HCI unit II (1)
HCI unit II (1)
HCI unit II (1)
The graphical user interface – popularity of graphics, the concept of direct manipulation, graphical
system, Characteristics, Web user – Interface popularity, characteristics- Principles of user interface.
Design process – Human interaction with computers, importance of human characteristics human
consideration, Human interaction speeds, and understanding business junctions.
INTRODUCTION
DEFINITION
• "Human-computer interaction is a discipline concerned with the design, evaluation and
implementation of interactive computing systems for human use and with the study of major
phenomena surrounding them."
GOALS
• User interface, design is a subset of a field of study called human-computer interaction (HCI).
• Human-computer interaction is the study, planning, and design of how people and computers work
together so that a person's needs are satisfied in the most effective way.
• HCI designers must consider a variety of factors:
o What people want and expect, physical limitations and abilities people possess, o How
information processing systems work, o What people find enjoyable and attractive.
o Technical characteristics and limitations of the computer hardware and software must
also be considered.
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• The user interface is to the part of a computer and its software that people can see, hear, touch, talk
to, or otherwise understand or direct.
• The user interface has essentially two components: input and output.
• Input is how a person communicates his / her needs to the computer.
o Some common input components are the keyboard, mouse, trackball, one's finger, and
one's voice.
• Output is how the computer conveys the results of its computations and requirements to the user.
o Today, the most common computer output mechanism is the display screen, followed by
mechanisms that take advantage of a person's auditory capabilities: voice and sound.
• The use of the human senses of smell and touch output in interface design still remain largely
unexplored.
• Proper interface design will provide a mix of well-designed input and output mechanisms that
satisfy the user's needs, capabilities, and limitations in the most effective way possible.
• The best interface is one that it not noticed, one that permits the user to focus on the information
and task at hand, not the mechanisms used to present the information and perform the task.
With today's technology and tools, and our motivation to create really effective and usable
interfaces and screens, why do we continue to produce systems that are inefficient and
confusing or, at worst, just plain unusable? Is it because:
• We don't care?
• We don't possess common sense?
• We don't have the time?
• We still don't know what really makes good design?
• But we never seem to have time to find out what makes good design, nor to properly apply
it. After all, many of us have other things to do in addition to designing interfaces and
screens.
• So we take our best shot given the workload and time constraints imposed upon us. The
result, too often, is woefully inadequate.
• Interface and screen design were really a matter of common sense, we developers would
have been producing almost identical screens for representing the real world.
THE IMPORTANCE OF THE USER INTERFACE
⮚ A well-designed interface and screen is terribly important to our users. It is their window to
view the capabilities of the system.
⮚ A screen's layout and appearance affect a person in a variety of ways. If they are confusing
and inefficient, people will have greater difficulty in doing their jobs and will make more
mistakes.
⮚ Poor design may even chase some people away from a system permanently. It can also lead
to aggravation, frustration, and increased stress. The Benefits of Good Design
⮚ Poor clarity forced screen users to spend one extra second per screen.
• Almost one additional year would be required to process all screens.
• Twenty extra seconds in screen usage time adds an additional 14 person years.
⮚ The benefits of a well-designed screen have also been under experimental scrutiny for
many years.
• One researcher, for example, attempted to improve screen clarity and readability by
making screens less crowded.
• Separate items, which had been combined on the same display line to conserve space,
were placed on separate line sin stead.
• The result screen users were about 20 percent more productive with the less crowded
version.
⮚ Proper formatting of information on screens does have a significant positive effect on
performance.
• In recent years, the productivity benefits of well-designed Web pages have also been
scrutinized.
⮚ Training costs are lowered because training time is reduced.
⮚ Support line costs are lowered because fewer assist calls are necessary.
⮚ Ultimately, that an organization's customers benefit because of the improved service they
receive.
⮚ Identifying and resolving problems during the design and development process also has
significant economic benefits
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⮚ How many screens are used each day in our technological world?
⮚ How many screens are used each day in your organization? Thousands? Millions
⮚ Imagine the possible savings. Proper screen design might also, of course, lower the costs of
replacing "broken" PCs.
• The Xerox systems, Altus and STAR, introduced the mouse and pointing and selecting as the
primary human-computer communication method.
• The user simply pointed at the screen, using the mouse as an intermediary.
• These systems also introduced the graphical user interface as we know it a new concept was
born, revolutionizing the human-computer interface.
• While developers have been designing screens since a cathode ray tube display was first
attached to a computer, more widespread interest in the application of good design principles
to screens did not begin to emerge until the early 1970s, when IBM introduced its 3270
cathode ray tube text-based terminal.
• A 1970s screen often resembled the one pictured in Figure.
It usually consisted of many fields (more than are illustrated here) with very cryptic and
often unintelligible captions.
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HUMAN COMPUTER INTERACTION Page 6
•
• Multiple properties of elements were also provided, including many different font sizes
and styles, line thicknesses, and colors.
• The entry field was supplemented by a multitude of other kinds of controls, including list
boxes, drop-down combination boxes, spin boxes, and so forth.
• These new controls were much more effective in supporting a person's memory, now simply
allowing for selection from a list instead of requiring a remembered key entry.
• Completion aids disappeared from screens, replaced by one of the new listing controls.
Screens could also be simplified, the much more powerful computers being able to quickly
present a new screen.
• In the 1990s, our knowledge concerning what makes effective screen design continued to
expand. Coupled with ever-improving technology, the result was even greater improvements
in the user-computer screen interface as the new century dawned.
• In a graphical interface the primary interaction mechanism is a pointing device of some kind.
• This device is the electronic equivalent to the human hand. What the user interacts with is a
collection of elements referred to as objects.
• Objects are always visible to the user and are used to perform tasks.
• People perform operations, called actions, on objects. The operations include accessing and
modifying objects by pointing, selecting, and manipulating. All objects have standard resulting
behaviors.
• A graphical screen bore scant resemblance to its earlier text-based colleagues. • Older
text-based screen possessed a one dimensional
• Graphic screens assumed a three-dimensional look.
• Controls appeared to rise above the screen and move when activated.
• Information could appear, and disappear, as needed.
• Text could be replaced by graphical images called icons.
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• These icons could represent objects or actions
• selection fields such as radio buttons, check boxes, list boxes, and palettes coexisted with the
reliable old text entry field
• More sophisticated text entry fields with attached or dropdown menus of.
• Objects and actions were selected through use of pointing mechanisms.
• Increased computer power.
• User's actions to be reacted to quickly, dynamically, and meaningfully.
• WIMP interface: windows, icons, menus, and pointers.
• Graphic presentation is much more effective than other presentation methods.
• Properly used, it reduces the requirement for perceptual and mental information recoding and
reorganization, and also reduces the memory loads.
• It permits faster information transfer between computers and people by permitting more visual
comparisons of amounts, trends, or relationships; more compact representation of
information;
• Graphics also can add appeal or charm to the interface and permit greater customization to
create a unique corporate or organization style.
ADVANTAGES
DISADVANTAGES
The system is portrayed as an extension of the real world: It is assumed that a person is already
familiar with the objects and actions in his or her environment of interest.
The system simply replicates them and portrays them on a different medium, the screen.
A person has the power to access and modify these objects, among which are windows.
A person is allowed to work in a familiar environment and in a familiar way, focusing on the data,
not the application and tools.
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The physical organization of the system, which most often is unfamiliar, is hidden from view and is
not a distraction.
Continuous visibility of objects and actions: Like one's desktop, objects are continuously visible.
Reminders of actions to be performed are also obvious, labeled buttons replacing complex syntax
and command names.
Cursor action and motion occurs in physically obvious and natural ways. One problem in direct
manipulation, however, is that there is no direct analogy on the desk for all necessary windowing
operations.
A piece of paper on one's desk maintains a constant size, never shrinking or growing. Windows
can do both. Solving this problem required embedding a control panel, a familiar concept to most
people, in a window's border.
This control panel is manipulated, not the window itself. Actions are rapid and incremental with
visible display of results; the results of actions are immediately displayed visually on the screen in
their new and current form.
Auditory feedback may also be provided. The impact of a previous action is quickly seen, and the
evolution of tasks is continuous and effortless. Incremental actions are easily reversible.
• Visual presentation is the visual aspect of the interface. It is what people see on the screen.
• The sophistication of a graphical system permits displaying lines, including drawings and icons.
• It also permits the displaying of a variety of character fonts, including different sizes and styles.
• The display of 16 million or more colors is possible on some screens. Graphics also permit
animation and the presentation of photograph and motion video.
The meaningful interface elements visually presented to the user in a graphical System include
windows (primary, secondary, or dialog boxes), menus (menu bar, pull down, pop- up, cascading),
-- The objective is to reflect visually on screen the real world of the user as realistically, meaningfully,
simply, and clearly possible.
A graphical system possesses a set of defining concepts. Included are sophisticated visual
presentation, pick-and click interaction, a restricted set of interface options, visualization, object
orientation, extensive use of a person's recognition memory, and concurrent performance of functions.
Restricted Set of Interface Options: The array of alternatives available to the user is what is presented
on the screen or may be retrieved through what is presented on the screen, nothing less, and nothing more.
This concept fostered the acronym WYSIWYG.
o The motor activity required of a person to identify this element for a proposed action is commonly
referred to as pick, the signal to perform an action as cue.
o The primary mechanism for performing this pick-and-click is most often the mouse and its buttons.
o The user moves the mouse pointer to the relevant element (pick) and the action is signaled
(click).
o Pointing allows rapid selection and feedback. The hand and mind seem to work smoothly and
efficiently together.
o The secondary mechanism for performing these selection actions is the keyboard most systems
permit pick-and-click to be performed using the keyboard as well.
Visualization: Visualization is a cognitive process that allows people to understand Information that is
difficult to perceive, because it is either too voluminous or too abstract.
• The best visualization method for an activity depends on what People are trying to learn from the
data.
• The goal is not necessarily to reproduce a really graphical image, but to produce one that conveys
the most relevant information.
• Effective visualizations can facilitate mental insights, increase productivity, and for faster and
more accurate use of data.
A container often influences the behavior of its content. It may add or suppress certain properties or
operations of objects placed within it, control access to its content, or control access to kinds of objects it
will accept. These relationships help define an object's type. Similar traits and behaviors exist in objects
of the same object type.
Another important object characteristic is persistence. Persistence is the maintenance of a state once it
is established. An object's state (for example, window size, cursor location, scroll position, and so on)
should always be automatically preserved when the user changes it.
Use of Recognition Memory: Continuous visibility of objects and actions encourages use of a person's
more powerful recognition memory. The "out of sight, out of mind" problem is eliminated
The expansion of the World Wide Web since the early 1990s has been truly amazing. Once simply a
communication medium for scientists and researchers, its many and pervasive tentacles have spread
deeply into businesses, organizations, and homes around the world.
Unlike earlier text-based and GUI systems that were developed and nurtured in an organization's Data
Processing and Information Systems groups, the Web's roots were sown in a market-driven society
thirsting for convenience and information.
Proper interface design is largely a matter of properly balancing the structure and relationships of
menus, content, and other linked documents or graphics. The design goal is to build a hierarchy of menus
and pages that feels natural, is well structured, is easy to use, and is truthful.
The Web is a navigation environment where people move between pages of information, not an
application environment. It is also a graphically rich environment.
Web interface design is difficult for a number of reasons. First, its underlying design language,
HTML, was never intended for creating screens to be used by the general population.
Its scope of users was expected to be technical. HTML was limited in objects and interaction styles
and did not provide a means for presenting information in the most effective way for people.
Next, browser navigation retreated to the pre-GUI era. This era was characterized by a "command"
field whose contents had to be learned, and a navigational organization and structure that lay hidden
beneath a mostly dark and blank screen.
GUIs eliminated the absolute necessity for a command field, providing menus related to the task and
the current contextual situation.
Browser navigation is mostly confined to a "Back" and "Forward" concept, but "back-to where" and
"forward-to where" is often unremembered or unknown.
Web interface design is also more difficult because the main issues concern information Architecture
and task flow, neither of which is easy to standardize.
It is more difficult because of the availability of the various types of multimedia, and the desire of
many designers to use something simply because it is available.
It is more difficult because users are ill defined, and the user's tools so variable in nature.
The ultimate goal of a Web that feels natural, is well structured, and is easy to use will reach fruition.
It allows millions of people scattered across the globe to communicate, access information, publish,
and be heard.
• Aspects such as typography and colors can be changed, graphics turned off, and decisions made
whether or not to transmit certain data over non secure channels or whether to accept or refuse
cookies.
• Web usage has reflected this popularity. The number of Internet hosts has risen dramatically:
• In 1987, 10,000;
• In 1989,100,000,
• In 1990, 300,000;
• Commercialization of the Internet saw even greater expansion of the growth rate. In 1993, Internet
traffic was expanding at a 341,634 percent annual growth rate. In 1996, there were nearly 10 million
hosts online and 40 million connected people (PBS Timeline).
• User control has had some decided disadvantages for some Web site owners as well.
• Slow download times, confusing navigation, confusing page organization, disturbing animation, or
other undesirable site features often results in user abandonment of the site for others with a more
agreeable interface.
• People are quick to vote with their mouse, and these warnings should not go unheeded.
WEB
• An interface must really be just an extension of a person. This means that the system and its
software must reflect a person's capabilities and respond to his or her specific needs.
• It should be useful, accomplishing some business objectives faster and more efficiently than
the previously used method or tool did.
• It must also be easy to learn, for people want to do, not learn to do.
• Finally, the system must be easy and fun to use, evoking a sense of pleasure and
accomplishment not tedium and frustration.
• The interface itself should serve as both a connector and a separator
• The design of the Xerox STAR was guided by a set of principles that evolved over its
lengthy development process. These principles established the foundation for graphical
interfaces.
• Displaying objects that are selectable and Mani pulable must be created.
• A design challenge is to invent a set of displayable objects that are represented
meaningfully and appropriately for the intended application.
• It must be clear that these objects can be selected, and how to select them must be
Selfevident.
• When they are selected should also be obvious, because it should be clear that the
selected object will be the focus of the next action. Standalone icons easily fulfilled this
requirement.
• The handles for windows were placed in the borders.
• Visual order and viewer focus: Attention must be drawn, at the proper time, to the
important and relevant elements of the display. Effective visual contrast between various
components of the screen is used to achieve this goal. Animation is also used to draw
attention, as is sound.
Feedback must also be provided to the user. Since the pointer is usually the focus of viewer
attention, it is a useful mechanism for providing this feedback (by changing shapes).
• Revealed structure: The distance between one's intention and the effect must be
minimized. Most often, the distance between intention and effect is lengthened as system
power increases. The relationship between intention and effect must be, tightened and
made as apparent as possible to the user. The underlying structure is often revealed
during the selection process.
Aesthetically Pleasing
Provide visual appeal by following these presentation and graphic design principles:
• Provide meaningful contrast between screen elements.
• Create groupings.
• Align screen elements and groups.
• Provide three-dimensional representation.
• Use color and graphics effectively and simply.
Clarity
Compatibility
Provide compatibility with the following:
- The user
- The task and job
Control
The user must control the interaction.
- Actions should result from explicit user requests.
- Actions should be performed quickly.
- Actions should be capable of interruption or termination.
- The user should never be interrupted for errors
• The context maintained must be from the perspective of the user.
• The means to achieve goals should be flexible and compatible with the user's skills,
experiences, habits, and preferences.
• Avoid modes since they constrain the actions available to the user.
• Permit the user to customize aspects of the interface, while always providing a Proper set of
defaults
Directness
Provide direct ways to accomplish tasks.
Recovery
A system should permit:
- Commands or actions to be abolished or reversed.
- Immediate return to a certain point if difficulties arise.
Ensure that users never lose their work as a result of:
- An error on their part.
PSYCHOLOGICAL
• Confusion: Detail overwhelms the perceived structure. Meaningful patterns are difficult to
ascertain, and the conceptual model or underlying framework cannot be understood or
established.
• Annoyance: Roadblocks that prevent a task being completed, or a need from being satisfied,
promptly and efficiently lead to annoyance. Inconsistencies in design slow computer
reaction times, difficulties in quickly finding information, out dated information, and visual
screen distractions are a few of the many things that may annoy users.
• Panic or stress: Unexpectedly long delays during times of severe or unusual pressure may
introduce panic or stress. Some typical causes are unavailable systems or long response
times when the user is operating under a deadline or dealing with an irate customer.
• Boredom: Boredom results from improper computer pacing (slow response times or long
download times) or overly simplistic jobs.
--Thoughts irrelevant to the task at hand are forced to the user’s attention, and
necessary concentration is impossible.
--The result, in addition to higher error rates, is poor performance, anxiety, and
dissatisfaction Physical.
• Psychological responses frequently lead to, or are accompanied by, the following physical
reactions.
• Abandonment of the system: The system is rejected and other information sources are relied
upon. These sources must, of course, be available and the user must have the discretion to
perform the rejection.
• Partial use of the system: Only a portion of the system's capabilities are used, usually those
operations that are easiest to perform or that provide the most benefits. Historically, this has
been the most common user reaction to most computer systems. Many aspects of many
systems often goon used.
• Indirect use of the system: An intermediary is placed between the would-be user and the
computer. Again, since this requires high status and discretion, it is another typical response
of managers or others with authority.
• Modification of the task: The task is changed to match the capabilities of the system. This is
a prevalent reaction when the tools are rigid and the problem is unstructured, as in scientific
problem solving.
• Compensatory activity: Additional actions are performed to compensate for system
inadequacies. A common example is the manual reformatting of information to match the
structure required by the computer. This is a reaction common to workers whose discretion
is limited, such as clerical personnel.
• Misuse of the system: The rules are bent to shortcut operational difficulties. This requires
significant knowledge of the system and may affect system integrity.
• These physical responses also greatly diminish user efficiency and effectiveness. They force
the user to rely upon other information sources, to fail to use a system's complete
capabilities, or to perform time-consuming "work-around" actions
• Importance in design is perception, memory, visual acuity, fovea and peripheral vision,
sensory storage, information processing, learning, skill, and individual differences.
• Perception
• Proximity
• Similarity
• Matching patterns
• Succinctness
• Closure
• Unity
• Continuity
• Balance
• Expectancies
• Context
• Signals versus noise
• Memory: Memory is not the most stable of human attributes, as anyone who has
forgotten why they walked into a room, or forgotten a very important birthday, can
attest.
• -Short-term, or working, memory.
- Long-term memory
- Mighty memory
- Sensory Storage
• Mental Models: As a result of our experiences and culture, we develop mental models of
things and people we interact with.
• A mental model is simply an internal representation of a person's current understanding
of something. Usually a person cannot describe this mental mode and most often is
unaware it even exists.
• Mental models are gradually developed in order to understand something, explain
things, make decisions, do something, or interact with another person.
• Learning: Learning, as has been said, is the process of encoding in long-term memory
information that is contained in short-term memory.
• It is a complex process requiring some effort on our part. Our ability to learn is important-it
clearly differentiates people from machines.
• Given enough time people can improve the performance in almost any task. Too often,
however, designers use our learning ability as an excuse to justify complex design.
• A design developed to minimize human learning time can greatly accelerate human
performance.
• People prefer to stick with what they know, and they prefer to jump in and get started.
Unproductive time spent learning is something frequently avoided.
• Skill: The goal of human performance is to perform skillfully. To do so requires linking
inputs and responses into a sequence of action. The essence of skill is performance of
actions or movements in the correct time sequence with adequate precision. It is
characterized by consistency and economy of effort.
• Economy of effort is achieved by establishing a work pace that represents optimum
efficiency.
• It is accomplished by increasing mastery of the system through such things as progressive
learning of shortcuts, increased speed, and easier access to information or data.
• Skills are hierarchical in nature, and many basic skills may be integrated to form
increasingly complex ones. Lower-order skills tend to become routine and may drop out of
consciousness.
• System and screen design must permit development of increasingly skillful performance.
• Individual Differences: In reality, there is no average user. A complicating but very
advantageous human characteristic is that we all differ-in looks, feelings, motor abilities,
intellectual abilities, learning abilities and speed, and soon.
• In a keyboard data entry task, for example, the best typists will probably be twice as fast as
the poorest and make 10 times fewer errors.
JOB/TASK/NEED
PHYSICAL CHARACTRISTICS
• The speed at which people can perform using various communication methods has been
studied by a number of researchers.
• Reading: The average adult, reading English prose in the United States, has a reading speed
in the order of 250-300 words per minute. Proof reading text on paper has been found to
occur at about 200 words per minute, on a computer monitor, about 180 words per minute.
• One technique that has dramatically increased reading speeds is called Rapid Serial Visual
Presentation, or RSVP. In this technique single words are presented one at a time in the
center of a screen. New words continually replace old words at a rate set by the reader. For a
sample of people whose paper document reading speed was 342 words per minute? (With a
speed range of 143 to 540 words per minute.) Single words were presented on a screen in
sets at a speed sequentially varying ranging from 600 to 1,600 words per minute. After each
set a comprehension test was administered.
LISTENING
KEYING
• Typewriter
Fast typist: 150 words per minute and higher Average typist: 60-70 words per
minute
• Computer
Transcription: 33 words per minute Composition: 19 words per minute
• Two finger typists
Memorized text: 37 words per minute Copying text: 27 words per minute •
Hand printing
Memorized text: 31 words per minute. Copying text: 22 words per minute.
UNDERSTAND THE BUSINESS JUNCTIONS
INDIRECT METHODS
• MIS Intermediary
• Paper Surveyor Questionnaire
• Electronic Surveyor Questionnaire
• Electronic Focus Group
• Marketing and Sales
• Support Line
• E-Mail or Bulletin Board
• User Group
• Competitor Analyses
• Trade Show
• Other Media Analysis
• System Testing
• Major system functions are listed and described, including critical system inputs and
outputs. A flowchart of major functions is developed. The process the developer will use is
summarized as follows: Gain a complete understanding of the user's mental model based
upon:
• The user's needs and the user's profile.
• A user task analysis.
• Develop a conceptual model of the system based upon the user's mental model. This
includes:
• Defining objects.
Interaction Styles
The concept of Interaction Styles refers to all the ways the user can communicate
or otherwise interact with the computer system. The concept belongs in the realm
of HCI or at least have its roots in the computer medium, usually in the form of a
workstation or a desktop computer. These concepts do however retain some of
their descriptive powers outside the computer medium. For example, you can talk
about menu selection (defined below) in mobile phones.
In HCI textbooks, such as Shneiderman (1997) and Preece et al. (1994), the types
of interaction styles mentioned are usually command language, form fillin, menu
selection, and direct manipulation.
Command language is the earliest form of interaction style and is still being used,
though mainly on Linux/Unix operating systems. These "Command prompts" are
used by (usually) expert users who type in commands and possibly some
parameters that will affect the way the command is executed. The following
screen dump shows a command prompt - in this case, the user has logged on to a
(mail) server and can use the server's functions by typing in commands.
Click to enlarge.
Figure 1: Command prompt. The command "ls- al" has just been executed
('ls' stands for 'list' and the parameters '-al' specify that the list command should
display a detailed list of files).
Some of the following points are adapted from Shneiderman (1997) and Preece et
al. (1994)
Advantages
● Flexible.
● Appeals to expert users.
● Supports creation of user-defined "scripts" or macros.
● Is suitable for interacting with networked computers even with low bandwidth.
Disadvantages
● Retention of commands is generally very poor.
● Learnability of commands is very poor.
● Error rates are high.
● Error messages and assistance are hard to provide because of the diversity of
possibilities plus the complexity of mapping from tasks to interface concepts and
syntax.
● Not suitable for non-expert users.
The form fillin interaction style (also called "fill in the blanks") was aimed at a
different set of users than command language, namely non-experts users. When
form fillin interfaces first appeared, the whole interface was form-based, unlike
Even today, a lot of computer programs like video rental software, financial
systems, pay roll systems etc. are still purely forms-based.
Some points below are adapted from Shneiderman (1997) and Preece et al.
(1994).
Advantages
● Simplifies data entry.
● Shortens learning in that the fields are predefined and need only be 'recognised'.
Disadvantages
● Consumes screen space.
● Usually sets the scene for rigid formalisation of the business processes.
Please note that "form fillin" is not an abbreviation of "form filling". Instead, it
should be read "form fill-in".
A menu is a set of options displayed on the screen where the selection and
execution of one (or more) of the options results in a state change of the interface
(Paap and Roske-Hofstrand, 1989, as cited in Preece et al. 1994). Using a system
based on menu-selection, the user selects a command from a predefined
selection of commands arranged in menus and observes the effect. If the labels
on the menus/commands are understandable (and grouped well) users can
accomplish their tasks with negligible learning or memorisation as finding a
command/menu item is a recognition as opposed to recall memory task (see
recall versus recognition). To save screen space menu items are often clustered in
pull-down or pop-up menus. Some examples of menu selection is shown below.
Some points below are adapted from Shneiderman (1997) and Preece et al.
(1994).
Advantages
● Ideal for novice or intermittent users.
● Can appeal to expert users if display and selection mechanisms are rapid and if
appropriate "shortcuts" are implemented.
Disadvantages
● Too many menus may lead to information overload or complexity of discouraging
proportions.
● May be slow for frequent users.
● May not be suited for small graphic displays.
The term direct manipulation was introduced by Ben Shneiderman in his keynote
address at the NYU Symposium on User Interfaces (Shneiderman 1982) and
more explicitly in Shneiderman (1983) to describe a certain ‘direct’ software
interaction style that can be traced back to Sutherlands sketchpad (Sutherland
1963). Direct manipulation captures the idea of “direct manipulation of the object
of interest” (Shneiderman 1983: p. 57), which means that objects of interest are
represented as distinguishable objects in the UI and are manipulated in a direct
fashion.
Click to enlarge.
Figure 4.B: One of the earliest commercially available
direct manipulation interfaces was MacPaint.
Some points below are adapted from Shneiderman (1997) and Preece et al.
(1994).
Disadvantages
● May be more difficult to programme.
● Not suitable for small graphic displays.
● Spatial and visual representation is not always preferable.
● Metaphors can be misleading since the “the essence of metaphor is understanding
and experiencing one kind of thing in terms of another” (Lakoff and Johnson 1983: p.
5), which, by definition, makes a metaphor different from what it represents or points
to.
● Compact notations may better suit expert users.
Hello, designers!
In today’s article, we are going to discuss a very crucial fact that is highly
affected by this behavior. Why some apps/systems are so popular and why
some are not? Mostly, the reason is System Evaluation.
There are many types of evaluation methods. With this article, we are going
to discuss evaluation methodologies that users who are not directly involved.
Those are,
1. Heuristic Evaluation
2. Walk-Throughs
3. Web analytics
4. A/B Testing
5. Predictive Models
References :
2. Walk-Throughs
Walk-throughs offer an alternative approach to heuristic evaluation for
predicting user problems without doing user testing. The meaning of
walk-throughs involves walking through a task with the product and noting
problematic usability features. There are main two walk-through methods
called Cognitive walk-throughs and Pluralistic walk-throughs.
All participants in the design walkthrough should be aware of their roles and
duties so that they may conduct successful and efficient reviews on a regular
basis.
2. Collecting data- The collecting and storage of data is the second phase in
web analytics. Data can be collected directly from a website or web analytics
platform, such as Google Analytics, by businesses.
3. Data processing- Now we can convert the acquired data into usable
information in the following level of the web analytics funnel.
5. Creating a strategy- This step entails putting insights into action in order
to develop strategies that are in line with the aims of the company.
References :
When considering what to test, look at your sales funnel to determine where
you’re losing potential conversions.
3.Control of time
To prove causality, an A/B test needs control variables, the elements that are
kept the same throughout the experiment. One variable to control for is time.
Any and all of the above-mentioned A/B testing benefits serve to increase
sales volume. Beyond the initial sales boost optimized changes produce,
testing provides better user experiences which, in turn, breeds trust in the
brand, creating loyal, repeat customers and, therefore, increased sales.
A/B testing is the simplest and most effective means to determine the best
content to converts visits into sign-ups and purchases. Knowing what works
and what doesn’t helps convert more leads.