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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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Mario ČagaljOctober, 2017
Human-Computer Interaction (HCI)
University of Split
Based on slides by Saul Greenberg, Russell Beale…
Psychology of Everyday Actions
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!
Based on excellent article “Visualizing Fitts’ law” by Kevin Hale
Low-level theories: Fitts’ law
http://particletree.com/features/visualizing-fittss-law
Fitts’ law
5
Visualizing Fitts’ law
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Fitts’s Law is made of lines
No
Yes
Visualizing Fitts’ law
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Fitts’s Law is made of linesWhich cursor will have easier time selecting the target?
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
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.
Visualizing Fitts’ law
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Visualizing Fitts’ law
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Corners are the easiast target to reach
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
Fitts’ law: lessons for user interface design
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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
Fitts’ law on fesb.hr
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Some examples of Fitts
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Ah, that 1px
Some examples of Fitts
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I lay in a corner benefiting infinite dimensions Me too
Win10 taskbar
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
Fitts with checkboxes
19
UX Design: Checkbox and Toggle in Forms
Concluding on Fitts’ law
20
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, …)
Low-level theories: Hick’s law
Hick-Hyman Law
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Design principle: Hick’s Law-quick decision making
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
Experimenting with Hick’s law
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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
How many options at the first glance?
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Do you see the problem here? Try to fix it
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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)
High-level model: Norman’s seven stages of action
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)
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
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).
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
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
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
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
7 stages of action
36
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)
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
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.
The gulfs of execution and evaluation
39
Goals
THE WORLD
start here
What happened?
Is this what I wanted?
How do I work this?
What can I do?
Use 7 stages of action to ask design questions
40
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)
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?
7 stages of action and design principles
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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
You know now
43
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