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Chapter 3 Understanding users

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Chapter 3. Understanding users. Francisco Arcediano. Simon Bowen. Nicole Burrell. Charles Carter ... Design with the user's capabilities and the demands of the ... – PowerPoint PPT presentation

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Title: Chapter 3 Understanding users


1
Chapter 3Understanding users
  • Francisco Arcediano
  • Simon Bowen
  • Nicole Burrell
  • Charles Carter

2
Introduction
  • Design with the users capabilities and the
    demands of the activity in mind.
  • Goal Examine some of the core cognitive aspects
    of interaction design to both extend human
    capabilities and compensate for their weaknesses.

3
What is cognition?
  • Cognitive processes thinking, daydreaming,
    talking, seeing
  • Categories of cognition (Norman 1993)


  • Experiential cognition perceive, act, and react
    to events around us
  • Reflective cognition think, comparing, and
    decision-making
  • Discussion Question
  • Do you think one cognitive category is
    exercised more than the other when it comes to
  • 1) Planning an interface with the customer
  • 2) Designing the interface
  • 3) Reviewing progress of the interface with the
    customer
  • 4) Evaluating interface effectiveness with
    actual user

4
What is cognition?
  • Specific kinds of cognitive processes
  • 1) Attention
  • 2) Perception and recognition
  • 3) Memory
  • 4) Learning
  • 5) Reading, Speaking, and Listening
  • 6) Problem solving, Planning, Reasoning,
    Decision Making
  • Many of these cognitive processes are
    interdependent
  • Discussion Questions
  • 1) Can you think of activities related
    to interface design that
  • involves at lest two of these processes?
  • 2) Are there any activities that require only
    one of these
  • processes?

5
What is cognition?
  • Reading, Speaking, and Listening forms of
    language processing
  • Similarity Meaning of sentences or phrases is
    same in all modes
  • Differences
  • 1) Written language is permanent, listening is
    transient
  • 2) Reader can be quicker than speaking or
    listening
  • 3) Listening requires less cognitive effort
  • There are differences between peoples ability to
    use language
  • Discussion Questions
  • 1) How might these differences affect
    the way you design your
  • interface?

6
Applying Knowledge from the physical world from
the Digital World
  • "A well known approach to applying knowledge
    about everyday psychology to interaction design
    is to emulate, in the digital world, the
    strategies and methods people commonly use in the
    physical world.
  • Picking task that are familiar to people and
    using them in the digital world, allows users to
    master the implementation.
  • It makes using the design implementation more
    enjoyable and less frustrating.

7
Applying Knowledge from the physical world from
the Digital World
  • Direct mapping from the physical world to digital
    world is not always successful.
  • It can turn out to be "counter-productive,
    forcing users to do things in bizarre,
    inefficient, or inappropriate ways".
  • This happens when the activity being emulated is
    more complex than assumed.
  • The designers need to think through how and
    whether this design will work in the new context
    (that being the digital context).
  • Questions Do you know any good mappings from the
    real world to the Digital? Any Bad?

8
Informing design from theory to practice
  • Theories, models, and conceptual frameworks
    provide abstractions for thinking about how
    people interact with products, but they are
    difficult to apprehend.
  • Thus, researchers have tried to make theory more
    accessible and practical translating into
  • Design principles and concepts
  • Design rules
  • Analytic methods
  • Design and evaluation methods
  • E.g., GOMS (Goals, Operators, Methods, and
    Selection rules)
  • GOMS allows quantitative predictions of how
    people interact with products.

9
Informing design from theory to practice
  • Discussion questions
  • Dilemma faced with interface design Keep the
    same structure adding more functions or design a
    new model of interaction? (Evolutionary versus
    Revolutionary upgrading)
  • The ultimate goal is to extend human capabilities
    and compensate for their weaknesses. How far
    should we take this goal? Could we become too
    dependent on technologies?
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