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Brugergrænseflader til apparater BRGA Presentation 6: Capabilities of Human Beings

Brugergrænseflader til apparater BRGA Presentation 6: Capabilities of Human Beings

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Page 1: Brugergrænseflader til apparater BRGA Presentation 6: Capabilities of Human Beings

Brugergrænseflader til apparater BRGA

Presentation 6:

Capabilities of Human Beings

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Outline

• Recap from last time– Methods vs. Guidelines & Heuristics– Types of Guidelines & Heuristics– Nielsen's 9 Heuristics and How to use– Method: Heuristic Evaluation– Other Guidelines– And before that: Cognitive HCI (connected to this)

• This lesson:– Human senses, perception, memory, and interruptions– Mental models, metaphors, and perceived affordance– Some design guidelines based on these topics

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Definitions

• Recap: Cognitive psychology: the study of how people perceive, learn, and remember

• Recap: Cognition: the act or process of knowing• The issue: confronted with a new experience (or

website) how does a user draw on past experience to make sense of it?

• Example: underlined blue text is understood to be a link

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Why do we care?

• Because when people try to understand something, they use a combination of– What their senses are telling them– The past experience they bring to the situation– Their expectations

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Senses

• Senses (sight, hearing, smell, taste, touch) provide data about what is happening around us

• We are visual beings (“See what I mean?”)• Designing good Web materials requires knowledge

about how people perceive

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Constructivism

• Our brains do not create pixel-by-pixel images• Our minds create, or construct, models that

summarize what comes from our senses• These models are what we perceive• When we see something, we don’t remember all

the details, only those that have meaning for us

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Example: familiar objects that we see, but don’t store in detail

• How many links are there on top menu of amazon.com?

• What are the colors on your favorite cereal box? • How many lines are there in the IBM logo?• Who cares?• Moral: People filter out irrelevant factors and save

only the important ones

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Context

• Context plays a major role in what people see in an image

• Mind set: factors that we know and bring to a situation

• Mind set can have a profound effect on the usability of a web site

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Example of context: What do you see?

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Hint: it’s an animal, facing you . . .

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Hint: this animal gives milk, and her face takes up the left half of the picture . . .

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Why couldn’t you see the cow’s face at first (not counting those who’ve read it)?• It’s blurry and too contrasty, of course, but more:• You had no idea what to expect, because there

was no context• Now that you do have a context, you will have little

difficulty recognizing it the next time

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Another example of context: are these letters the same?

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Well, yes, but now in context:

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Exercise applying this idea

• Keep a diary of the number of times you couldn’t “see” something that was in front of you, because you expected it to look different:– The teabags that were in the “wrong” box– The sugar container that was right there—but you were

looking for small packets of sugar– A book that you remembered as having a blue cover, but

it’s really green– The button you couldn’t “see” because it was flashing,

and your mind set is that anything flashing is an advertisement

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Figure and ground

• Images are partitioned into – Figure (foreground) and– Ground ( background)

• Sometimes figure and ground are ambiguous

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Figure and ground: What do you see?

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Gestalt psychology

• We discussed this last time – but lets take a recap:

• “Gestalt” is German for “shape,” but as the term is used in psychology it implies the idea of perception in context

• We don’t see things in isolation, but as parts of a whole

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Five principles of Gestalt psychology

• We organize things into meaningful units using– Proximity: we group by distance or location– Similarity: we group by type– Symmetry: we group by meaning– Continuity: we group by flow of lines (alignment)– Closure: we perceive shapes that are not (completely)

there

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Proximity

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Example: a page that can be improved

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By using proximity to group related things

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Similarity

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Example: can you use similarity to improve this page?

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Sure: make the buttons the same size:

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Anything else?

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Sure: use the same font everywhere:

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Symmetry: we use our experience and expectations to make groups of things

We see two triangles.

We see three groups of paired square brackets.

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Continuity: flow, or alignment

We see curves AB and CD, not AC and DB, and not AD and BC

We see two rows of circles, not two L-shaped groups

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Can you use alignment (one form of continuity) to improve this page?

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Sure: the lines on the previous slide show how to use horizontal alignment

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But why stop? Left-align both columns to get vertical alignment also

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Closure: we mentally “fill in the blanks”

All are seen as circles

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Memory

• Hierarchical Model

Sensory

Short Term

Long Term

Practice and effort needed

to make this transfer

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“The Magic Number 7, Plus or Minus 2” George Miller, 1956, Shneiderman

• Value of “ chunking”– 2125685382 vs. 212DanHome (American style Phone

Numbers)– 10 chunks vs. 3 (assuming 212 is familiar)

• Can you remember:– Vsdfnjejn7dknsdnd33s

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How many chunks in . . .

• www.bestbookbuys.com• 20? Not really:

– www.– best– book– buys– .com

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Recognition vs. recall

• Why is a multiple choice test easier than an essay test?– Multiple choice: you can recognize the answer– Essay: you must recall the answer

• A computer with a GUI allows us to recognize commands on a menu, instead of remembering them as in DOS and UNIX

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Memory aids

• Post-It® notes• In Windows

– ctrl- N (new)– ctrl- C (copy)– ctrl- S (save)

• Favorites List and bookmarks to store URLs• Hyperlinks—if their wording indicates the content

of the target page. (“Click here” is not a memory aid.)

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Interruptions

• Focusing attention and handling interruptions are related to memory

• In usability design you need to give cues or memory aids for resuming tasks:– Back button– Already chosen menus change color (like followed links)– When filling in forms, blank boxes show where to pick up

the job

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Interruptions, continued

• How fast must a system respond before the user’s attention is diverted? (Robert Miller, 1968)

• Response time User reaction< 0.1 second Seems instantaneous

< 1 sec Notices delay, but does not lose thought

> 10 sec Switches to another taskAlready discussed this with Nielsen!

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Mental Models

• How do people use knowledge to understand or make predictions about new situations?

• People build mental models • For example, a car: put gas in, turn key, and it

runs. (Not exactly a car mechanic’s model!)• Can’t ignore user’s mental model• And how do we know what the users’ mental

models are? Through user testing.

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Affordance

• Affordance: “The functions or services that an interface provides”– A door affords entry to a room– A radio button affords a 1-of-many choice– On a door, a handle affords pulling; a crash bar affords

pushing

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Perceived affordance

• We want affordance to be visible and obvious to the user– The Up and Down lights on an elevator door should have

arrows, or they should be placed vertically so that the top one means Up

– On a car, turning the steering wheel to the left makes the car go left

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Example of perceived affordance

Top switch controls top lights

By convention, with a light switch “up” is “on”

Other examples (from Norman, 1988):-The Door handles-The Mercedes Seat Adjustment