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User-Centered Design Usability and Usefulness Normans Model of - - PowerPoint PPT Presentation

User-Centered Design Usability and Usefulness Normans Model of Interaction UI Design Principles Don Norman, The Design of Everyday Things What innovation made watching television easier? 2 http://www.tvhistory.tv 3 4 Devices


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User-Centered Design

Usability and Usefulness Norman’s Model of Interaction UI Design Principles

Don Norman, The Design of Everyday Things

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What innovation made watching television easier?

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http://www.tvhistory.tv 3

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Humans time Devices capability

Buxton, W. (2001). Less is More (More or Less), in P. Denning (Ed.), The Invisible Future: The seamless integration of technology in everyday life. New York: McGraw Hill, 145 – 179.

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Usability and Usefulness

§ Usability is the pragmatic component of user experience, including

effectiveness, efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects of user satisfaction.

§ Usefulness is the component of user experience to which system

functionality gives the ability to use the system or product to accomplish the goals of work (or play).

Compromise

Best Worst

Compromise high low low high

Usefulness (e.g. # of functions) Usability (e.g. ease of use)

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The Importance of Usability

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§ “All other things being equal, a product that affords a better user

experience often outsells ones with even more functionality. For example, take the Blackberry; once a market leader in smartphones but now

  • utclassed by the iPhone, a later entrant into the market with less

functional capabilities.”

§ “Most users assume that they are getting correct and complete functional

capability in their software, but the interface is their only way to experience the functionality. To users, the interaction experience is the system.”

  • Hartson and Pyla. The UX Book. 2012.
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Good Door Usability

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Poor Door Usability

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?!?!?

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Example: Refrigerator Control

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§ Suppose the refrigerator is at the correct temperature. The freezer is too

  • cold. What do you do?

§ You can’t really check your work for 24 hours…

Refrigerator Freezer

cold warm cold warm

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Example: Refrigerator Function

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§ It looks like two independent

temperature controls

§ It’s actually one temperature

control and a cold air valve

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User Mental Model (or Conceptual Model)

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§ What the user believes about the system (how system works, system state)

  • “if I do ________, the system will do ________”
  • “the system is ________”

§ Frequently, a mental model in inaccurate or incomplete compared to the

system model

mental model system model express present perceive translate

User Interactive System

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Refrigerator User Model vs. System Model

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§ The user’s mental model is two

independent temperature controls

§ The system model is one

temperature control and a cold air valve

mental model system model

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Three Models of a System

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§ Developer’s model: how the developer believes system is used § System model: how the system actually works § User’s model: how the user believes system should be used

user’s mentalm

  • del

system model developer’s model

§ Developer and User communicate via the system

  • Goal is to have both images align as closely as possible
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Don Norman’s Model of Interaction

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Why is a mental model important? It determines how well we interact with a system (and interpret what feedback it might provide us).

§ Execution: What we do to the system to achieve a goal § Evaluation: Comparing what happened with our intended goal

Execution

User System

Evaluation

I have a goal!

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  • 1. Intention to

Act

I still have a goal!

  • 2. Plan

Actions

  • 3. Execute

Actions Evaluate State Interpret State Perceive State

Execution Stages Evaluation Stages

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  • 1. Form an intention to act to achieve

a specific goal

  • 2. Plan an sequence of actions to

fulfill that intention

  • 3. Execute planned actions with

physical movements

  • 1. Physically perceive the current

state of the system

  • 2. Interpret that perception according

to experience

  • 3. Evaluate the interpreted state

compared to our goal

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Intention to Act

I still have a goal!

Plan Actions Execute Actions Evaluate State Interpret State Perceive State

Gulf of Execution and Gulf of Evaluation

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Gulfs == Barriers formed by the gap between mental and system models.

§ Gulf of Execution: Difficulty translating user’s intentions into actions

allowed by system. Can user carry out their intentions?

§ Gulf of Evaluation: Difficulty in interpreting the state of the system to

determine whether our goal has been met.

Gulf of Evaluation Gulf of Execution

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… tell what actions are possible?

I still have a goal!

… map intention to actions? … perform the action?

The Value of the Model

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§ Gulfs contribute to an incorrect mental model. § The goal of design is to minimize gulf of execution and gulf of evaluation.

… tell if system state means goal is met? … map state to interpretation? … perceive the system state?

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UI Design Principles

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§ Don Norman’s “fundamental” design principles § Basic principles which reduce gulf of execution and evaluation and create a

more correct mental model for user

  • Perceived Affordance
  • Mapping
  • Constraints
  • Visibility/Feedback
  • Metaphor
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Perceived Affordance

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§ What you think you can do with an object, based on perceived properties. § What influences our perception of affordances and the manner in which we

develop mental models?

  • Individual histories (e.g. have you seen this before?)
  • Cultural background (e.g. how things are described in your culture)

“pull” “push” “click” “drag”

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Constraints

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Guide by preventing certain actions while enabling/encouraging others Norman’s Lego Motorcycle Experiment

§ Physical Constraints

  • Bricks can only fit certain ways

§ Semantic Constraints

  • Riders face forwards, wheels touch the ground

§ Cultural Constraints

  • Red means brake light

§ Logical Constraints

  • No leftovers!
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Constraints in User-Interfaces

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§ Physical, Logical, Semantic, Cultural?

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Mappings

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§ The relationship between two things, in this case between the control

movement and the results in the world.

  • Doors: bars/plates for pushing, handles for pulling
  • Conventions: up/clockwise for “more”

§ GUIs: Components often mimic physical controls and follow same

conventions and mappings.

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Mappings in User Interfaces

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§ Physical actions of input device mapped to UI instrument § Instruments actions mapped to object of interest § Recall instrumental interaction

  • Degree of integration, degree of compatibility
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Literal Mapping

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§ Some things work well in physical world, but not in virtual (see metaphor)

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Visibility

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§ Make relevant parts visible and convey the correct message

  • Doors: Parts often gave the wrong message (pull vs. push), but hinges

made visible the swing direction (though poorly)

  • GUIs: Make controls visible, either on-screen on in menus. List keyboard

short-cuts in menus.

§ Communicating what action has actually been done; what result has been

accomplished.

  • Refrigerator: Feedback loop is terribly slow.
  • GUIs: Every action should give feedback. If can’t be completed

immediately, give some sort of progress indicator.

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Feedback

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Execution

§ Feedback that will help guide the user to act. i.e. communicate affordances § Does widget effectively communicate:

  • That it is enabled/disabled?
  • That it has focus?
  • Its current state?

Evaluation

§ Feedback to communicate that an action has been successful (or failed). § Communicate change in state and/or current state to the user

  • e.g. “File has been successfully renamed from ‘f1’ to ‘bf1’”

If there’s an error, make sure to provide sufficient details for the user to correct their input.

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Metaphor

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§ Set of unifying concepts in a GUI used to simplify interaction with a

computer system

§ Done by borrowing concepts from one domain (the source or vehicle) and

applying them to another (the target or tenor)

§ Scale can vary from system to application to UI feature § Examples:

  • The desktop metaphor in windowing systems
  • Assembly-line metaphor for a new car configurator
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Benefits of Metaphors

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§ Common language for objects

  • Window, Recycle Bin/Trash, Folders, Files

§ Guide for cognitive semantics of system

  • Windows allow you to look into a house, or into a document
  • Recycling allows you to reclaim storage

§ Analogy to explore similarities and differences

  • Computer window has scrollbars, more similar to a repositionable

viewport

  • Differences arise because characteristics of the target cause

inconsistencies in the metaphor

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Inconsistencies in Metaphors

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§ Original Mac trash

  • Delete files on computer
  • Eject disk from drive

§ File system metaphor

  • Original Mac had all file systems on desktop
  • BeOS had external drives on the desktop and internal

drives in a “Computer” icon

  • Windows had all file systems in a “Computer” icon
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Metaphor Gone Too Far

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Microsoft Bob (1995)