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Lesson#12
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DESIGN PRINCIPLES
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As the aim of this lecture is to introduce you the study of
Human Computer
Interaction, so that after studying this you will be able to:
. Understand
conceptual models
. Discuss design
principles
Conceptual Model
“The most important thing to design is the user’s conceptual
model. Every thing else
should be subordinated to making that model clear, obvious, and
substantial. That is
almost exactly the opposite of how most software is designed.”
(David Liddle)
By a conceptual model is meant:
A description of the proposed system in terms of a set of
integrated ideas and
concepts about what it should do, behave and look like, that
will be understandable by
the users in the manner intended.
To develop a conceptual model involves envisioning the proposed
product, based on
the user’s needs and other requirements identified. To ensure
that it is designed to be
understandable in the manner intended requires doing iterative
testing of the product
as it is developed.
A key aspect of this design process is initially to decide what
the user will be doing
when carrying out their tasks. For example, will they be
primarily searching for
information, creating documents, communicating with other users,
recording events,
or some other activity? At this stage, the interaction mode that
would best supports
this need to be considered. For example, would allowing the
users to browse be
appropriate, or would allowing them to ask questions directly to
the system in their
native language be more affective? Decision about which kind of
interaction style use
(e.g., whether to use a menu-based system, speech inputs,
commands) should be made
in relation to the interaction mode. Thus, decision about which
mode of interaction to
support differ from those made about which style of interaction
to have; the former
being at a higher level of abstraction. The former are also
concerned with determining
the nature of the users’ activities to support, while the later
are concerned with the
selection of specific kinds of interface.
Once a set of possible ways of interacting with interactive
system has been identified,
the design of the conceptual modal then needs to be thought
through in term of actual
concrete solution. This entail working out the behavior of the
inter face, the particular
interaction style that will be used, and the “look and feel” of
the interface. At this
stage of “fleshing out,” it is always a good idea to explore a
number of possible
designs and to assess the merits and problems of each one.
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Another way of designing an appropriate conceptual model is to
interface metaphor
this can provide a basic structure for the conceptual model that
is couched in
knowledge users are familiar with. Examples of well-known
interface metaphors are
the desktop and search engines
Software has a behavioral face it shows to the world that is
created by the
programmer or designer. This representation is not necessarily
an accurate description
of what is really going on inside the computer, although
unfortunately, it frequently is.
This ability to represent the computer functioning independent
of its true actions is far
more pronounced in software than in any other medium. It allows
a clever designer to
hide some of the more unsavory facts of how the software is
really getting the job
done. This disconnection between what is implemented and what it
offered as
explanation gives rise to a third model in the digital world,
the designer’s represented
model—the way the designer chooses to represent a program’s
functioning to the
user. Donald Norman refers to this simply as the designer’s
model.
In the world of software, a program’s represented model can be
quite different from
the actual processing structure of the program. For example, an
operating system can
make a network file server look as though it were a local disk.
The model does not
represent the fact that the physical disk drive may be miles
away. This concept of the
represented model has no widespread counterpart in the
mechanical world. The
representation between the three models is shown in Figure.
The closer the represented model comes to the user’s mental
model, the easier he will
find the program to use and to understand. Generally, offering a
represented model
that follows the implementation model too closely significantly
reduces the user’s
ability to learn and use the program, assuming that the user’s
mental model of his
tasks differs from the implementation model of the software.
We tend to form mental models that are simpler than reality; so
if we create
represented models that are simpler than the actual
implementation model, we help
the user achieve a better understanding. Pressing the brake
pedal in your car, for
example, may conjure a mental image of pushing a lever that rubs
against the wheels
to slow you down. The actual mechanism includes hydraulic
cylinders, tubing, and
metal pads that squeeze on a perforated disk, but we simplify
all that out of our minds,
creating a more effective, albeit less accurate, mental model.
In software, we imagine
that a spreadsheet scrolls now cells into view when we click on
the scrollbar. Nothing
of the sort actually happens. There is no sheet of cells out
there, but a tightly packed
data structure of values, with various pointers between them,
from which the program
synthesizes a new image to display in real-time.
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Another important thing is that there are several gulfs that
separate mental states from
physical ones. Each gulf reflects one aspect of the distance
between the mental
representation of the person and the physical components and
states of the
environment. And these gulfs present major problems for users.
The Gulf of Execution
Does the system provide actions that correspond to the
intentions of the person? The
difference between the intentions and allowable actions is the
gulf of execution. One
measure of this gulf is how well the system allows the person to
do the intended
actions directly, without extra effort: do the action provided
by the system match
those intended by the person?
The Gulf of Evaluation
Does the system provide a physical representation that can be
directly perceived and
that is directly interpretable in terms of the intentions and
expectations of the person?
The Gulf of evaluation reflects the amount of effort that the
person must exert to
interpret the physical state of the system and to determine how
well the expectations
and intentions have been met. The gulf is small when the system
provides information
about its state in a form that is easy to get, is easy to
interpret, and matches the way
the person thinks of the system.
The Seven Stages of Action as Design
aids
The seven-stage structure can be a valuable
design aid, for it provides a basic checklist
of questions to ask to ensure that the Gulfs
of evaluation and execution are bridged.
In general each stage of action requires its
own special design strategies and, in turn,
provides its own opportunity for disaster. It
would be fun were it not also so frustrating,
to look over the world and gleefully analyze
each deficiency. On the whole, as you can
see in figure the questions for each stage are
relatively simple. And these, in turn, boil
down to the principles of good design.
Principles of good design are discussed
bellow.
12.1 Design Principles
A number of design principles have been promoted. The best known
are concerned
with how to determine what users should see and do when carrying
out their tasks
using an interactive product. Here we briefly describe the most
common ones
. Visibility
. Affordance
. Constraints
Goals
Intention to act
sequence of
actions
execution of
The action sequence
THE WORLD
Evaluation of the
Interpretations
Interpreting the
perception
Perceiving the state
of the world
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. Mapping
. Consistency
. Feedback
Visibility
The more visible functions are, the more likely users will be
able to know what to do
next. In contrast, when functions are “out of sight,” it makes
them more difficult to fid
and knows how to use. Norman describes the controls of a car to
emphasize this point.
The controls for different operations are clearly visible (e.g.,
indicator, headlights,
horn, hazard warning lights), indicating what can be done. The
relationship between
the way the controls have been positioned in the car and what
they do makes it easy
for the deriver to find the appropriate control for the task at
hand. For example, one
problem that I often encounter, in word processing software I
often needed to set the
properties of a word document. For this logically option of
properties should be in the
File menu, and I have often seen it there. But once, I opened
the file menu I could not
find it there, I was confused. Look at the figure
In confusion, I looked through all the menus but in vain. At
last, surprisingly I was
again looking at the file menu when I noticed the arrow at the
bottom of the menu,
when I clicked on that I was able to see that option again on
the menu. Look at the
figure bellow.
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Affordance
Affordance is a term used to refer to an attribute of an object
that allows people to
know how to use it. For example, a mouse button invites pushing
by the way it is
physically constrained in its plastic shell. At a very simple
level, to afford means “to
give a clue.” When the affordances of a physical object are
perceptually obvious it is
easy to know how to interact with it. For example, a door handle
affords pulling, a
cup handle affords grasping, and a mouse button affords pushing.
Norman introduced
this concept in the late 80s in his discussion of the design of
everyday objects. Since
then, it has been much popularized, being what can be done to
them. For example,
graphical elements like button, icon, links, and scroll bars are
talked about with
respect to how to make it appear obvious how they should be
used: icons should be
designed to afford clicking, scroll bars to afford moving up and
down, buttons to
afford pushing.
There are two kind of affordance:
. Perceived
. Real
Real
Physical objects are said to have real affordances, like
grasping, that are perceptually
obvious and do not have to be learned.
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Perceived
User interfaces that are screen-based are virtual and do not
make sense to try to design
for real affordances at the interface---except when designing
physical devices, like
control consoles, where affordance like pulling and pressing are
helpful in guiding the
user to know what to do. Alternatively screen based interfaces
are better
conceptualized as perceived affordances, which are essentially
learned conventions.
Constraints
The design concept of constraining refers to determining ways of
restricting the kind
of user interaction that can take place at a given moment. There
are various ways this
can be achieved. A common design practice in graphical user
interfaces is to
deactivate certain menu options by shading them, thereby
restricting the user to only
actions permissible at that stage of the activity. One of the
advantages of this form of
constraining is it prevents the user from selecting incorrect
options and thereby
refuses the chances of making a mistake. The use of different
kinds of graphical
representations can also constrain a person’s interpretation of
a problem or
information space. For example flow chart diagram show which
objects are related to
which thereby constraining the way the information can be
perceived.
Norman classified constraints into three categories: physical,
logical, and cultural.
Physical constraints
Physical constraints refer to the way physical objects restrict
the movement of things.
For example, the way a external disk can be placed into a disk
drive is physically
constrained by its shape and size, so that it can be inserted in
only one way. Likewise,
keys on a pad can usually be pressed in only one way.
Logical constraints
Logical constraints rely on people’s understanding of the way
the world works. They
rely on people’s common-sense reasoning about actions and their
consequences.
Picking up a physical marble and placing it in another location
on the phone would be
expected by most people to trigger something else to happen.
Making actions and
their effects obvious enables people to logically deduce what
further actions are
required. Disabling menu options when not appropriate for the
task in hand provides
logical constraining. It allows users to reason why (or why not)
they have been
designed this way and what options are available.
Culture constraints
Culture constraints rely on learned conventions, like the use of
red for warning, the
use of certain kinds of signals for danger, and the use of the
smiley face to represent
happy emotions. Most cultural constraints are arbitrary in the
sense that their
relationship with what is being represented is abstract, and
could have equally
evolved to be represented in another form (e.g., the use of
yellow instead of red for
warning). Accordingly, they have to be learned. Once learned and
accepted by a
cultural group, they become universally accepted conventions.
Two universally
accepted interface conventions are the use of windowing for
displaying information
and the use icons on the desktop to represent operations and
documents.
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Mapping
This refers to the relationship between controls and their
effects in the world. Nearly
all artifacts need some kind of mapping between controls and
effects, whether it is a
flashlight, car, power plant, or cockpit. An example of a good
mapping between
controls are effect is the up and down arrows used to represent
the up and down
movement of the cursor, respectively, on a computer keyboard.
The mapping of the
relative position of controls and their effects is also
important. Consider the various
musical playing devices. How are the controls of playing
rewinding, and fast forward
mapped onto the desired effects? They usually follow a common
convention of
providing a sequence of buttons,
with the play button in the middle, the rewind button on the
left and the fast-forward
on the right. This configuration maps directly onto the
directionality of the actions.
Imagine how difficult it would be if the mapping in figure (a)
were used.
Figure a
Figure b
Example of logical constraints
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Consistency
This refers to designing interfaces to have similar operations
and use similar elements
for achieving similar tasks. In particular, a consistent
interface is one that follows
rules, such as using the same operation to select all objects.
For example, a consistent
operation is using the same input action to highlight any
graphical object at the
interfaces, such as always clicking the left mouse button.
Inconsistent interfaces, on
the other hand, allow exceptions to a rule. An example of this
is where certain
graphical objects (e.g., email messages presented in a table)
can be highlighted using
the right mouse button, while all other operations are
highlighted using the left button.
A problem with this kind of inconsistency is that is quite
arbitrary, making it difficult
for users to remember and making the users more prone to
mistakes.
On of the benefits of consistent interfaces, therefore, is that
they are easier to learn
and use. Users have to learn only a single mode of operation
that is applicable to all
objects. This principle worked well for simple interfaces with
limited operations, like
mini CD player with small number of operations mapped onto
separate buttons. Here
all the user has to do is learn what each button represents and
select accordingly.
However, it can be more problematic to apply the concept of
consistency to more
complex interfaces, especially when many different operations
need to be designed
for. For example, consider how to design an interface for an
application that offers
hundreds of operations. There is simply not enough space for a
thousand buttons, each
of which maps onto an individual operation. Even if there were,
it would be extremely
difficult and time consuming for the user to search through them
all to find the desired
operation.
A much more effective design solution is to create categories of
commands that can
be mapped into subsets of operations. For the word-processing
application, the
hundreds of operation available are categorized into subsets of
different menus. All
commands that are concerned with file operations are placed
together in the same file
menu.
Another problem with consistency is determining what aspect of
an interface to make
consistent with what else. There are often many choices, some of
which can be
inconsistent with other aspects of the interface or ways of
carrying out actions.
Consider the design problem of developing a mechanism to let
users lock their files
on a shared server. Should the designer try to design it to be
consistent with the way
people lock things in the outside world (called external
consistency) or with the way
they lock objects in the existing system (called internal
consistency)? However, there
are many different ways of locking objects in the physical world
(e.g., placing in a
safe, using a padlock,
using a key, using a child safety lock), just as there are
different ways of locking
electronically. The problem facing designer is knowing which one
to be consistent
with.
Feedback
Related to the concept of visibility is feedback. This is best
illustrated by an analogy
to what everyday life would be like without it. Imagine trying
to play a guitar, slice
bread using knife, or write a pen if none of the actions
produced any effect for several
seconds. There would be an unbearable delay before the music was
produced, the
bread was cut, or the words appeared on the paper, making it
almost impossible for
the person to continue with the next strum, saw, or stroke.
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Feedback is about sending back information about what action has
been done and
what has been accomplished, allowing the person to continue with
the activity.
Various kinds of feedback are available for interaction
design—audio, tactile, verbal,
visual, and combinations of these. Deciding which combinations
are appropriate for
different kinds of activities and interactivities is central.
Using feedback in the right
way can also provide the necessary visibility for user
interaction. |
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