CS 3102 HCI Lecture 02
CS 3102 HCI Lecture 02
CS 3102 HCI Lecture 02
Interaction(HCI)
WEEK 1 PART 2
Table of contents
User experience
Good & Bad experiences
Usability, Perspective, Usability & User experience
Usability goals
Effectiveness and efficiency
User experience goals
Software quality
Norman’s design principles
The Six Principles of Design by Norman Donald
Conceptual model
Case Study: A Simple Conceptual Model
Steps taken by HCI Designer to create a conceptual model
The variety of Interactive Systems
Human-Computer
Interaction
Usability User Experience
Interface
Interaction
Computer Human
The Shopping Analogy
At a every point in life, human beings are experiencing. These experiences can be both
good and bad.
Types of experiences
◦ Good or Bad
Satisfaction
Happiness
Elation
Bad experience
Frustration
Resentment
Anger
Usability - Abstract-level
Constituents
Ease of Use
(Could I use it?)
Usefulness
(Would I use it?)
Usability
Usability
Goals
◦ iDrive system being effective since it would perform all the tasks
◦ Porsche example the system was effective enough to detect the high
intake of Air in Fuel system
◦ The Alarm clock is effective in the way that it would play music in exactly
the same way it is supposed to
Riding a bicycle
User Experience Goals
Satisfying Aesthetically Pleasing
Enjoyable
Supportive to
Fun Creativity
Entertaining Rewarding
Helpful
Emotionally Fulfilling
Motivating
Fun
Satisfying
Emotionally
fullfilling
Efficient to
use
enjoyable
Effective Rewarding
Easy to
to use
remember
Usability
Goals
Easy to Supportive of
Entertaining Safe to creativity
learn
use
Have good
utility
helpful Aesthetically
pleasing
Motivating
Today’s Revelation
Europe
◦ Theories of HCI
◦ Methods of design
◦ Formalize usability
INTERACTION
Let us first understand the word “ INTERACTION” All man-
made objects offer the possibility for interaction. When an
object is designed for a purpose (function) it affords
interaction.
Interaction is a way of framing the relationship between
people and objects designed for them.
Interaction is thus a way of framing the relationship between
the object & User.
All Design activities can be viewed as design for interaction.
In fact not only objects but space & messages
( communication) too involve interaction. Interaction is a key
aspect of function, and function is a key aspect of design.
The Interaction
The communication between user and system: the
interaction
interaction models
◦ translations between user and system
ergonomics
◦ physical characteristics of interaction
interaction styles
◦ the nature of user/system dialog
context
◦ social, organizational, motivational
Models of Interaction
Terms of Interaction
Normal Model
Interaction Framework
Terms of Interaction
Domain
◦ A domain defines an area of expertise and knowledge in
some real-world activity. An example of domains are
graphic design.
◦ the area of work under study
Goal
◦ A goal is the desired output from a performed task.
◦ what you want to achieve e.g. create a solid red
triangle
Task
◦ Tasks are operations to manipulate the concepts of a
domain
Terms of Interaction
Core Language
◦ The System’s language we will refer to as the
core language
◦ computational attributes
Task language
◦ User’s language we will refer to as the task
language
◦ psychological attributes
Human error - slips and mistakes
slip
understand system and goal
correct formulation of action
incorrect action
mistake
may not even have right goal!
Fixing things?
slip – better interface design
mistake – better understanding of system
Norman’s Design principles
Norman's main idea is: The devices, things, computers, and interfaces
should be functional, easy to use, and intuitive.
1. Gulf of Execution
2. Gulf of Evaluation
Norman’s Design principles
(Contd ..)
1. Gulf of Execution:
It is a gap or delay between a user's intentions or goals and the
available actions or means to achieve those goals within a computer
system or interface.
Example:
If we want to copy a file from one folder to other in a hard disk, our goal is
to make a copy of it, and the end result is it being pasted. The delay or gap
between copy and paste operations is the gulf of execution.
Gulf of execution can be large in some situations e.g if we have many fields
on a form to fill.
Norman’s Design principles
(Contd ..)
2. Gulf of Evaluation:
When a user is expecting feedback from a system, and the system
either doesn’t provide the feedback at all or not according to
expectation
Example:
Consider a situation when a customer books a ride. The driver accepted the
request, but nothing happens after that and he has to cancel the ride at
last.
The Six Principles of Design by Norman
Donald
Norman Donald presented the six principles to minimize the two gulfs:
1. Visibility:
The important elements and functions of the interface should be visible and
self-explanatory. Users should not have to guess how something works.
Example Problem:
When a user tries to hide a file in Windows, and “Show Hidden Files &
Folders” option is enabled, the file will not really be hidden, just its name
will be faded instead.
The user has to make extra efforts to find the “Show Hidden Files & Folders”
option. If he does not know about this option, then the situation will be
more serious.
The Six Principles of Design by Norman Donald
(Ctd..)
2. Feedback:
Users should get a clear and immediate feedback about the results
of their actions.
Example Problem:
An ATM machine gets nonresponsive during a customer operation.
The customer is confused and continuously touching / pressing
different buttons in order to clear the transaction to get his card
back. After sometime a beep is heard from machine and the card
comes out.
The Six Principles of Design by Norman Donald (Ctd..)
3. Affordance:
Affordance is a characteristic of the design which is very clear in its purpose
and apparent to its user.
Example Problem:
If a dispenser has no clear indication about cool and hot water taps,
then there will be always a confusion for the users and affordance
level will be very low.
The Six Principles of Design by Norman Donald (Ctd..)
4. Mapping:
The mapping principle describes that with a good design, the controls to
something will closely resemble what they affect. In other words, the
physical arrangement or layout of elements corresponds logically to their
functions or relationships.
Example Problem:
Sometimes, in a branded keyboard imported from another country, when a
user presses a key other then alphabetic keys, the displayed character on
the screen is totally different as written on the key.
The Six Principles of Design by Norman Donald (Ctd..)
5. Constraints:
Constraints are the limitations or restrictions implemented by the designer that
guide users toward proper and error free interactions.
Example Problem:
A CNIC field in an online form strictly accepts digits only without dashes
Example Problem:
Electric sockets always have two or three pins throughout the world. If we
don’t have this restriction then we may expect a four or five pin sockets
then it will be a critical connectivity problem
Esc key has a standard function that is to cancel something. If it shows
3. User Persona:
The designer finds that the user is a freelancer. He is a graduate and
unemployed person desirous to support his family. He is hardworking and target
oriented but facing serious disconnection problems downgrading his efforts.
4. Identify the concepts:
The designer extracts the key concepts from the user’s perception about
the interface in his mind. For example there should be a floating toolbar
displaying available connections. Touching one of the buttons suggests the
best connection.
◦ Design
◦ Evaluation
◦ Implementation
Intuitive
Menu Interface