Lecture 5,6,7
Lecture 5,6,7
Lecture 5,6,7
IE403
Lecture – 5-7
Topics for this week’s classes
Slide 2
Conceptual Models
• Beyond Usability
Slide 3
Overview
Slide 4
Psychopathology of Everyday Things
Many of these things can be difficult to interpret and frustrating to use if they provide
no clues or false clues as to how they operate
https://www.youtube.com/watch?v=pAOyWFOFhsg
Slide 5
Example of things difficult to use
https://www.youtube.com/watch?v=pAOyWFOFhsg
Slide 6
Norman’s philosophy
Slide 7
Understanding
Slide 8
User/Human Centered Design
Communication: Indicate what actions are possible, what is happening, and what
is about to happen.
Slide 9
What is a good User Centered design?
Slide 10
Norman’s Principles of Design
Slide 11
Fundamental Principles of Interaction
Slide 12
Discoverability
Slide 13
Affordances
(coined by psychologist James J. Gibson and applied to HCI by Don Norman)
Perceived affordances
Can I figure out what actions are possible ?
If NO,
Presence of some SIGNALS is required.
Glass: AntiAffordance property
Invisible, Not Discoverable
Slide 14
Affordances in Web Interfaces
Slide 15
Affordances in Apps
Slide 16
Other types of Affordances
Hidden
Pattern
Metaphorical
(Contextual)
Slide 17
Signifiers
Slide 18
Mapping
Fig 2
Slide 19
What Knob Goes Where?
Fig 1
Exploiting Natural Mapping
Slide 20
Feedback
Feedback — communicating
the results of an action
must be immediate
must be informative
Poor feedback can be worse than no
feedback at all
Fig 1
Slide 21
Norman’s Principles in Software
Visibility
Visibility of the tasks the interface
supports : Can I see it?
Communication of system state / mode
Affordance
🡪🡪 Pressed
Fig 2
Slide 22
Norman’s Principles in Software
Constraints
Why can’t I do that?
Constraining search criteria, graying
out
menu items that don’t apply in a Fig 1
particular context
Feedback
What is it doing now?
Providing clear and immediate
feedback for each user action
Fig 2
Slide 23
Assignment
Slide 24
Psychology of Everyday Things
Lesson 1
Most failures of human-machine system are due to poor designs that don’t
recognize peoples’ capabilities and fallibility's
Lesson 2
Good design always accounts for human capabilities.
Slide 25
Psychopathology of everyday things
Typical frustrations
The engineer who founded DEC confessed at the annual
meeting that he can’t figure out how to heat a cup of coffee
in the company’s microwave oven
digital watch?
VCR?
sewing machine?
washer and dryer?
12:00
stereo system (especially car ones)
unfamiliar water faucets
Slide 26
The Psychopathology of computers
On December 10th 1976, police, using the system, failed to change the speed limit
signs when fog descended
34 vehicles crashed 40 km
3 people were killed Slow Down!
11 people were injured and trapped in their vehicles Fog Ahead
for several hours
motorway closed for 6.5 hours
Slide 27
Some quotes
Designers of system
after emphasizing that they have no responsibility for the system:
“We supplied it over 5 years ago and we have never been called to look at that problem”
Slide 28
Inane dialog boxes
Slide 29
Inane dialog boxes
Slide 30
Inane dialog boxes
Slide 31
Inane dialog boxes
Slide 32
Inane dialog boxes
Slide 33
Psychology of Everyday Things
Many so-called human errors and “machine misuse” are actually errors in
design
Slide 34
Psychopathology
Slide 35
Slide 36
Slide 37
Slide 38
Slide 39
Usable vs. Useful
Slide 40
Psychology of everyday things
Design Concepts
affordances
causality
visible constraints
mapping
transfer effects
population stereotypes
conceptual models
individual differences
why design is hard
Slide 41
Making things work: Visual Structure
Visual Affordances
the perceived and actual fundamental properties of the object
that determine how it could possible be used
complex things may need explaining, but simple things should not
when simple things need pictures, labels, instructions, then design has failed
Slide 42
Mapping
Cursor re-enforces
selection of current
item
Only active
pallette items
visible
Depressed
button
indicates
current
mapped item
Slide 43
Making things work: Understandable action
Causality
the thing that happens right after an action is assumed by people to be
caused by that action
interpretation of “feedback”
false causality
incorrect effect
invisible effect
command with no apparent result often re-entered repeatedly
Slide 44
Making things work: Understandable action
Slide 45
Making things work: Understandable action
Transfer effects
people transfer their learning/expectations of similar objects
to the current objects
positive transfer: previous learning's also apply to new situation
negative transfer: previous learning's conflict with the new situation
Slide 46
Cultural associations
Slide 47
Conceptual model
Slide 48
Jacques Carelman: Catalog of unfindable objects
Slide 49
Example
Good: Scissors
affordances:
holes for something to be inserted
constraints:
big hole for several fingers, small hole for thumb
mapping:
between holes and fingers suggested and constrained by appearance
conceptual model:
implications clear of how the operating parts work
Slide 50
Example
12:00
Bad: Digital watch
affordances:
four push buttons to push, but not clear what they will do
transfer of training
little relation to analog watches
cultural idiom
somewhat standardized core controls and functions
but still highly variable
conceptual model:
must be taught
Slide 51
Readings
Slide 52
Two guidelines for design
User
Designer
System
System
image
Slide 53
Two guidelines for design
Slide 54
Who do you design for?
Rule of thumb:
design should cater to 95% of audience (i.e., for 5th or 95th percentile)
but means 5% of population may be (seriously!) compromised
Designing for the average a mistake
may exclude half the audience
Examples:
cars and height: headroom, seat size
computers and visibility:
font size, line thickness, color for color blind people?
Slide 55
Who do you design for?
Computer users:
novices walk up and use systems most kiosk +
interface affords restricted set of tasks internet
introductory tutorials to more complex uses systems
Slide 56
Why design is hard
Slide 57
Why design is hard
People often consider cost and appearance over human factors design
Slide 58
https://www.slideshare.net/limdonal
d/web-design-through-the-lens-of-
psychology-23548623
Slide 59
Conceptual Models
Need to first think about how the system will appear to users (i.e. how they
will understand it)
Slide 60
Understanding a Conceptual Model
analogies/similarities)
What kind of interface metaphor, if any, will be
appropriate?
What kinds of interaction modes and styles to
use?
Slide 61
Mental models
Slide 62
Why are mental models important?
Slide 63
People were getting out of their cars thinking the gear
was in Park mode
But it wasn’t, so the car drove off without them!!!
https://www.carcomplaints.com/news/2017/lawsuit-chrysler-
gear-shift-confusing.shtml
Slide 64
Dimensions of Usability
Slide 65
Learnability & Memorability
Slide 66