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Human Computer Interaction
Dr. Sajjad Ahmed Nadeem
Department of Computer Science & IT
University of Azad Jammu & Kashmir
Muzaffarabad
Fall-2012
1
What is interaction?
communication
user system
2
models of interaction
terms of interaction
Norman model
interaction framework
3
Some terms of interaction
domain – the area of work under study
e.g. graphic design
goal – what you want to achieve
e.g. create a solid red triangle
task – how you go about doing it
– ultimately in terms of operations or actions
e.g. … select fill tool, click over triangle
Note …
– traditional interaction …
– use of terms differs a lot especially task/goal !!!
4
Donald Norman’s model
• Seven stages
– user establishes the goal
– formulates intention
– specifies actions at interface
– executes action
– perceives system state
– interprets system state
– evaluates system state with respect to goal
• Norman’s model concentrates on user’s view of the interface
5
execution/evaluation loop
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
system
evaluationexecution
goal
6
execution/evaluation loop
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
system
evaluationexecution
goal
7
execution/evaluation loop
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
system
evaluationexecution
goal
8
execution/evaluation loop
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
system
evaluationexecution
goal
9
Using Norman’s model
Some systems are harder to use than others
Gulf of Execution
user’s formulation of actions
≠ actions allowed by the system
Gulf of Evaluation
user’s expectation of changed system state
≠ actual presentation of this state
10
Human error - slips and mistakes
slip
understand system and goal
correct formulation of action
incorrect action
mistake
may not even have right goal!
Fixing things?
slip – better interface design
mistake – better understanding of system
11
Abowd and Beale framework
extension of Norman…
their interaction framework has 4 parts
– user
– input
– system
– output
each has its own unique language
interaction ⇒ translation between languages
problems in interaction = problems in translation
S
core
U
task
O
output
I
input
12
Using Abowd & Beale’s model
user intentions
→ translated into actions at the interface
→ translated into alterations of system state
→ reflected in the output display
→ interpreted by the user
general framework for understanding interaction
– not restricted to electronic computer systems
– identifies all major components involved in interaction
– allows comparative assessment of systems
– an abstraction
13
ergonomics
physical aspects of interfaces
industrial interfaces
14
Ergonomics
• Study of the physical characteristics of interaction
• Also known as human factors – but this can also be used to
mean much of HCI!
• Ergonomics good at defining standards and guidelines for
constraining the way we design certain aspects of systems
15
Ergonomics - examples
• arrangement of controls and displays
e.g. controls grouped according to function or frequency of use, or
sequentially
• surrounding environment
e.g. seating arrangements adaptable to cope with all sizes of user
• health issues
e.g. physical position, environmental conditions (temperature,
humidity), lighting, noise,
• use of colour
e.g. use of red for warning, green for okay,
awareness of colour-blindness etc.
16
Industrial interfaces
Office interface vs. industrial interface?
Context matters!
office industrial
type of data textual numeric
rate of change slow fast
environment clean dirty
… the oil soaked mouse!
17
Glass interfaces ?
• industrial interface:
– traditional … dials and knobs
– now … screens and keypads
• glass interface
+ cheaper, more flexible,
multiple representations,
precise values
– not physically located,
loss of context,
complex interfaces
• may need both
Vessel B Temp
0 100 200
113
multiple representations
of same information
18
Indirect manipulation
• office– direct manipulation
– user interacts
with artificial world
• industrial – indirect manipulation
– user interacts
with real world
through interface
• issues ..
– feedback
– delays
system
interface plant
immediat
e
feedbac
k
instruments
19
interaction styles
dialogue … computer and user
distinct styles of interaction
20
Common interaction styles
• command line interface
• menus
• natural language
• question/answer and query dialogue
• form-fills and spreadsheets
• WIMP
• point and click
• three–dimensional interfaces
21
Command line interface
• Way of expressing instructions to the computer directly
– function keys, single characters, short abbreviations, whole words, or
a combination
• suitable for repetitive tasks
• better for expert users than novices
• offers direct access to system functionality
• command names/abbreviations should be meaningful!
Typical example: the Unix system
22
Menus
• Set of options displayed on the screen
• Options visible
– less recall - easier to use
– rely on recognition so names should be meaningful
• Selection by:
– numbers, letters, arrow keys, mouse
– combination (e.g. mouse plus accelerators)
• Often options hierarchically grouped
– sensible grouping is needed
• Restricted form of full WIMP system
23
Natural language
• Familiar to user
• speech recognition or typed natural language
• Problems
– vague
– ambiguous
– hard to do well!
• Solutions
– try to understand a subset
– pick on key words
24
Query interfaces
• Question/answer interfaces
– user led through interaction via series of questions
– suitable for novice users but restricted functionality
– often used in information systems
• Query languages (e.g. SQL)
– used to retrieve information from database
– requires understanding of database structure and language syntax,
hence requires some expertise
25
Form-fills
• Primarily for data entry or data retrieval
• Screen like paper form.
• Data put in relevant place
• Requires
– good design
– obvious correction
facilities
26
Spreadsheets
• first spreadsheet VISICALC, followed by Lotus
1-2-3
MS Excel most common today
• sophisticated variation of form-filling.
– grid of cells contain a value or a formula
– formula can involve values of other cells
e.g. sum of all cells in this column
– user can enter and alter data spreadsheet
maintains consistency
27
WIMP Interface
Windows
Icons
Menus
Pointers
… or windows, icons, mice, and pull-down menus!
• default style for majority of interactive computer systems,
especially PCs and desktop machines
28
Point and click interfaces
• used in ..
– multimedia
– web browsers
– hypertext
• just click something!
– icons, text links or location on map
• minimal typing
29
Three dimensional interfaces
• virtual reality
• ‘ordinary’ window systems
– highlighting
– visual affordance
– indiscriminate use
just confusing!
• 3D workspaces
– use for extra virtual space
– light and occlusion give depth
– distance effects
flat buttons …
… or sculptured
click me!
30
elements of the wimp interface
windows, icons, menus, pointers
+++
buttons, toolbars,
palettes, dialog boxes
also see supplementary material
on choosing wimp elements31
Windows
• Areas of the screen that behave as if they were independent
– can contain text or graphics
– can be moved or resized
– can overlap and obscure each other, or can be laid out next to one
another (tiled)
• scrollbars
– allow the user to move the contents of the window up and down or
from side to side
• title bars
– describe the name of the window
32
Icons
• small picture or image
• represents some object in the interface
– often a window or action
• windows can be closed down (iconised)
– small representation fi many accessible windows
• icons can be many and various
– highly stylized
– realistic representations.
33
Pointers
• important component
– WIMP style relies on pointing and selecting things
• uses mouse, trackpad, joystick, trackball, cursor keys or
keyboard shortcuts
• wide variety of graphical images
34
Menus
• Choice of operations or services offered on the screen
• Required option selected with pointer
problem – take a lot of screen space
solution – pop-up: menu appears when needed
File Edit Options
Typewriter
Screen
Times
Font
35
Kinds of Menus
• Menu Bar at top of screen (normally), menu drags down
– pull-down menu - mouse hold and drag down menu
– drop-down menu - mouse click reveals menu
– fall-down menus - mouse just moves over bar!
• Contextual menu appears where you are
– pop-up menus - actions for selected object
– pie menus - arranged in a circle
• easier to select item (larger target area)
• quicker (same distance to any option)
… but not widely used!
36
Menus extras
• Cascading menus
– hierarchical menu structure
– menu selection opens new menu
– and so in ad infinitum
• Keyboard accelerators
– key combinations - same effect as menu item
– two kinds
• active when menu open – usually first letter
• active when menu closed – usually Ctrl + letter
usually different !!!
37
Menus design issues
• which kind to use
• what to include in menus at all
• words to use (action or description)
• how to group items
• choice of keyboard accelerators
38
Buttons
• individual and isolated regions within a display
that can be selected to invoke an action
• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices
39
Toolbars
• long lines of icons …
… but what do they do?
• fast access to common actions
• often customizable:
– choose which toolbars to see
– choose what options are on it
40
Palettes and tear-off menus
• Problem
menu not there when you want it
• Solution
palettes – little windows of actions
– shown/hidden via menu option
e.g. available shapes in drawing package
tear-off and pin-up menus
– menu ‘tears off’ to become palette
41
Dialogue boxes
• information windows that pop up to inform of
an important event or request information.
e.g: when saving a file, a dialogue box is displayed
to allow the user to specify the filename and
location. Once the file is saved, the box
disappears.
42
interactivity
easy to focus on look
what about feel?
43
Speech–driven interfaces
• rapidly improving …
… but still inaccurate
• how to have robust dialogue?
… interaction of course!
e.g. airline reservation:
reliable “yes” and “no”
+ system reflects back its understanding
“you want a ticket from New York to Boston?”
44
Look and … feel
• WIMP systems have the same elements:
windows, icons., menus, pointers, buttons, etc.
• but different window systems
… behave differently
e.g. MacOS vs Windows menus
appearance + behaviour = look and feel
45
Initiative
• who has the initiative?
old question–answer – computer
WIMP interface – user
• WIMP exceptions …
pre-emptive parts of the interface
• modal dialog boxes
– come and won’t go away!
– good for errors, essential steps
– but use with care
46
Error and repair
can’t always avoid errors …
… but we can put them right
make it easy to detect errors
… then the user can repair them
hello, this is the Go Faster booking system
what would you like?
(user) I want to fly from New York to London
you want a ticket from New York to Boston
(user) no
sorry, please confirm one at a time
do you want to fly from New York
(user) yes
… … …
47
Context
Interaction affected by social and organizational context
• other people
– desire to impress, competition, fear of failure
• motivation
– fear, allegiance, ambition, self-satisfaction
• inadequate systems
– cause frustration and lack of motivation
48
Experience, engagement and fun
designing experience
physical engagement
managing value
49
Experience?
• home, entertainment, shopping
– not enough that people can use a system
– they must want to use it!
• psychology of experience
– flow (Csikszentimihalyi)
– balance between anxiety and boredom
• education
– zone of proximal development
– things you can just do with help
• wider ...
– literary analysis, film studies, drama
50
Designing experience
• real crackers
– cheap and cheerful!
– bad joke, plastic toy, paper hat
– pull and bang
51
Designing experience
• virtual crackers
– cheap and cheerful
– bad joke, web toy, cut-out mask
– click and bang
52
Designing experience
• virtual crackers
– cheap and cheerful
– bad joke, web toy, cut-out mask
– click and bang
53
how crackers work
sender
fill in web form
To: wxv
From: ..
receive email recipient
closed
cracker page
open
message
recipient clicks
cracker opens ...
very slowly
joke
links
open
cracker page
web toy
mask
sender
watches
progress
54
The crackers experience
real cracker virtual cracker
Surface elements
design cheap and cheerful simple page/graphics
play plastic toy and joke web toy and joke
dressing up paper hat mask to cut out
Experienced effects
shared offered to another sent by email message
co-experience pulled together sender can't see content
until opened by recipient
excitement cultural connotations recruited expectation
hiddenness contents inside first page - no contents
suspense pulling cracker slow ... page change
surprise bang (when it works) WAV file (when it works)
55
Physical design
• many constraints:
– ergonomic – minimum button size
– physical – high-voltage switches are big
– legal and safety – high cooker controls
– context and environment – easy to clean
– aesthetic – must look good
– economic – … and not cost too much!
56
Design trade-offs
constraints are contradictory … need trade-offs
within categories:
e.g. safety – cooker controls
front panel – safer for adult
rear panel – safer for child
between categories
e.g. ergonomics vs. physical – MiniDisc remote
ergonomics – controls need to be bigger
physical – no room!
solution – multifunction controls & reduced functionality
57
Fluidity
• do external physical aspects reflect logical
effect?
– related to affordance (chap 5)
logical state revealed in physical state?
e.g. on/off buttons
inverse actions inverse effects?
e.g. arrow buttons, twist controls
58
inverse actions
• yes/no buttons
– well sort of
• ‘joystick’
• also left side control
59
spring back controls
• one-shot buttons
• joystick
• some sliders
good – large selection sets
bad – hidden state
60
a minidisk controller
series of spring-back controls
each cycle through some options
–natural inverse back/forward
twist for track movement
pull and twist for volume
– spring back
– natural inverse for twist
61
physical layout
controls:
logical relationship
~ spatial grouping
62
compliant interaction
state evident in
mechanical buttons
rotary knobs reveal internal state and can
be controlled by both user and machine
63
Managing value
people use something
ONLY IF
it has perceived value
AND
value exceeds cost
BUT NOTE
• exceptions (e.g. habit)
• value NOT necessarily personal gain or money
64
Weighing up value
value
• helps me get my work done
• fun
• good for others
cost
• download time
• money £, $, €
• learning effort
65
• in economics Net Present Value:
– discount by (1+rate)yearstowait
• in life people heavily discount
– future value and future cost
– hence resistance to learning
– need low barriers
and high perceived present value
Discounted future
66
example – HCI book search
• value for people who have the book
helps you to look up things
– chapter and page number
• value for those who don’t …
sort of online mini-encyclopaedia
– full paragraph of context
… but also says “buy me”!!
… but also says “buy me”!!
67
Value and organisational design
• coercion
• tell people what to do!
• value = keep your job
• enculturation
• explain corporate values
• establish support (e.g share options)
• emergence
• design process so that
individuals value → organisational value
68
General lesson …
if you want someone to do something …
• make it easy for them!
• understand their values
69

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Hci lecture set_03_00

  • 1. Human Computer Interaction Dr. Sajjad Ahmed Nadeem Department of Computer Science & IT University of Azad Jammu & Kashmir Muzaffarabad Fall-2012 1
  • 3. models of interaction terms of interaction Norman model interaction framework 3
  • 4. Some terms of interaction domain – the area of work under study e.g. graphic design goal – what you want to achieve e.g. create a solid red triangle task – how you go about doing it – ultimately in terms of operations or actions e.g. … select fill tool, click over triangle Note … – traditional interaction … – use of terms differs a lot especially task/goal !!! 4
  • 5. Donald Norman’s model • Seven stages – user establishes the goal – formulates intention – specifies actions at interface – executes action – perceives system state – interprets system state – evaluates system state with respect to goal • Norman’s model concentrates on user’s view of the interface 5
  • 6. execution/evaluation loop • user establishes the goal • formulates intention • specifies actions at interface • executes action • perceives system state • interprets system state • evaluates system state with respect to goal system evaluationexecution goal 6
  • 7. execution/evaluation loop • user establishes the goal • formulates intention • specifies actions at interface • executes action • perceives system state • interprets system state • evaluates system state with respect to goal system evaluationexecution goal 7
  • 8. execution/evaluation loop • user establishes the goal • formulates intention • specifies actions at interface • executes action • perceives system state • interprets system state • evaluates system state with respect to goal system evaluationexecution goal 8
  • 9. execution/evaluation loop • user establishes the goal • formulates intention • specifies actions at interface • executes action • perceives system state • interprets system state • evaluates system state with respect to goal system evaluationexecution goal 9
  • 10. Using Norman’s model Some systems are harder to use than others Gulf of Execution user’s formulation of actions ≠ actions allowed by the system Gulf of Evaluation user’s expectation of changed system state ≠ actual presentation of this state 10
  • 11. Human error - slips and mistakes slip understand system and goal correct formulation of action incorrect action mistake may not even have right goal! Fixing things? slip – better interface design mistake – better understanding of system 11
  • 12. Abowd and Beale framework extension of Norman… their interaction framework has 4 parts – user – input – system – output each has its own unique language interaction ⇒ translation between languages problems in interaction = problems in translation S core U task O output I input 12
  • 13. Using Abowd & Beale’s model user intentions → translated into actions at the interface → translated into alterations of system state → reflected in the output display → interpreted by the user general framework for understanding interaction – not restricted to electronic computer systems – identifies all major components involved in interaction – allows comparative assessment of systems – an abstraction 13
  • 14. ergonomics physical aspects of interfaces industrial interfaces 14
  • 15. Ergonomics • Study of the physical characteristics of interaction • Also known as human factors – but this can also be used to mean much of HCI! • Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems 15
  • 16. Ergonomics - examples • arrangement of controls and displays e.g. controls grouped according to function or frequency of use, or sequentially • surrounding environment e.g. seating arrangements adaptable to cope with all sizes of user • health issues e.g. physical position, environmental conditions (temperature, humidity), lighting, noise, • use of colour e.g. use of red for warning, green for okay, awareness of colour-blindness etc. 16
  • 17. Industrial interfaces Office interface vs. industrial interface? Context matters! office industrial type of data textual numeric rate of change slow fast environment clean dirty … the oil soaked mouse! 17
  • 18. Glass interfaces ? • industrial interface: – traditional … dials and knobs – now … screens and keypads • glass interface + cheaper, more flexible, multiple representations, precise values – not physically located, loss of context, complex interfaces • may need both Vessel B Temp 0 100 200 113 multiple representations of same information 18
  • 19. Indirect manipulation • office– direct manipulation – user interacts with artificial world • industrial – indirect manipulation – user interacts with real world through interface • issues .. – feedback – delays system interface plant immediat e feedbac k instruments 19
  • 20. interaction styles dialogue … computer and user distinct styles of interaction 20
  • 21. Common interaction styles • command line interface • menus • natural language • question/answer and query dialogue • form-fills and spreadsheets • WIMP • point and click • three–dimensional interfaces 21
  • 22. Command line interface • Way of expressing instructions to the computer directly – function keys, single characters, short abbreviations, whole words, or a combination • suitable for repetitive tasks • better for expert users than novices • offers direct access to system functionality • command names/abbreviations should be meaningful! Typical example: the Unix system 22
  • 23. Menus • Set of options displayed on the screen • Options visible – less recall - easier to use – rely on recognition so names should be meaningful • Selection by: – numbers, letters, arrow keys, mouse – combination (e.g. mouse plus accelerators) • Often options hierarchically grouped – sensible grouping is needed • Restricted form of full WIMP system 23
  • 24. Natural language • Familiar to user • speech recognition or typed natural language • Problems – vague – ambiguous – hard to do well! • Solutions – try to understand a subset – pick on key words 24
  • 25. Query interfaces • Question/answer interfaces – user led through interaction via series of questions – suitable for novice users but restricted functionality – often used in information systems • Query languages (e.g. SQL) – used to retrieve information from database – requires understanding of database structure and language syntax, hence requires some expertise 25
  • 26. Form-fills • Primarily for data entry or data retrieval • Screen like paper form. • Data put in relevant place • Requires – good design – obvious correction facilities 26
  • 27. Spreadsheets • first spreadsheet VISICALC, followed by Lotus 1-2-3 MS Excel most common today • sophisticated variation of form-filling. – grid of cells contain a value or a formula – formula can involve values of other cells e.g. sum of all cells in this column – user can enter and alter data spreadsheet maintains consistency 27
  • 28. WIMP Interface Windows Icons Menus Pointers … or windows, icons, mice, and pull-down menus! • default style for majority of interactive computer systems, especially PCs and desktop machines 28
  • 29. Point and click interfaces • used in .. – multimedia – web browsers – hypertext • just click something! – icons, text links or location on map • minimal typing 29
  • 30. Three dimensional interfaces • virtual reality • ‘ordinary’ window systems – highlighting – visual affordance – indiscriminate use just confusing! • 3D workspaces – use for extra virtual space – light and occlusion give depth – distance effects flat buttons … … or sculptured click me! 30
  • 31. elements of the wimp interface windows, icons, menus, pointers +++ buttons, toolbars, palettes, dialog boxes also see supplementary material on choosing wimp elements31
  • 32. Windows • Areas of the screen that behave as if they were independent – can contain text or graphics – can be moved or resized – can overlap and obscure each other, or can be laid out next to one another (tiled) • scrollbars – allow the user to move the contents of the window up and down or from side to side • title bars – describe the name of the window 32
  • 33. Icons • small picture or image • represents some object in the interface – often a window or action • windows can be closed down (iconised) – small representation fi many accessible windows • icons can be many and various – highly stylized – realistic representations. 33
  • 34. Pointers • important component – WIMP style relies on pointing and selecting things • uses mouse, trackpad, joystick, trackball, cursor keys or keyboard shortcuts • wide variety of graphical images 34
  • 35. Menus • Choice of operations or services offered on the screen • Required option selected with pointer problem – take a lot of screen space solution – pop-up: menu appears when needed File Edit Options Typewriter Screen Times Font 35
  • 36. Kinds of Menus • Menu Bar at top of screen (normally), menu drags down – pull-down menu - mouse hold and drag down menu – drop-down menu - mouse click reveals menu – fall-down menus - mouse just moves over bar! • Contextual menu appears where you are – pop-up menus - actions for selected object – pie menus - arranged in a circle • easier to select item (larger target area) • quicker (same distance to any option) … but not widely used! 36
  • 37. Menus extras • Cascading menus – hierarchical menu structure – menu selection opens new menu – and so in ad infinitum • Keyboard accelerators – key combinations - same effect as menu item – two kinds • active when menu open – usually first letter • active when menu closed – usually Ctrl + letter usually different !!! 37
  • 38. Menus design issues • which kind to use • what to include in menus at all • words to use (action or description) • how to group items • choice of keyboard accelerators 38
  • 39. Buttons • individual and isolated regions within a display that can be selected to invoke an action • Special kinds – radio buttons – set of mutually exclusive choices – check boxes – set of non-exclusive choices 39
  • 40. Toolbars • long lines of icons … … but what do they do? • fast access to common actions • often customizable: – choose which toolbars to see – choose what options are on it 40
  • 41. Palettes and tear-off menus • Problem menu not there when you want it • Solution palettes – little windows of actions – shown/hidden via menu option e.g. available shapes in drawing package tear-off and pin-up menus – menu ‘tears off’ to become palette 41
  • 42. Dialogue boxes • information windows that pop up to inform of an important event or request information. e.g: when saving a file, a dialogue box is displayed to allow the user to specify the filename and location. Once the file is saved, the box disappears. 42
  • 43. interactivity easy to focus on look what about feel? 43
  • 44. Speech–driven interfaces • rapidly improving … … but still inaccurate • how to have robust dialogue? … interaction of course! e.g. airline reservation: reliable “yes” and “no” + system reflects back its understanding “you want a ticket from New York to Boston?” 44
  • 45. Look and … feel • WIMP systems have the same elements: windows, icons., menus, pointers, buttons, etc. • but different window systems … behave differently e.g. MacOS vs Windows menus appearance + behaviour = look and feel 45
  • 46. Initiative • who has the initiative? old question–answer – computer WIMP interface – user • WIMP exceptions … pre-emptive parts of the interface • modal dialog boxes – come and won’t go away! – good for errors, essential steps – but use with care 46
  • 47. Error and repair can’t always avoid errors … … but we can put them right make it easy to detect errors … then the user can repair them hello, this is the Go Faster booking system what would you like? (user) I want to fly from New York to London you want a ticket from New York to Boston (user) no sorry, please confirm one at a time do you want to fly from New York (user) yes … … … 47
  • 48. Context Interaction affected by social and organizational context • other people – desire to impress, competition, fear of failure • motivation – fear, allegiance, ambition, self-satisfaction • inadequate systems – cause frustration and lack of motivation 48
  • 49. Experience, engagement and fun designing experience physical engagement managing value 49
  • 50. Experience? • home, entertainment, shopping – not enough that people can use a system – they must want to use it! • psychology of experience – flow (Csikszentimihalyi) – balance between anxiety and boredom • education – zone of proximal development – things you can just do with help • wider ... – literary analysis, film studies, drama 50
  • 51. Designing experience • real crackers – cheap and cheerful! – bad joke, plastic toy, paper hat – pull and bang 51
  • 52. Designing experience • virtual crackers – cheap and cheerful – bad joke, web toy, cut-out mask – click and bang 52
  • 53. Designing experience • virtual crackers – cheap and cheerful – bad joke, web toy, cut-out mask – click and bang 53
  • 54. how crackers work sender fill in web form To: wxv From: .. receive email recipient closed cracker page open message recipient clicks cracker opens ... very slowly joke links open cracker page web toy mask sender watches progress 54
  • 55. The crackers experience real cracker virtual cracker Surface elements design cheap and cheerful simple page/graphics play plastic toy and joke web toy and joke dressing up paper hat mask to cut out Experienced effects shared offered to another sent by email message co-experience pulled together sender can't see content until opened by recipient excitement cultural connotations recruited expectation hiddenness contents inside first page - no contents suspense pulling cracker slow ... page change surprise bang (when it works) WAV file (when it works) 55
  • 56. Physical design • many constraints: – ergonomic – minimum button size – physical – high-voltage switches are big – legal and safety – high cooker controls – context and environment – easy to clean – aesthetic – must look good – economic – … and not cost too much! 56
  • 57. Design trade-offs constraints are contradictory … need trade-offs within categories: e.g. safety – cooker controls front panel – safer for adult rear panel – safer for child between categories e.g. ergonomics vs. physical – MiniDisc remote ergonomics – controls need to be bigger physical – no room! solution – multifunction controls & reduced functionality 57
  • 58. Fluidity • do external physical aspects reflect logical effect? – related to affordance (chap 5) logical state revealed in physical state? e.g. on/off buttons inverse actions inverse effects? e.g. arrow buttons, twist controls 58
  • 59. inverse actions • yes/no buttons – well sort of • ‘joystick’ • also left side control 59
  • 60. spring back controls • one-shot buttons • joystick • some sliders good – large selection sets bad – hidden state 60
  • 61. a minidisk controller series of spring-back controls each cycle through some options –natural inverse back/forward twist for track movement pull and twist for volume – spring back – natural inverse for twist 61
  • 63. compliant interaction state evident in mechanical buttons rotary knobs reveal internal state and can be controlled by both user and machine 63
  • 64. Managing value people use something ONLY IF it has perceived value AND value exceeds cost BUT NOTE • exceptions (e.g. habit) • value NOT necessarily personal gain or money 64
  • 65. Weighing up value value • helps me get my work done • fun • good for others cost • download time • money £, $, € • learning effort 65
  • 66. • in economics Net Present Value: – discount by (1+rate)yearstowait • in life people heavily discount – future value and future cost – hence resistance to learning – need low barriers and high perceived present value Discounted future 66
  • 67. example – HCI book search • value for people who have the book helps you to look up things – chapter and page number • value for those who don’t … sort of online mini-encyclopaedia – full paragraph of context … but also says “buy me”!! … but also says “buy me”!! 67
  • 68. Value and organisational design • coercion • tell people what to do! • value = keep your job • enculturation • explain corporate values • establish support (e.g share options) • emergence • design process so that individuals value → organisational value 68
  • 69. General lesson … if you want someone to do something … • make it easy for them! • understand their values 69