Escolar Documentos
Profissional Documentos
Cultura Documentos
Human-Computer Interaction
the human factor
http://usabilitygeek.com/an-introduction-to-website-usability-testing/
Diedre McGrath
Reality
Multiple interaction idioms
Jenifer Tidwell, 2006
Reality
Multiple interaction idioms
many familiar types/styles of user interfaces
Reality
Multiple interaction idioms
many familiar types/styles of user interfaces
command-line languages
instructions, keywords, abbreviations, special symbols,
I/O mechanisms
Reality
Reality
Multiple interaction idioms
many familiar types/styles of user interfaces
interactive forms + spreadsheets
Reality
Multiple interaction idioms
many familiar types/styles of user interfaces
menus
pop-up menus
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Reality
Multiple interaction idioms
many familiar types/styles of user interfaces
direct manipulation + hypertext
Reality
Multiple interaction idioms
many familiar types/styles of user interfaces
natural interaction
Reality
Multiple interaction idioms
many familiar types/styles of user interfaces
natural interaction
conversational UI (CUI)
apps as chats
examples: interconnected.org/home/2015/06/16/conversational_uis
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Reality
Multiple interaction idioms
many familiar types/styles of user interfaces
each has its own vocabulary of items, actions,
sensorial e.g., visual, auditory representations
Reality
Multiple interaction idioms
many familiar types/styles of user interfaces
each has its own vocabulary of items, actions,
sensorial e.g., visual, auditory representations
user experience (UX)
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Reality
Multiple interaction idioms
forms
text editors
graphic editors
spreadsheets
Web browsers
calendars
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Reality
Multiple interaction idioms
multimedia players
charts
immersive games
Web pages
social (virtual) environments
e-commerce/e-business applications
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Reality
Heterogeneity of existing platforms
Jean Vanderdonckt, 2006
Reality
Heterogeneity of existing platforms
desktop (personal) computers
mobile devices: smartphone, tablet, automobile
output means: printer, fax, advertising screen etc.
home appliances e.g., (smart) TV, washing machine,
wearable devices: watch, camera etc.
social-oriented devices: ATM, info kiosk, photo booth
entertainment platforms e.g., Blu-ray player, Wii, XBox
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Reality
Variety of performed tasks
Jean Vanderdonckt, 2006
Reality
Variety of performed tasks
Nokia findings in the mobile context (2007):
blogging, browsing, chatting, downloading, e-banking,
instant messaging, playing games,
searching: locations, people,
Reality
Variety of performed tasks
domain-oriented tasks:
business, programming, research, studying, training etc.
Reality
Multiple contexts
Jean Vanderdonckt, 2006
Reality
Multiple contexts
at work
Reality
Multiple contexts
at home
Reality
Multiple contexts
during travelling
Reality
Multiple contexts
specific locations
concert places, hospitals, malls, restaurants,
discussion
Reality
User volume and diversity
Jean Vanderdonckt, 2006
Reality
User volume and diversity
traditional users
a community of interest vs. population of a country
+
special users
having certain disabilities and/or needs
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
http://buffalobillgates.tumblr.com/
Dr. Sabin-Corneliu
Buraga profs.info.uaic.ro/~busaco/
Knowing users
Who is the user?
Knowing users
Probably, we do not like her/him!
Knowing users
We must discuss with her/him
Knowing users
We need to observe her/him
Knowing users
The user is the person who
directly interact to the (software) product/service
Knowing users
The user is the person who
involve others to use the product/service
Knowing users
The user is the person who
obtain output from a given product/service
Knowing users
The user is the person who
is making decisions regarding the acquisition
of a product/service
Knowing users
The user is the person who
is using the product/service
provided by our competitor
Knowing users
User types (Eason, 1987)
primary
directly involved in the use of the product
(frequent hands-on beneficiary)
Knowing users
User types (Eason, 1987)
secondary
occasionally and/or indirectly uses the product/service
Knowing users
User types (Eason, 1987)
tertiary
affected by a product/service presentation
or influenced by a certain product/service
Knowing users
Identifying characteristics of the user population
demographics
age, gender, ethnicity
+
psychological profile
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Knowing users
Identifying characteristics of the user population
education
elementary school vs. doctoral studies
Knowing users
Identifying characteristics of the user population
physical abilities
senses & perception e.g., visual acuity
(short/long-term) memory
anatomic features: length of arms, height, muscles,
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Knowing users
Identifying characteristics of the user population
computer-related abilities
general knowledge regarding the use of computers
or the target platform e.g., a specific game console
Knowing users
Identifying characteristics of the user population
computer-related abilities
aspect of interest:
technophobic persons
Knowing users
Identifying characteristics of the user population
skills
reading
using devices keyboard, mouse, remote control,
interpreting the output
etc.
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Knowing users
Identifying characteristics of the user population
experience related to the application domain
Knowing users
Identifying characteristics of the user population
experience regarding
the type of (software) product/service
Knowing users
Identifying characteristics of the user population
working environment
+
other social factors
Knowing users
Identifying characteristics of the user population
relations with other persons
+
the use of communication patterns (1:1, 1:n, m:n)
discussion
discussion
discussion
discussion
Knowing users
Identifying characteristics of the user population
techniques:
user surveys
interviews
(in)direct observations: user tracking, feedback
real user testing
Knowing users
Identifying characteristics of the user population
techniques:
user surveys
interviews
(in)direct observations: user tracking, feedback
real user testing
user research
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Knowing users
http://www.nngroup.com/articles/which-ux-research-methods/
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Knowing users
Remark:
a software application could have
multiple audiences
Knowing users
Remark (Rogers, 2007):
there are few cases
when users really know what they want
Knowing users
Remark (Rogers, 2007):
natural tasks must be anticipated by software
on the basis of the perceived users behavior
Knowing users
Remark (Raskin, 2000):
few persons could pretend that newer products
are easier to be used than old ones
Knowing users
Laws of human-computer interaction
(Jeff Raskin, 2000)
a computer shall not harm your work or,
through inaction, allow your work
to come to harm
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
www.flickr.com/groups/insults/
Knowing users
Laws of human-computer interaction
(Jeff Raskin, 2000)
a computer shall not waste your time or
require you to do more work
than is strictly necessary
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Knowing users
User InterfaceHumane Interface
(Raskin, 2000)
an interface is humane if it is responsive to
human needs and considerate of human frailties
Knowing users
User InterfaceHumane Interface
(Raskin, 2000)
an interface is humane if it is responsive to
human needs and considerate of human frailties
existing UIs are too complex for the majority of users
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Utilizatorii
Cognition
Cognition is a knowledge acquisition process
to understand the external world
via sensation, perception, and reasoning
Wang, 2008
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Cognition is a knowledge acquisition process
to understand the external world
via sensation, perception, and reasoning
Wang, 2008
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Cognition is a knowledge acquisition process
to understand the external world
via sensation, perception, and reasoning
Wang, 2008
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Cognitive engineering is a software engineering
principle that states the cognitive complexity and
human intelligent manageability should be
addressed as the dominant problem in almost
all processes of software design, implementation,
and maintenance
Wang, 2008
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Cognitive informatics
Wang, 2002
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Important aspects:
knowledge
behaviors
experience
skills
Cognition
Important aspects:
knowledge
behaviors
experience
skills
modeling the user
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Cognitive abilities define, in an abstract manner,
the model of a user
Utilizatorii
Cognition
5 major senses:
sight ophthalmoception
hearing audioception
touch tactioception
taste gustaoception
smell olfacception
www.tutis.ca/Senses/
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Non-traditional senses:
balance equilibrioception
temperature thermoception
kinesthetic sense proprioception
pain nociception
time chronoception
Cognition
Non-human senses
(not analogous to human senses):
echolocation
electroreception
magnetoception
Cognition
Cognition
Memory
short-term (working) memory
+
long-term memory
Cognition
Memory
data codification
types of stored things, associations
Cognition
Memory
capacity
number of remembered things
Cognition
Memory
duration (decay time)
how long a thing persists into memory
Cognition
Memory
visual data
codification = images
no pixels, but physical properties: edges, curves, lengths
capacity: 717 symbols
decay: ~200 ms
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
RDFSpecies
by C. Serban
& D. A. Popovici (2012)
Dr. Sabin-Corneliu
Buraga profs.info.uaic.ro/~busaco/
Cognition
Memory
audio data
codification = sounds
capacity: ~5
decay: ~1500 ms
Cognition
Memory
audio data is pre-intentional
What youre saying?...
Cognition: perception
Bottom-up perception
uses stimuli
Cognition: perception
Top-down perception
based on context
spatial and/or temporal data
Cognition: perception
Chunk = perceptual/cognitive unit
Cognition: perception
Chunk division e.g., grouping depends on
the user background knowledge and
how data is presented
Cognition: perception
Chunk division e.g., grouping depends on
the user background knowledge and
how data is presented
remember IA?
Cognition: perception
Common technique:
TLA (Three-Letter Acronyms)
Cognition: perception
Chunking example:
BMWRCAAOLIBMFBI
MWR CAA OLI BMF BIB
Cognition: perception
Common technique:
the codification of unrelated digits
uses 24 chunks
Cognition: perception
Users memorize phone numbers by grouping:
0232201090
0232 20 10 90
Cognition: perception
Working memory:
capacity: 7 2 chunks George Miller
decay: 7 sec. (5226 sec.)repetitions
Cognition: perception
Working memory:
capacity: 7 2 chunks George Miller
decay: 7 sec. (5226 sec.)repetitions
influenced by interferences
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition: perception
Long-time memory:
elaborate repetitions move chunks
from working memory to long-time memory
via connections (associations) with other chunks
Cognition: perception
Long-time memory:
elaborate repetitions move chunks
from working memory to long-time memory
via connections (associations) with other chunks
influenced by context
Cognition: perception
Recognition versus recall
representations must easily be
perceived and recognized
metaphors + idioms
discussion
discussion
discussion
discussion
discussion
discussion
Cognition: perception
Recognition versus recall
humans remember visual properties of things
e.g., color, shape,
Cognition: perception
Recognition versus recall
humans have difficulties in memorizing/recalling
arbitrary data
e.g., phone numbers, software serial numbers
Cognition: perception
Recognition versus recall
UIs must facilitate recognition
Cognition: perception
Recognition versus recall
users tend to annotate things
using external means to modify
existing (mental, internal) representations
Cognition: perception
Recognition versus recall
users tend to annotate things
using external means to modify
existing (mental, internal) representations
examples:
underlining words, taking written/electronic notes,
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition: perception
Recognition versus recall
cognitive tracing
implies external manipulation of things
in order to (re)structure or (re)arrange them
Cognition: perception
Recognition versus recall
cognitive tracing
implies external manipulation of things
in order to (re)structure or (re)arrange them
examples:
scrabble, bookmarking, tagging, etc.
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
discussion
Cognition: perception
Cognition: perception
Recognition versus recall
UIs must offer external representations of
the concepts used by the software
decreasing the cognitive overload
Picture
elements
Connective
elements
Connotative
(professional and
cultural association)
Visual rhetoric
Definition of
regions
Acquired
Borders and
frames
Regions
Area fills
White space
Gestalt
integration
Separation
Framing
(composition,
photography)
Segregating or
nesting multiple
surface conventions
in panels
Layering
Accommodating
labels, captions
or legends
http://worrydream.com/
Cognition: perception
Attention
humans can focus
using their perceptual processor
on a single input channel at a given moment
Cognition: perception
Attention
humans can focus
using their perceptual processor
on a single input channel at a given moment
spotlight metaphor
Cognition: perception
Attention
the spotlight could track
multiple input communication channels
in sequential manner only
Cognition: perception
Attention
visual attention is more important
than the aural one
Cognition: perception
Attention
within a input channel,
the stimuli are processed in parallel
Cognition: perception
Attention
within a input channel,
the stimuli are processed in parallel
interferences
book
painting
ballet
penguin
astringent
melon
green
yellow
white
magenta
red
blue
green
yellow
white
magenta
red
blue
interferences the Stroup effect
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Cognitive processor
the brain compares stimuli and selects a response
human-computer
interaction
human-computer
interaction
human-computer
interaction
human-computer
interaction
human-computer
interaction
human-computer
interaction
human-computer
interaction
human-computer
interaction
Cognition
Cognitive processor
the decision making process is based on
skills, rules, and knowledge
Cognition
Cognitive processor
skill-based decision making
learning by doing: walking, talking, driving, etc.
Cognition
Cognitive processor
skill-based decision making
learning by doing: walking, talking, driving, etc.
influenced by age
Cognition
Cognitive processor
rule-based decision making
e.g., social rules of proper manners
Cognition
Cognitive processor
rule-based decision making
e.g., social rules of proper manners
cultural factors
could be important
Cognition
Cognitive processor
knowledge-based decision making
uses the prior background knowledge,
even in unfamiliar/unexpected situations
experiment
experiment
Cognition
User multi-tasking
attention is a resource that could be shared
in order to perform multiple activities
in the same time
Cognition
User multi-tasking
depends on the activity structure:
multi-modality
e.g., visual + auditory + tactile interaction
Cognition
User multi-tasking
depends on the activity structure:
codification
e.g., spatial data versus spoken data
Cognition
User multi-tasking
depends on the activity structure:
involved components
using perceptual/cognitive processor
versus
motor processor
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
User multi-tasking
depends on the activity structure:
involved components
example:
playing chess versus pinball
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
User multi-tasking
depends on the difficulty:
well-practiced tasks are more easily performed
Cognition
User multi-tasking
depends on the difficulty:
well-practiced tasks are more easily performed
example: its easier to ride the bike on an empty street
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Motor processor
open-loop control
autonomic
sending the same directives to the muscles
no feedback from perceptual processor
cycle time: ~70 ms
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Motor processor
close-loop control
muscles movements or their effects are perceived
and compared to the desired result
cycle time: ~240 ms
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Cognition
Cognition
cognitive conscious
versus
cognitive unconscious
Property
Engaged by
Used in
Can handle
Accepts
Operates
Controls
Capacity
Persists for
Conscious
Novelty
Emergencies
Danger
New circumstances
Unconscious
Repetition
Expected Events
Safety
Routine situations
Nonbranching
Decisions
tasks
Logic or
Logical propositions
inconsistencies
Sequentially
Simultaneously
Volition
Habits
Tiny
Huge
Tenths of seconds Decades (lifelong)
Cognition
Distributed cognition
(Edwin Hutchins, 1995)
Cognition
discussion
discussion
www.webpagesthatsuck.com/worst-over-the-top-websites-of-2014.html
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Empirical laws
Fitts Law (1954)
predicts the pointing (movement) average time
as a function of the distance to and
width of the given target
Empirical laws
Fitts Law (1954)
how fast we can move the mouse to point to
a given UI component having a specific size
Empirical laws
Fitts Law (1954)
T = a + b * log2 (2*D / S)
T = time, D = distance, S = size
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Empirical laws
Fitts Law (1954)
consequence:
Mac OS X menu is more ergonomic
than the main menu of each window in Windows
Empirical laws
Fitts Law (1954)
consequence:
pie (radial) menus are more easily to be used
than pop-up linear ones
Empirical laws
Hicks Law (1952)
predicts the decision time for a set of choices
(e.g., in a menu)
Empirical laws
Hicks Law
T = b*log2 (n + 1)
T = average reaction time (entropy of the decision),
n = number of equally probably alternatives,
b = a constant to be empirically determined
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
discussion
http://designinginterfaces.com/patterns/wizard/
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Empirical laws
Hicks Law
example measuring the users reaction time:
if a Web page has ~70 links, then the time used to make
a choice (i.e., visiting a link) will be ~105 seconds (70*1.5)
discussion
reducing the
number of choices
Twitters frontpage
(2010 vs. 2015)
Empirical laws
Steering Law
predicting the time of moving the hand through
a tunnel having the length D and width S
S
D
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Empirical laws
Steering Law
T = a + b * D/S
the difficulty varies linearly, not logarithmic
guiding the mouse is harder than pointing it
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Empirical laws
Steering Law
consequence: cascading menus are hard to be used
https://uxmag.com/articles/revisiting-proto-personas-for-executive-alignment
Persona
By using laws and abstract models of the humans,
we can specify classes of users
personas
Persona
A precise description of the user of a system,
and of what (s)he wishes to accomplish
user archetype
Alan Cooper
www.cooper.com/journal/2008/05/the_origin_of_personas
Persona
Although personas are not real people,
they represent them throughout the design stage
(Blomkvist, 2002)
Persona
Although personas are not real people,
they represent them throughout the design stage
(Blomkvist, 2002)
Persona
Danger of the average users
Persona
The design must be performed regarding
the necessities and goals of each user category
www.interaction-design.org/encyclopedia/personas.html
Persona
Important aspects:
age, abilities, ethnicity, social context, etc.
user profile
Master on
Software Engineering :: Human-Computer
Student
Tourist Interaction
Name
Age
Location
Social Life
Work Life
Goals
Single (wo)man
Andreea G.
Paul R.
Ioana P.
19
32
27
Iasi, Romania
Paris, France
Bucharest, Romania
For her, going to university
was a challenge because she Because his earnings are
had to leave home,
above average and because
separate from her parents he works at least 50 hours She doesnt have time for
and beginning the process
per week, when he has
dating wrong persons.
of finding her identity, as an some free time he likes to
adult, and her place in the
make the most of it.
world.
She is a student in
He works as a software
She is a hard working
her freshman year at
developer, but now he
woman.
Computer Science.
is on vacation.
A new city meant new He believes that the person From her point of view, this
people & new friends.
blesses the place. That is application is the perfect
That is why she was glad to way when he travels he
combination between
take part of a Social Speed thinks it is very important online dating and real life
event. From her point of to know and understand dating. She knew from the
view, its a fun way to
the residents. Because of
start that this was not a
A. Stanciu, I. Schiopu,
A. Grigoriu, I. Lazar (2011) aisquared.wordpress.com
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Master on
Software Engineering :: Human-Computer
Student
Tourist Interaction
Name
Age
Location
Social Life
Work Life
Goals
Single (wo)man
Andreea G.
Paul R.
Ioana P.
19
32
27
Iasi, Romania
Paris, France
Bucharest, Romania
For her, going to university
was a challenge because she Because his earnings are
had to leave home,
above average and because
separate from her parents he works at least 50 hours She doesnt have time for
and beginning the process
per week, when he has
dating wrong persons.
of finding her identity, as an some free time he likes to
adult, and her place in the
make the most of it.
world.
She is a student in
He works as a software
She is a hard working
her freshman year at
developer, but now he
woman.
Computer Science.
is on vacation.
A new city meant new He believes that the person From her point of view, this
people & new friends.
blesses the place. That is application is the perfect
That is why she was glad to way when he travels he
combination between
a
persona
includes
name
take part of a Social Speed thinks it is very important onlineadating
and&
real life
event. From her point of toaknow
and understand
She knew from the
photo,
plus somedating.
demographics
view, its a fun way to
the residents. Because of
start that this was not a
A. Stanciu, I. Schiopu,
A. Grigoriu, I. Lazar (2011) aisquared.wordpress.com
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Persona
Remarks (Donald Norman, 2004)
the purpose of the persona is to add empathetic focus
to the design
the personas must reflect the target group
for the design team
Persona
Main processes:
conduct user research
condense the research
brainstorm (make classifications)proto-personas
refine
make them realistic
examples: http://uxmag.com/articles/using-proto-personas-for-executive-alignment
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
discussion
http://boxesandarrows.com/are-your-users-s-t-u-p-i-d/
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
discussion
S.T.U.P.I.D. user
Stressed Tired Untrained Passive Independent Distracted
S.M.A.R.T. design
Simply Memorable Accept autopilot
Recovery Test in realistic situations
http://boxesandarrows.com/are-your-users-s-t-u-p-i-d/
Dr. Sabin-Corneliu Buraga profs.info.uaic.ro/~busaco/
Conclusion