CS 352
Project
HCI
What is HCI?
Human-computer interaction is: “concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” (ACM SIGCHI).
Other definitions:
Usability Engineering vs. Interaction Design
Interaction design definition: Designing interactive products to support people in their everyday and working lives.
Usability engineering definition: Nielson doesn't really give one. It's a solid process by which you can create usable software.
Active Areas of HCI
Novel interfaces/techniques.
Design & design practices.
Communication.
Accessibility & universal computing.
Work efficiency.
Why should we care?
Computers affect most people:
Computers are everywhere.
Success often depends on ease of use more than power or features.
Case for HCI
Nielsen
Increase learnability.
Increase efficiency.
Increase memorability.
Decrease errors.
Increase satisfaction.
Preece
User Experience Goals (Preece)
Preece introduces user experience goals:
Are these always good/desirable?
Case Against Usability
There are places where usability may not be good:
Examples of poor usability:
Evolution of Usability
History of Computer Interaction
40s-50s: Batch
Computer performed one task at a time.
No interaction once computation started.
Switches, wires, punch cards, and tapes for I/O.
60s-70s: Command line
Computers hit “big business.”
More varied tasks.
Text processing, email, etc.
Teletype terminals.
80s-present: WIMP
(Windows, Icons, Mouse, Pointer)
Computers in the home, everyday tasks, no training.
From multi-user to multitasking systems.
WIMP interface allows you to do several things simultaneously.
Has become the familiar
GUI interface.
People in Computing History
Innovator: Ivan Sutherland
Douglas Engelbart
Paradigm: Direct Manipulation
You are interacting with the image on the screen.
Metaphor paradigm involves mapping the real world onto computer use.
Project
Library Field Trip
Proposal
Research
Usability and Design Process
Basic Questions
User-Centered Design Process
Identify users
Identify activities/contexts.
Identify needs.
Derive requirements.
Derive design alternatives.
Build prototypes.
Evaluate prototypes.
Iterate.
Ship, validate, maintain.
Understanding Users
Understanding Users (2)
Who are the users?
Those who interact directly w/ product.
Managers of direct users.
Receivers of the product's output.
Purchasers of the product.
Users of competitor's products.
Populations and Sampling
Studying Users
Each method of learning about users will be more appropriate depending upon the context.
Questionnaires.
Interviews.
Focus groups.
Naturalistic Observation
Ethnomethodological.
Contextual inquiry.
Participatory design.
Documentation.
Naturalistic Observation
What are needs?
Users often don't know what's possible.
Users can't tell you what they need to achieve goals.
Instead, look at existing tasks:
Context
Information required
Collaboration
Why it's done that way
Envisioned tasks:
Based upon observation, design a system that meets user's needs in a great way.
Ethnography
“Writing the culture.”
Ethnographer takes part in the world for extended periods of time, passive observer.
Observe everything taking place: Activities, environments, interactions, practices, etc.
Hidden assumption: We don't always know what we know or do, make the implicit explicit.
Noisy, but very rich and detailed data.
Observation
Ethics
Learning Objectives
Discuss ethical concerns.
Role of IRB.
Principles and origins of Belmont report.
Principle of informed consent & considerations surrounding.
Responsibilities to participants before, during, after study.
History
Nuremberg doctor trials.
Milgram obedience experiments.
Thalidomide study.
Untreated syphilis study.
Human radiation experiments.
Nuremberg doctor trials
Nazi physicians charged conducting inhuman experiments on civilians and prisoners.
High altitude experiments:
Parachuting into cold water.
Wound, burns, amputation, chemical and biological agent exposure.
Code of ethics developed in aftermath.
Informed consent.
Anticipated results should justify experiment.
Human experiments should be based upon animal results.
Physical and mental suffering and injury should be avoided.
There should be no expectation of death or disabling injury.
Degree of risk should be weighed by potential benefit.
Proper preparation & precautions should be taken.
Only qualified scientists should conduct medical research.
Subject has right to end experiment at any time.
Scientist must be prepared to end experiment if subject at risk.
Code did not have much effect.
Milgram obedience experiments
Designed to answer question “Could it be that Eichmann and hist milion accomplices in the Holocaust were just following orders?”
Subject was “teacher,” learner was an actor paid by researcher, following a script.
Subject asked to administer electrical shocks when learner was wrong.
Psychologists said 1 in 1,000 would administer maximum shock (thus obeying supervisor).
In reality, 63.75% administered the maximum shock.
“I observed a mature and initially poised businessman enter the lab smiling and confident. Within 20 minutes he was reduced to a twitching, stuttering wreck, who was rapidly approaching a point of nervous collapse.” S. Milgram in Obedience to Authority.
Belmont Report
Basic Principles
Respect for persons.
Beneficence.
Justice.
Institutional Review Board
IRB has authority to approve, require modification, or disapprove all research activities.
Purpose: Review research and determine if the rights and welfare of human participants involved in research are adequately protected.
Safeguard mechanism.
Informed consent is a process of information exchange that takes place between the prospective investigator, before, during, and after study.
Comprehension: Investigators responsible for ascertaining that the participant has comprehended the information.
Voluntariness: Agreement to participate in the research constitutes a valid consent only if voluntarily given.
Investigator's Responsibilities
Project Description
Groups of 4-5
Four phases:
Proposal
Identify a real usability need, for a real population.
Prototypes
Evaluation Plan
Based upon feedback from prototype and problem you identified:
Final Presentation
Other Study Techniques
Cognitive Walkthrough
Subject is usually an expert in UI, etc.
Think-Aloud protocol is part of cognitive walkthrough:
User describes verbally what he's thinking while performing tasks.
Researcher takes notes about task and actions.
Makes less assumptions about why things are happening.
Very widely used.
Yields good results with few people.
Potential problems:
Alternative
Interviews
3 types:
Structured:
Well-defined agenda.
Efficient.
Require training.
Unstructured:
Semi-structured:
Semi-Structured Interviews
Surveys
General Criteria
Make questions clear and specific.
Ask some closed questions with a range of answers.
Do test run with two or three people.
Likert Scale
Usually odd # of points: 5, 7 point scale; agree to disagree.
Could also use words for each level.
Sometimes need to use black & white answer questions to get a normalization range.
Other Typical Questions
Rank importance of each of these items…
List the four most important tasks that you perform (open question).
List the pieces of information you need to have before making a decision about X, in order of importance.
Are there any other points you would like to make?
Participatory Design
Scandanavian history.
Emphasis on social and organizational aspects.
Based on study, model-building, and analysis of new and potential future systems.
User is a part of the team.
User Centered Design
Gather data:
Surveys/questionnaires.
Interviews.
Etc.
Represent Data
Task Outline
List what task is about.
Add progressive layers of detail as you go.
Know in advance how much detail is enough.
Can add linked outlines for specific subtasks.
Good for sequential tasks.
Does not support parallel tasks well.
Does not support branching well.
Use Cases/Scenarios
Describe tasks in sentences.
More effective for communicating general idea of task.
Scenarios: “informal narrative description”
Use Cases
Focus on user-system interaction, not tasks.
How to do a task using the system, not what tasks to do.
Hierarchical Task Analysis
Graphical notation & decomposition of tasks.
Goals – what the user wants to achieve.
Tasks – do these to achieve the goals.
Looping, conditionals integrated.
See slides for example hierarchy.
Types of Plans:
Fixed sequence
Optional tasks
Waiting events
Cycles
Time-sharing
Discretionary
ER Diagram
Objects/people with links to related objects.
Close to the type of thing you would say to a DB designer or programmer.
More difficult for user to understand.
No way to represent knowledge, ideas, motivation, etc.
Lends itself better in specifying to a developer what he needs to create.
Flow Charts
Many types.
Decisions
Actions
Information flow
Combines ERD with sequential flow, branching, parallel tasks.
Tracks something being moved around.
Visually appealing, easy to understand.
More abstract than HTA.
Much quicker overview of system.
Midterm
Prototyping & Design
What is a prototype?
A prototype is a simplification of a system.
In interaction design, it could be:
Why prototype?
Put many ideas out there. By making prototypes, you can evaluate many options effectively.
Facilitates evaluation:
Stakeholders can see, hold, interact with.
Team members can communicate more effectively.
Test ideas yourself.
Encourages reflection.
Answer questions, support designers in choosing among alternatives.
What to prototype?
Work flow, task design
Screen layouts and information display
Difficult, controversial, critical areas
Compromises
All prototypes involve compromises. For software prototyping there may be a slow response, stetchy icons, limited functionality, etc.
Low Fidelity Prototyping
Rough prototype of system.
Uses medium unlike the final medium.
Quick, cheap, easily changed.
Encourages high level criticism; problems with conceptual models and fundamental usability or functionality issues.
Users unafraid to suggest major changes.
Storyboards
High Fidelity Prototyping
Looks and behaves like a subset of the final system.
Commanly used tools: Director, VisualBasic, Smalltalk
Users may think they have a full system (problem)
Get at details of design (layout, icons, colors)
Should not think of prototype as part of finished system (no recycling)
Medium Fidelity?
Somewhere in between.
High production values, no/limited interaction.
E.g. Photoshop
Tests detail of design without commiting.
Because no functionality, less pressure from users.
Prototyping & Evaluation
(Early)
(Low fidelity)
Rough out on paper
Cognitive walkthrough
Formative evaluation
(Late)
See slides.
Done on low fidelity prototypes.
Wizard of Oz - smoke and mirrors to simulate working system.
GOMS and action analysis - uses models to predict certain attributes of prototypes.
Cognitive walkthroughs.
Heuristic evaluations - artificial evaluation using a top-ten list of mistakes or good practices.
Project 2 - Initial Prototypes
Prepare a prototype that answers two things:
What is the problem?
Who are users?
What are their needs?
What are constraints?
What is your solution?
Present multiple prototypes.
Sketches, storyboards, mockups.
Why for each. Pros/cons.
Human Stuff
Cognitive Processes
Attention
Perception and recognition
Memory
Learning
Reading, speaking, listening
Problem-solving, planning, reasoning, decision making
Senses
Sight, hearing, touch important for design of current interfaces.
Smell, taste?
Balance and propioception (where limbs etc. are physically)
Key Sense Concepts
Vision
Visual Angle
Total: 200 degrees.
High-res: ~15 degrees.
Rods
Cones
6-7 million.
64% red.
32% green.
2% blue.
Phenomena
Hearing
Capabilities
Frequency: 20-20,000 Hz
Loudness: 30 - 100 dB
Location: 5˚ source & stream separation
Timbre: Type of sound (lots of instruments)
Often take for granted how good it is.
Motor System
Our output system.
Capabilities
Range of movement, reach, speed, strength, dexterity, accuracy.
Workstation/device design.
Often cause of errors:
Wrong button.
Double-click vs. single.
* Principles
Feedback is important.
Minimize eye movement.
The Model Human Processor
Classic study from CS perspective of how brain works
Focus is on a single user interacting with some entity (computer, environment, tool).
Memory
Decision Making Models
Understanding cognition important because it helps you understand how to teach people.
Evaluation
Why evaluate?
If you make a mistake and don't catch it, it'll screw you later.
If we think of design as iterative process, we need to evaluate whether we're getting better.
Also, at each stage of design we make assumptions. We need to check whether those assumptions match reality.
What is evaluation?
Steps Involved
Formulate hypothesis.
Design a test plan.
Picking a method.
Selecting users.
Writing out procedure.
Get IRB permission.
Deal with users.
Deal with data.
Testing Methods
Formative
Artificial/Controlled
Isolate variables, level playing field.
Removes “noise” from data.
Thoroughly documented.
Focus only on your question.
Issues:
Hypothesis Testing
Specify null hypothesis (H0) and alternative hypothesis (H1).
Define H1 = true iff H0 = false.
Select significance level. Typically P = 0.05 or P = 0.10
Sample population and calculate statistics.
Calculate probability (p-value) of obtaining a sta…
(SEE SLIDES)
Dealing with Data
Statistical Significance
Statistical significance means: Two populations differ to a significant extent along some variable.
Statistical significance does NOT mean noteworthy.
Typically in either rate of occurance, or the value of some result.
Significance: Type I and II Errors
What does significance mean?
Type I: False negative.
Type II: False positive.
Set significance to balance risks of type I or II errors:
These types of errors may arise from equipment limits, etc.
Predictive Models
Models used to predict human behavior, responses.
Stimulus-Response
Cognitive - human as interpreter/predictor - based on Model Human Processor:
Keystroke Level Model:
Puts together lots of mini-models, comes up with larger coherent model.
Assigns times for basic human operations - experimentally verified.
Based upon MHP.
Accounts for:
Within-Subject or Between-Subject Design
Between subjects: Pool using prototype 1, separate pool using prototype 2.
Within-subjects: Same subject uses both prototypes.
Heuristic Evaluation
Discount Usability Engineering
HE Overview
Developed by Jacob Nielsen.
Helps find usability problems in UI design.
Small set (3-5) of evaluators examine UI.
Independently check for compliance with usability principles (heuristics).
Different evaluators will find different problems.
Evaluators only communicate afterward; findings are then aggregated.
Can perform on working UI or sketches.
Most important ideas:
Process
Nielsen's Original 10 Heuristics
Heuristics -- Revised Set
Visibility of System Status
Match between system and real world
Consistency & Standards
Aesthetic and minimalist desgin
HE vs. User Testing
HE much faster.
HE doesn't require interpreting user's actions.
User testing far more accurate.
Good to alternate between HE and user testing.
HE Results
Evaluation (2) & Wrap-Up
Evaluation Pt. 2
Usability Testing: The Usability Lab
A specially designed room for conducting controlled experiments observing a task.
Cameras, logging systems, people track what users do.
Good lab costs $$$.
Observation Room
Three cameras capture subject, subject's monitor, and composite picture.
One-way mirror plus angled glass captures light and isolates sound between rooms.
Room for several observers.
Digital mixer for mixing of input images and recording to media.
Other Capture - Software
Modify software to log user actions.
Can give time-stamped keypress/mouse events – sync with video
Commercial software available ($$$)
Two problems:
Complimentary Methods