles– flat lists, drop-down, pop-up, contextual, and

expanding ones, e.g., scrolling and cascading

• Flat menus– good at displaying a small number of options at the

same time and where the size of the display is small, e.g., iPods

– but have to nest the lists of options within each other, requiring several steps to get to the list with the desired option

– moving through previous screens can be tedious

Page 37: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

iPod flat menu structure

Page 38: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Expanding menus

• Enables more options to be shown on a single screen than is possible with a single flat menu

• More flexible navigation, allowing for selection of options to be done in the same window

• Most popular are cascading ones – primary, secondary and even tertiary menus – downside is that they require precise mouse control – can result in overshooting or selecting wrong options

Page 39: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Cascading menu

Page 40: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Contextual menus

• Provide access to often-used commands that make sense in the context of a current task

• Appear when the user presses the Control key while clicking on an interface element (or right mouse button)– e.g., clicking on a photo in a website together with

holding down the Control key results in options ‘open it in a new window,’ ‘save it,’ or ‘copy it’

• Helps overcome some of the navigation problems associated with cascading menus

Page 41: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Research and design issues

• What are best names/labels/phrases to use?

• Placement in list is critical– Quit and save need to be far apart

• Many international guidelines exist emphasizing depth/breadth, structure and navigation– e.g. ISO 9241

Page 42: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Direct manipulation

Direct manipulation captures the idea of “direct manipulation of the object of interest” (Shneiderman 1983: p. 57), which means that objects of interest are represented as distinguishable objects in the UI and are manipulated in a direct fashion.

Characteristics: • Visibility of the object of

interest. • Rapid, reversible,

incremental actions. • Replacement of complex

command language syntax by direct manipulation of the object of interest.

Drag and drop files

Page 43: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

One of the earliest commercially available direct manipulation interfaces was MacPaint

Page 44: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Direct Manipulation

• Advantages • Visually presents task concepts. • Easy to learn. • Errors can be avoided more easily. • Encourages exploration. • High subjective satisfaction. • Recognition memory (as opposed to cued or free recall

memory) 

Disadvantages • May be more difficult to program. • Not suitable for small graphic displays. • Spatial and visual representation is not always preferable. • Metaphors can be misleading since the “the essence of

metaphor is understanding and experiencing one kind of thing in terms of another” (Lakoff and Johnson 1983: p. 5), which, by definition, makes a metaphor different from what it represents or points to.

• Compact notations may better suit expert users.

Page 45: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

“Don’t Mode me in”

• UNIX ‘vi’ is an example of “evil” modes– same actions have different meanings

depending on context– ‘edit’ replaces your file with ‘t’

• Paint programs are a good example of “good” modes.– Modes are visible

Page 46: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Rules for modes

• Use modes consistently• Do not initiate modes unexpectedly• Make modes visible• Make it easy to escape modes• … without consequences.

Page 47: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Reasons the Mac was successful

• It defined a tightly restricted but flexible vocabulary for users to communicate with applications, based on a very simple set of mouse actions.

• It offered sophisticated direct manipulation of rich visual objects on the screen.

• It used square pixels at high resolution, which enabled the screen to match printed out- put very closely, especially the output of Apple's other new product: the laser printer. (WYSIWYG)

Page 48: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Use interface idioms.

• One of the most important reasons why those first GUIs were better was that they were the first user interfaces to restrict the range of their vocabulary for communication with the user.

A list of common English idioms

The exam will be “a piece of cake”

Page 49: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Interaction Design

• Try to decide how many windows (dialogs)

• Keep them to a minimum• Be careful of data-centric designs

– interrupt task flow with data integrity tasks

• Be careful of process-centric designs– may violate business rules

• Look for user-centric designs– anticipating errors and likely situationsCatalog number not found! Create item in the

stock catalog first

OK

Catalog number not found! Do you want to addit to the catalog

Add Now Change Item

Catalog number not found! Do you want to addit to the catalog

Add Now Add Later Change Item

Page 50: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Inteaction design issues

• Minimum effort decision flow– make the most common path easy– may be contrary to keeping related things

together– finding the common path is not easy and

again requires that we understand the user

• Decide what goes into each window– identify a “base state” for main window

• main objects and functions• build function controls in the window where they

are used

– Stack or sequence of modal windows?

Page 51: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Allocating controls to windows

• Good visibility -strong mapping imply:– # of controls match # of functions– minimize # of controls keeping easy

appearance

• Guidelines– present the minimum to complete the

common path– provide clear cues for the exceptional cases

Page 52: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Terminology

• Modal, zoomed, maximized• iconized, minimized, closed• MDI (multi-document interface) vs SDI• Tabbed dialogs to reduce complexity

– also ‘fold-out’ panes

Page 53: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Message boxes

• Not as easy to program as they look• Some rules

– message must be simple and use good grammar

– the answers must make sense as responses– the answers must be distinguishable– the message must contain all relevant

information– the message should identify which

application

Page 54: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Palettes Vs Menus

• Palette selections can manage MODES– Good for doing one thing multiple times– Feedback though cursor change and palette– Easy to switch modes.

• Menu selections should not change modes– Modes not as visible– Hard to specify graphical parameters of menu

selections

• So... use a tool palette in your application if: – you have operations that are often repeated

consecutively– you can think of good icons for them– they require mouse interaction after the selection of

the operation to specify fully what the operation does.

Page 55: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Toolbars Vs Menus

• Toolbars are visible and immediate while menus are not

• Menus are for the newcomer - Toolbars should be designed to provide fast access to frequent commands for the expert

• Toolbars use icons for compactness - Menus use words for explanation.

• Therefore toolbars need explanation (tooltips) but Menus do not.

Page 56: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Two guidelines for design

• 1. Provide a good conceptual model– allows user to predict the effects of our actions– problem:

• designer’s conceptual model communicated to user through system image:

– appearance, written instructions, system behaviour through interaction,

– transfer, idioms and stereotypes

• if system image does not make model clear and consistent, user will develop wrong conceptual model

DesignModel

Designer

User's model

User

System

System image

Page 57: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Two guidelines for design (continued)

• 2. Make things visible– relations between user’s intentions, required

actions, and results are• sensible• non arbitrary• meaningful

– visible affordances, mappings, and constraints

– use visible cultural idioms

– reminds person of what can be done and how to do it

Page 58: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Interface metaphors

• Interface designed to be similar to a physical entity but also has own properties– e.g. desktop metaphor, web portals

• Can be based on activity, object or a combination of both

• Exploit user’s familiar knowledge, helping them to understand ‘the unfamiliar’

• Conjures up the essence of the unfamiliar activity, enabling users to leverage of this to understand more aspects of the unfamiliar functionality

Page 59: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Benefits of interface metaphors

• Makes learning new systems easier• Helps users understand the underlying

conceptual model• Can be very innovative and enable the

realm of computers and their applications to be made more accessible to a greater diversity of users

Page 60: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Problems with interface metaphors

• Break conventional and cultural rules– e.g. recycle bin placed on desktop

• Can constrain designers in the way they conceptualize a problem space

• Conflict with design principles• Forces users to only understand the system in

terms of the metaphor• Designers can inadvertently use bad existing

designs and transfer the bad parts over• Limits designers’ imagination in coming up

with new conceptual models

http://www.cooper.com/articles/art_myth_of_metaphor.htm

Page 61: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Conceptual models: from interaction mode to style

• Interaction mode: – what the user is doing when interacting with a

system, e.g. instructing, talking, browsing or other

• Interaction style:– the kind of interface used to support the mode, e.g.

speech, menu-based, gesture

Page 62: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Traditional Interaction styles

• Command language (or command entry)

• Form fill-in• Menu Selection• Direct Manipulations

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Many kinds of interaction styles available…

• Command• Speech• Data-entry• Form fill-in• Query• Graphical • Web• Pen• Augmented reality• Gesture

                                                                                   

                                                             

Page 64: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Which interaction style to choose?

• Need to determine requirements and user needs

• Take the budget and other constraints into account

• Also will depend on suitability of technology for activity being supported

• This topic will be covered more later when discuss how to actually design conceptual models

Page 65: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Examples of new paradigms

• Ubiquitous computing (mother of them all)• Pervasive computing• Wearable computing• Tangible bits, augmented reality• Attentive environments• Transparent computing

– and many more….

Page 66: Yogi-isms "If you can't imitate him, don't copy him." "Baseball is 90 percent mental. The other half is physical." "You can observe a lot by watching."

Two examples: BlueEyes (IBM) and Cooltown (HP)

• Visionary approaches for developing novel conceptual paradigms

Almalden.ibm.com/cs/blueeyes/cooltown.hp.comThe real future?