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Mario Čagalj October, 2017 Human-Computer Interaction (HCI) University of Split

Human-Computer Interaction (HCI)

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Human-Computer Interaction (HCI). Mario Č agalj University of Split 2013/2014. The Psychology of Everyday Actions. Based on slides by Saul Greenberg , Russell Beale, Tolga Can, John Hall …. High-level vs. low-level models of human-computer behaviour. Developing Theories in HCI - PowerPoint PPT Presentation

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Page 1: Human-Computer Interaction (HCI)

Mario ČagaljOctober, 2017

Human-Computer Interaction (HCI)

University of Split

Page 2: Human-Computer Interaction (HCI)

Based on slides by Saul Greenberg, Russell Beale…

Psychology of Everyday Actions

Page 3: Human-Computer Interaction (HCI)

High-level vs. low-level models of HCI

3

Developing theories in HCI• Must explain and predict human behavior in the human-computer

system• Must work in a wide variety of task situations

Low-level theories can be used to predict human performance

• Fitts’ law: time to select an item with a pointing device (this lecture)• Hick’s law: making the choice easier for users (this lecture)• Keystroke level model: sums up times for keystroking, pointing,

homing, drawing, thinking and waiting

General models that explain human behavior with machines• Norman’s 7 stages of action (this lecture)• All of psychology!

Page 4: Human-Computer Interaction (HCI)

Based on excellent article “Visualizing Fitts’ law” by Kevin Hale

Low-level theories: Fitts’ law

http://particletree.com/features/visualizing-fittss-law

Page 5: Human-Computer Interaction (HCI)

Fitts’ law

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Page 6: Human-Computer Interaction (HCI)

Visualizing Fitts’ law

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Fitts’s Law is made of lines

No

Yes

Page 7: Human-Computer Interaction (HCI)

Visualizing Fitts’ law

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Fitts’s Law is made of linesWhich cursor will have easier time selecting the target?

Page 8: Human-Computer Interaction (HCI)

Visualizing Fitts’ law

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Fitts’s Law is made of linesHow to optimize the target area?

• Cursor position dependent• Not the case with circular areas

Page 9: Human-Computer Interaction (HCI)

Visualizing Fitts’ law

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Physical (finger) vs virtual pointing (mouse)“The difference is only in the second movement phase, where visual control of deceleration in the virtual task took more time than in the physical task”. [Graham and MacKenzine ’96]

Links and buttons on a screen are harder to point out with your mouse than with your finger.

Page 10: Human-Computer Interaction (HCI)

Visualizing Fitts’ law

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Page 11: Human-Computer Interaction (HCI)

Visualizing Fitts’ law

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Corners are the easiast target to reach

Page 12: Human-Computer Interaction (HCI)

Visualizing Fitts’ law

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Web applications do not benefit from the Rule of Infinite Edges

• They run in a browser window• Kiosk applications could benefit

Page 13: Human-Computer Interaction (HCI)

Fitts’ law: lessons for user interface design

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Page 14: Human-Computer Interaction (HCI)

Fitts’ law: lessons for user interface design

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Usability increases along a logarithmic curve• E.g., a very small button will become significantly easier to

click when increased by 20%, but already large button will not share the same benefit

Page 15: Human-Computer Interaction (HCI)

Fitts’ law on fesb.hr

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Page 16: Human-Computer Interaction (HCI)

Some examples of Fitts

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Ah, that 1px

Page 17: Human-Computer Interaction (HCI)

Some examples of Fitts

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I lay in a corner benefiting infinite dimensions Me too

Win10 taskbar

Page 18: Human-Computer Interaction (HCI)

Some examples of Fitts

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Visual Studio Code (VSC) editor• Activity bar in VSC lies on the edge with infinite width (contrast

with Inkscape)• Minimap (outline view) is large and therefore easy to point to

(contrast this with the regular scroll-bar)

Ah, that 1px

Page 19: Human-Computer Interaction (HCI)

Fitts with checkboxes

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UX Design: Checkbox and Toggle in Forms

Page 20: Human-Computer Interaction (HCI)

Concluding on Fitts’ law

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Don’t use Fitts’ law as a formula, use it as a guideline:• The size of the target and the distance to the

target matter• Do not increase already large targets just because

there is some empty space in your layout• Do increase tiny targets (links, checkboxes, etc.)• Exploit the infinite edge rule where possible• Exploit the prime pixel, the current location of

your pointer• Make top priority targets larger (Sign-up, Buy,

Download, …)

Page 21: Human-Computer Interaction (HCI)

Low-level theories: Hick’s law

Page 22: Human-Computer Interaction (HCI)

Hick-Hyman Law

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Design principle: Hick’s Law-quick decision making

Page 23: Human-Computer Interaction (HCI)

Hick’s law

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Applies to any situation in which a user has to make a decision and facing multiple options

By reducing the number of perceived options on screen we make the interface more user friendly• Progressive disclosure (wizards)• Group items/options: e.g., 20 options implies slow

decision (a user has to do a lot of thinking), however 4 groups of 5 items breaks the user’s choices to 4 then to 5

• Please note that there is a tension between visibility principle and the Hick’s law

Page 24: Human-Computer Interaction (HCI)

Experimenting with Hick’s law

24

Researchers at Columbia and Stanford University conducted a number of experiments (both in field and lab settings)

“When Choice is Demotivating: Can One Desire Too Much of a Good Thing?” [Iyengar and Lepper ‘00]

Findings:• People are more likely to purchase jams or chocolates or to

undertake optional class essay assignments when offered a limited array of 6 choices rather than a more extensive array of 24 or 30 choices

• Participants reported greater subsequent satisfaction with their selections and wrote better essays when their original set of options had been limited

Page 25: Human-Computer Interaction (HCI)

How many options at the first glance?

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Page 26: Human-Computer Interaction (HCI)

Do you see the problem here? Try to fix it

26

Page 27: Human-Computer Interaction (HCI)

Concluding on Hick’s law

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Hick’s law states that less is more

• In particular when the user has to make a critical decision (to purchase or not)

• It does not apply to complex decision making (requiring reading, researching)

Page 28: Human-Computer Interaction (HCI)

High-level model: Norman’s seven stages of action

Page 29: Human-Computer Interaction (HCI)

How people do things (Don Norman)

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To get something done, you start with some notion of what is wanted – the goal to be achieved

Then you do something to the world – take action to move yourself or manipulate someone or something (execution)

Finally, you check to see that your goal was made (evaluation)

Page 30: Human-Computer Interaction (HCI)

Norman’s action cycle

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Goals

EvaluationExecution

THE WORLD

start here

What we want to happen

What we doto the world

Comparing what happenedwith what we wanted to happen

Page 31: Human-Computer Interaction (HCI)

Action cycle: stages of execution

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“I am reading a book and decide to need more light”

1. My goal: get more light2. Plan the action (e.g., turn on the nearby light)3. Specify an action sequence (e.g., ask somebody,

do it myself)4. Perform the action sequence (physical execution)

Note that I could satisfy my (the same) goal with other plans and action sequences (open the curtains, move closer to a window).

Page 32: Human-Computer Interaction (HCI)

Action cycle: stages of execution

32

Goals

Evaluation

Plan the action

THE WORLD

start here

What we want to happen

Comparing what happenedwith what we wanted to happen

Specify an action sequence

Perform the action sequence

Page 33: Human-Computer Interaction (HCI)

Action cycle: stages of evaluation

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Evaluation (checking up what happened)

• Perceiving what happened in the world• Interpret the perception• Compare the outcome with the goal

Page 34: Human-Computer Interaction (HCI)

Action cycle: stages of evaluation

34

“I am reading a book and decide to need more light”

1. My goal: get more light2. Plan the action (e.g., turn on the nearby light)3. Specify an action sequence (e.g., ask somebody,

do it myself)4. Perform the action sequence (physical execution)5. Perceive whether there is more light in room6. Decide whether the lamp turned on7. Decide whether the resulting amount of light is

sufficient

Page 35: Human-Computer Interaction (HCI)

Action cycle: stages of evaluation

35

Goals

Execution

THE WORLD

start here

What we want to happen

What we doto the world

Perceive the state of the world

Interpret the perception

Compare the outcome with the goal

Page 36: Human-Computer Interaction (HCI)

7 stages of action

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1 for goals, 3 for execution and 3 for evaluation

1. Goal (form the goal)

2. Plan (the action)3. Specify (an action sequence)4. Perform (the action sequence)

5. Perceive (the state of the world)6. Interpret (the perception)7. Compare (the outcome with the goal)

Page 37: Human-Computer Interaction (HCI)

7 stages of action

37

Goals

THE WORLD

start here

What we want to happen

Perceive the state of the world

Interpret the perception

Compare the outcome with the goal

Plan the action

Specify an action sequence

Perform the action sequence

Page 38: Human-Computer Interaction (HCI)

What 7 stages of action model reveals?

38

When people use something, they face two gulfs:

• The Gulf of Execution – they try to figure out how it operates

• The Gulf of Evaluation – they try to figure out what happened

The role of the designer is to help people bridge the gulfs.

Page 39: Human-Computer Interaction (HCI)

The gulfs of execution and evaluation

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Goals

THE WORLD

start here

What happened?

Is this what I wanted?

How do I work this?

What can I do?

Page 40: Human-Computer Interaction (HCI)

Use 7 stages of action to ask design questions

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Anyone using a product should be able to answer 7 questions:

1. What do I want to accomplish? (goal)

2. What are the alternative action sequences? (plan)

3. What action can I do now? (specify)4. How do I do it? (perform)

5. What happened? (perceive)6. What does it mean? (interpret)7. Is it okay? Have I accomplished my goal?

(compare)

Page 41: Human-Computer Interaction (HCI)

Use 7 stages of action to ask design questions

41

THE WORLD

What are alternatives?

What can I do?

How do I do it?

Is it ok?

What does it mean?

What happened?

What do I want to accomplish?

Page 42: Human-Computer Interaction (HCI)

7 stages of action and design principles

42

The information that helps answer questions of execution is feedforward. Feedforward accomplished through the use of:

• Signifiers• Constraints• Mappings• Mental models

The information that aids in understanding what has happened is feeback. Feedback accomplished through:

• Feedback • Mental models

Page 43: Human-Computer Interaction (HCI)

You know now

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Fitts’ law: how to size and where to place your buttons and links

Hick’s law: how to help user making the choice easier

Norman’s stages of human interaction (problems identified as gulfs of execution and evaluation)

Basic principles of good design