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Explore the fundamentals of user-centered design in interactive projects. This guide emphasizes collaborative group work, the importance of real users, and the necessity of excitement and shared goals among team members. Learn to induce change by enhancing existing interactions or inventing new forms. Dive into human cognition principles, covering attention, perception, memory, and learning, and their implications for interface design. Engage with practical exercises and understand how to create interfaces that simplify tasks by focusing on user behavior and cognitive capabilities.
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Questions about the Project? • Done in groups • ~4 members • Projects must have at least two real users (who are not members of the team) • Find a project that you can get excited about • Find people with shared goals, vision, and work style • Get started now! • If you have a project, start selling it
Types of Projects • Induce change: • Take an existing interaction and make it more efficient or add new capabilities • Invent new forms • Enable new behaviors
Refrain from • Building from the “ground up” • Investing too much in the “back end” • Yet another attempt at a well known or commonly pursued interface: • To do lists, grocery finders, course schedulers, apartment finders, mail or news readers, etc.
Next Wednesday • You will each make a ONE MINUTE pitch of an idea
Hall of Fame or Shame? • My task: after taking a cup and filling it with soda, I need to put a lid on the cup
Analysis • Why is the first one a candidate for Hall of Shame, while the other is a candidate for the Hall of Fame? • Mappings • But: must consider context
Exercise • Another taste of what you’ll be doing….
A two-person game • Start with the numbers 1, 2, 3, ..., 9 • Alternate turns, taking one number at a time • Player one Xs out the number they want to take • Payer two circles the number they want to take • A player wins when they have any 3 numbers that sum to 15 • e.g., 1, 3, 9, 5 wins because 1+9+5 equals 15 • If numbers are all used with no winner, the game is a draw
4 3 8 1 9 5 2 7 6 OK, now try it another way
Now, observe • Do you really need the numbers? • An interface is a representation of a problem/task • A well-designed interface can wholly transform a task, making it much simpler
Moving On – Today’s Objectives • “Refresh your memory" of some basic human psychology • Begin to discuss design principles based on these principles
The Core Process of UI Design • Understand • Map • Evaluat
Human Cognition • It’s Human-Computer Interaction, User Interface Design so we need to understand something about human capabilities • … so a very brief overview of human cognitive capabilities as relevant to HCI
Human Cognition • Attention • Perception and recognition • Memory • Learning • Problem solving and reasoning
Attention • From the range of available possibilities, select what to concentrate on • Visual or auditory scanning • Factors that affect ease of focusing on the right stuff: • Specificity of goals • Information display
Attention – Design Implications • Information relevant to the current task should be salient • Graphical techniques – layout, ordering, organization, underlining, color, animation – can be used to achieve this goal • But don’t visually clutter the interface: plain interfaces can be easier to use
Attention - Example • My Task – Enter the query “task centered user interface design” into a search engine. • Consider two interfaces that support web search; evaluate both from the perspective of being able to focus on where to enter your query.
Perception • Acquiring information from the environment • Involves using different senses • Vision is dominant sense for sighted people • Results in internal experience of external events
Perception – Design Implications • Icons should be designed so users can easily distinguish their meanings • Sounds should be clearly audible and distinguishable • Text should be legible and distinguishable from the background
Perception - Example • My goal is to read the new messages in an online forum
Icons: are their meanings clear? Attention: easy to focus on the right stuff?
Also true for auditory cues • Microsoft Money generates the “Exclamation” sound whenever a new transaction is entered into an account. • Annoying in it’s own right • But is this the proper choice of sounds?
Memory • Short-Term Memory • Instant, effortless recall • Severely limited capacity – “7 plus or minus 2” • “Chunking” • Fragile • Long-Term Memory • “Unlimited” capacity • Takes time/effort to store and retrieve • Interpretative • Retrieval is context-sensitive • rote memory vs. relationships vs. explanation
Memory (continued) • People are really good at remembering some things • Visual cues, especially faces • People are much better at recognizing things than recalling them • People are good at associative reminding • People remember the typical case and the exceptions
Memory – Design Implications • Don’t make users remember complicated procedures • Limit number of items in text menus • Design interfaces that promote recognition over recall • Give users resources to help them visually encode information (colors, icons, time stamps, etc.)
Visual representation of contacts – recognition, not recall Spatial organization of information Pictures
Learning • Acquiring new knowledge or skills • Exploratory learning – learning by doing • Scaffolding or “training wheels”
Learning – Design Implications • Create interfaces that encourage exploration • Easy to try out and undo actions • Design interfaces that constrain and guide users to select the right action • Provide multiple, linked representations
Can undo picture editing action Can learn about actions that are not available in current context
Problem solving and reasoning • Conscious/reflective activity • Thinking over one’s options • Figuring out the best option or solution • Making a plan • Weighing pros and cons
Problem solving – Design Implications • Provide the proper information and aids • But, even better – design to make problem-solving and reasoning unnecessary
Example • What’s the best flight from Vancouver to Montreal? • Time • Layovers • Plane changes • Price • …
Representation 1 * Time zones: van-cal + 1 ; cal – tor, mon + 2
Representation 2 7 9 11 13 15 17 Vancouver Cdn 321 AC117 8 10 12 14 16 18 Calgary Cdn 355 AC123 20 Toronto 10 12 14 16 18 Montreal
Another Example:Tax Preparation Software • User doesn’t have to do computation • User doesn’t have to figure out which form to use • Instead, software poses questions that users are likely to be able to answer
Next Steps • Reading: • Keep reading DOET (Finish bySept. 8) • Project: • “It Bugs Me” Activity – Bring to class Friday • Begin brainstorming ideas – Bring next Wednesday • Next class: • Studio : “It Bugs Me”