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DASAR PERANCANGAN INTERAKSI
Interaksi Manusia dan Komputer
Computer Science UGM
MATERI AFTER MID
Dasar Perancangan Interaksi
Tipe-tipe Interaksi Menu , Form Fillin dan Kotak Dialog Command Language Interface Direct Manipulation
Perancangan Pesan Sistem, Tampilan Layar dan Warna
Evaluasi Desain Antarmuka
Antarmuka Masa Lalu dan Masa Depan
BIG IDEA
User modeling KLM (Keystroke Level Model) GOMS Model (Goals Operators Methods Selection) Action Analysis
3 Golden Rules untuk desain antar muka (Theo Mandel, Ph.D)
Places Users in Control
Reduces user’s memory load
Make the User interface consistent
describes the process of building up and modifying a user model
The main goal of user modeling is customization and adaptation of systems to the user's specific needs
The system needs to "say the 'right' thing at the 'right' time in the 'right' way"
USER MODELING
Dasar Perancangan Interaksi -IMK
HUMAN COMPUTER INTERACTION –USER MODELING
HCI
Not just human factor
No strong agreement
Not just computer factor
Main emphasis :USER INTERFACE DESIGN
• HARDWARE• BEHAVIOR OF SOFTWARE• SUPPORTING DOCUMENT
INVOLVES
• Time to learn• Speed of performance• User error rates• Retention over time• Subjective satisfaction
• Designed by programmers• Functionality dominates
software design and marketing
• Designer intuition is often used rather than user modeling ( not good)
Typical Human Factors Measures
UI come from ?
HCI GOALS FOR DESIGNERS
Improve user's quality of life by building quality (not flashy) interactive systems
Promote attention to user interface issues which should be considered by managers
Become successful designers of systems that go beyond intuitive concepts like "user friendliness" and focus on supporting the user's real task goals
Analysis Early Design Late Design Implementation Deployment
Go
als
Met
ho
ds
Art
ifac
tsExplore design space
Paper prototypesTask scenarios
Refine selected design
Empirical study
UI guidelines
Functional test
Functional prototype
Implement and integrate
Empirical study
UI guidelines
Functional test
Functionalinterface & system
Gather requirements for next release
Field study
Critical incident walkthroughs
Interviews and surveys
Usability report
Contextual inquiry
Surveys
Observations
Interviews
Task analysis
User descriptions
Affinity diagramsDesign brief
Task descriptions
Identify:Usability goals
ContentUsers & tasks
Sketching & brainstorming
Cognitive walkthrough
GOMS
Heuristic evaluation
Action analysis
Context of TCUID - Task Centered User Interface Design
7
MOTIVATION FOR INCLUDING HUMAN FACTORS IN USER INTERFACE DESIGN
Life critical systems
Industrial and commercial uses
Personal applications
Exploratory, creative, and cooperative systems
ACCOMMODATING HUMAN DIVERSITY IN DESIGN
Physical workspaces
Cognitive and perceptual ability differences
Personality differences
Cultural and international diversity
User disabilities
Elderly users
US MILITARY STANDARDS FOR HUMAN ENGINEERING AND DESIGN
Achieve required performance
Minimize personnel training requirements
Achieve required reliability
Foster design standardization
HOW IS THIS DONE?
Ensure functionality by basing design on user task analysis
System reliability requires designer attention to details like privacy, security, and data integrity
Standardization requires attention to issues like system integration, consistency, and portability
Schedule and budget must allow for human factors work like user analysis and testing
TASK PERFORMANCE
TASK PERFORMANCE IS CRITICAL IN
airline and automobile displays
emergency management systems
process control systems
customer service systems and more
SHOULD MEASURE TASK PERFORMANCE EARLY TO
minimize task performance on high-frequency tasks
select among alternative designs
ensure that critical performance goals will be satisfied
cost justify replacement of an existing system
APPROACHES TO USER INTERFACE DESIGN
Human Factors: prototype and test
Cognitive theory: production system
Engineering models: KLM (keystroke level model) GOMS Models (goals, operators, methods, selection rules)
REAL-WORLD EXAMPLE
• For every second saved in operator support, a company could save 3 million dollars per year– NYNEX estimate for its operator support, [Gray et al., GOMS Meets the Phone Company,
Interact, 1990]
• Replace old workstations with new workstations– promised to reduce operator support time by 2.5s– weigh against investment of the new systems (about 1000 workstations at $10,000 each)
• Conduct empirical study to compare operator performance on old and new systems
• Perform GOMS analysis to help explain results14
FINDINGS
• Operators slower on new workstations– would have cost another $3 million per year
• GOMS analysis showed that an operator had to perform more operations along the critical path for the new systems– GOMS is a predictive and explanatory model
15
KLM (KEYSTROKE LEVEL MODEL)
User Modeling
KEYSTROKE LEVEL MODEL (KLM)
Choose representative user task scenarios
Specify design to point that keystrokes defining actions can be listed
List keystrokes (operators) required to perform task
Insert mental operators at points user needs to stop and think
Look up standard execution time for each operator
Add up the execution times for the operators
Total is estimated time to complete task
STANDARD EXECUTION TIMES
K - key press (0.2 sec = 55 wpm)
P - point with mouse (1.1 sec)
B - mouse button press (0.1 sec)
BB - press and release button (0.2 sec)
H - home hands to keyboard or mouse (0.4 sec)
M - mental act of thinking (1.2 sec)
CURRENT DESIGN: DELETE A FILE BY DRAGGING IT TO THE TRASH ICON
1. Point to file icon (P)
2. Press & hold mouse button (B)
3. Drag file to trash icon (P)
4. Release mouse button (B)
5. Point to original window (P)
3P + 2B = 3.5 sec.
K - key press (0.2 sec = 55 wpm)P - point with mouse (1.1 sec)B - mouse button press (0.1 sec)BB - press and release button (0.2 sec)H - home hands to keyboard or mouse (0.4 sec)M - mental act of thinking (1.2 sec)
REMEMBER …
NEW DESIGN: ADDING A COMMAND TO MENU
1. Point to file icon (P)
2. Click button (BB)
3. Point to file menu (P)
4. Press and hold button (B)
5. Point to add command (P)
6. Release mouse button (B)
7. Point to original window (P)
4P + 4B = 4.8 sec.
K - key press (0.2 sec = 55 wpm)P - point with mouse (1.1 sec)B - mouse button press (0.1 sec)BB - press and release button (0.2 sec)H - home hands to keyboard or mouse (0.4 sec)M - mental act of thinking (1.2 sec)
ASSUMPTIONS
These previous scenarios work only work if the user is currently able to view all the needed windows and icons.
If the trash icon for example is buried under other windows the first procedure is slowed down quite a bit.
INSERTING MENTAL OPERATORS: WHERE DOES THE USER STOP AND THINK?
1. Initiating a process.
2. Making strategic decisions.
3. Retrieving a chunk from user’s short term memory
4. Finding something on the screen.
5. Verifying intended action is complete.
MENTAL OPERATORS NEW VS EXPERIENCED USERS
New users stop and check feedback after every step
New users have small chunks
Experienced users have elaborate chunks
Experienced users may overlap mental operators with physical operators
DELETE A FILE BY DRAGGING ICON TO TRASH
1. Initiate delete. (M)
2. Find file icon. (M)
3. Point to file icon. (P)
4. Press & hold button. (B)
5. Verify icon reverse video. (M)
6. Find trash icon. (M)
7. Drag file to trash icon. (P)
8. Verify trash reverse video. (M)
9. Release button. (B)
10. Verify bulging trash icon. (M)
11. Find original window. (M)
12. Point to window. (P)
3P + 2B + 7M = 12.6 sec.
K - key press (0.2 sec = 55 wpm)P - point with mouse (1.1 sec)B - mouse button press (0.1 sec)BB - press and release button (0.2 sec)H - home hands to keyboard or mouse (0.4 sec)M - mental act of thinking (1.2 sec)
PLACEMENT OF MENTAL OPERATORS
Hard to do - requires good intuition from designer
Consistency in the number of Mental's assigned is more important than exact positioning
GOMS MODELUser Modeling
GOMS
• Goals: what a user wants to accomplish• Operators: mental or physical actions that change the state of the user or
system• Methods: groups of goals and operators• Selection rules: determine which method to apply, if more than one available
GOMS
• A method to describe tasks and how a user performs those tasks with a specific design– bridges task analysis with a specific interface design– error-free, goal-directed, and rational behavior
• Views humans as information processors– small number of cognitive, perceptual, and motor operators characterize user
behavior
• To apply GOMS:– analyze task to identify user goals (hierarchical)– identify operators to achieve goals– sum operator times to predict performance
GOMS CAN BE USED TO
• Develop task-centered documentation• Predict time to learn how to perform tasks• Predict likelihood of errors• Predict time to perform tasks
– predictions tied to specific interface designs
APPLY GOMS WHEN
30
• Want a formal method of writing tasks– enables you to identify intersections across tasks, but requires
a consistent vocabulary– generates discussion (concrete representation)– matches tasks to specific interface design
• Want to make tasks more efficient– or just the repetitive parts of larger tasks– even creative tasks have repetitive parts
John, B.E. 1995 31
WHO CAN USE GOMS
32
• Just about everyone– formal training not required; experience helps
• Have multiple people perform analysis and compare results– results are often surprisingly consistent
HOW TO USE GOMS
33
• Analyze hierarchical structure of a task – coarse analysis focuses more on the cognitive structure of a
task– fine analysis focuses more on the structure imposed by the
specific interface design• Analyze alternative methods• Assign operators to base level goals• Assign times to operators• Sum the operator times
More available in TCUID chapter 4
OPERATOR TIME
Press key on keyboard 280 ms
Use mouse to point to object on screen 1500 ms
Move hand to pointing device 300 ms
Move eyes to location on screen 230 ms
Retrieve item from memory 1200 ms
Learn a single step in a procedure 25 seconds
Select among methods 1200 ms
This example is extracted from:
David Kieras, A Guide to GOMS Task Analysis,
University of Michigan Technical Report,
Spring, 1994.
USER GOALS
Delete a file.
Move a file.
Delete a directory.
Move a directory.
To accomplish goal of deleting a file:
1. Accomplish goal of dragging file to trash.
2. Return with goal completed.
To accomplish goal of moving a file:
1. Accomplish goal of dragging file to destination.
2. Return with goal completed.
To accomplish goal of deleting a directory:
1. Accomplish goal of dragging directory to trash.
2. Return with goal completed.
To accomplish goal of moving a directory:
1. Accomplish goal of dragging directory to trash.
2. Return with goal completed.
GENERALIZED METHODS
Method for accomplishing goal of deleting an object:
1. Accomplish goal of dragging object to trash.
2. Return with goal completed.
Method for accomplishing goal of moving an object:
1. Accomplish goal of dragging object to destination.
2. Return with goal completed.
SUB METHODAccomplish goal of dragging item to destination:
1. Locate icon on screen.
2. Move cursor to item icon location.
3. Hold mouse button.
4. Locate destination icon.
5. Move cursor to destination icon.
6. Verify destination icon reverse video.
7. Release mouse button.
8. Return with goal accomplished.
GOMS EXAMPLE
• Retrieve the article entitled “Why Goms?”– written by Bonnie John, 1995, in ACM DL
GOAL STRUCTURE
• Goal: Retrieve article from ACM DL– Goal: Go to ACM
• Goal: Enter ACM URL• Goal: Submit URL
– Goal: Go to DL• Goal: Locate DL link• Goal: Select the link
– Goal: Select method• [Method: Search method• Goal: Search for article
– Goal: Enter search parameters– Goal: Submit search– Goal: Identify article from results
• Goal: Select the article]• [Method: Browse method - <take home exercise>]
– Goal: Save article to disk• Goal: Initiate save action• Goal: Select location• Goal: save article to that location
ANOTHER EXAMPLE GOMS
Source :
The Psychology of Human-Computer Interaction By Stuart Card, Tom Moran and Allen Newell, Lawrence Erlbaum, 1983
GOAL: Text Correcting
OPERATOR: Get next task
METHOD: Use line feed
METHOD: Use search and replace
SELECTION: select method
METHOD: count lines and move n-lines
Ran tests and Subjects to assess preferences and times
Methods depend on context: # of lines down, distinctness of string, nearby breaks
People have preferred methods
GOAL: edit manuscriptGOAL: edit unit – task repeat
GOAL: acquire unit – task if not rememberedGET next page if at end of pageGET next task
GOAL: execute unit task if edit task foundGOAL: locate line if task not on current line
VERIFY locationGOAL: modify text
SELECT GOAL use QS methodSPECIFY commandSPECIFY argument
GOAL: use LF methodSPECIFY command repeat until at line
- - - - - - - - - - - - - - ARGUMENT LEVEL GOMS MODEL
Fitting Model to Data/Calibrating the Model
Protocol studies using video
Analyze video
To determine method
Calculate time for each GOM action
Get next page 2.14 sec.
Get next task 1.92 sec.Locate line 3.98 sec.Modify text 3.85 sec.
Specify command 1.47 sec.Specify argument 1.46 sec.Look at .31 sec.Move hand .19 sec.Search for .72 sec.
CAN GOMS BE TRUSTED?
47
• Predictions made by GOMS models validated in many research studies– assumes that you have a valid model!
• Build initial model based your own understanding of a task’s execution– record other users performing the task– compare predicted versus actual sequence– refine and iterate
GOMS WORTH THE EFFORT WHEN
48
• Want quantitative estimates of human performance without having to– build a working system– train people to use the system to measure performance– measure performance for many users
GOMS : PROS AND CONS
49
• Pros– predict human performance before committing to a specific design in
code or running empirical studies– no special skills required– many studies have validated the model (it works)
• Cons– assumes error-free, skilled behavior– no formal recipe for how to perform decomposition– may require significant time investment
GOMS MODELGOALS OPERATORS METHODS SELECTION RULES
Advantages
GOMS models are executable
GOMS models allow simulated execution of user task
Provide a rigorous description of what user must learn
Provide estimate of size or complexity of interface (number of distinct methods and their length)
Can estimate both learning time (about 30 sec per step and execution time (total of KLM operators)
Allow designer to evaluate the effect of reusing or sharing methods among several tasks
METHOD FOR GOMS MODEL CONSTRUCTION
Make a list of top-level user goals
Write a step-by-step method for accomplishing each goal on list
Continue refining each step that is not a keystroke level operator by defining it as a subgoal and add it to the list of user goals
Continue processing user goals until list is empty (meaning that all user goals are defined in terms of keystrokes)
If there are multiple methods to accomplish a goal supply decision rules to choose which method to invoke
ACTION ANALYSIS
User Modeling -IMK
ACTION ANALYSIS
53
• Write down each step that a user must perform in your interface to achieve a task
• Multiple number of steps by [2, 3] secs– provides range of [best, worst] performance
ACTION ANALYSIS EXAMPLE
54
– Enter URL String– Press “Enter” key– Find “digital library link”– Select the link– [assume search method]– Enter title of article into search field– Select “Search”– Find “Why GOMS” link– Select the link– Select “Save” button– Select folder location– Select “Save” button on dialog
12 Steps = [24, 36] seconds
My actual time = 28 seconds
ACTION ANALYSIS EXAMPLE
55
– Enter URL String– Press “Enter” key– Find “digital library link”– Select the link– [assume search method]– Enter title of article into search field– Select “Search”– Find “Why GOMS” link– Select the link– Select “Save” button– Select folder location– Select “Save” button on dialog
PROS AND CONS
56
• Pros– faster to perform– easier for a beginner– good for less performance critical apps
• Cons– less accurate (higher variance)– more difficult to compare alternative designs that are close in
predicted performance
QUIZ TIME
Use KLM, GOMS and Action Analysis to analys activity : Hidden Extension file!
Next Chapter
THE GOLDEN RULES OF USER
INTERFACE DESIGNDasar Perancangan Interaksi-IMK
USER INTERFACE DESIGN PRINCIPLES
“The golden rule of design: Don’t do to others what others have done to you. Remember the things you don’t like in software interfaces you use. Then make sure you don’t do the same things to users of interfaces you design and develop.” Tracy Leonard (1996)
Why should you need to follow user interface principles?
In the past, computer software was designed with little regard for the user, so the user had to somehow adapt to the system.
This approach to system design is not at all appropriate today—the system must adapt to the user. This is why design principles are so important
GOLDEN RULES OF USER INTERFACE DESIGN
1. Place users in control of the interface2. Reduce users’ memory load3. Make the user interface consistent.
1. Know the user2. Minimize memorization3. Optimize operations4. Engineer for errors.
3 Golden Rules By Mandel
Hansen’s Interface Design Principle (1971)
Update
GOLDEN RULE #1 :PLACE USERS IN CONTROL OF THE INTERFACE
Use modes judiciously (modeless)
Allow users to use either the keyboard or mouse (flexible)
Allow users to change focus (interruptible)
Display descriptive messages and text(Helpful)
Provide immediate and reversible actions, and feedback (forgiving)
Provide meaningful paths and exits (navigable)
Accommodate users with different skill levels (accessible)
Make the user interface transparent (facilitative)
Allow users to customize the interface (preferences)
Allow users to directly manipulate interface objects (interactive).
Analogi
GOLDEN RULE #2: REDUCE USERS’ MEMORY LOAD
Relieve short-term memory (remember)
Rely on recognition, not recall (recognition)
Provide visual cues (inform)
Provide defaults, undo, and redo (forgiving)
Provide interface shortcuts (frequency)
Promote an object-action syntax (intuitive)
Use real-world metaphors (transfer)
User progressive disclosure (context)- show them what they need, when they need it, and where they want it
Promote visual clarity (organize)
GOLDEN RULE #3: MAKE THE INTERFACE CONSISTENT
Sustain the context of users’ tasks (continuity)
Maintain consistency within and across products (experience)
Keep interaction results the same (expectations)
Provide aesthetic appeal and integrity (attitude)
Encourage exploration (predictable)
SOURCE
Slide “User Modeling” By Bruce R. Maxim , UM-Dearborn
Slide “GOMS-action”
Slide Design of Design Environment , Georgia Institute of Technology
Tutorial The Golden Rules of User Interface Design, Theo Mandel