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i213: User Interface Design

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Title: i213: User Interface Design


1
i213 User Interface Design Development
  • Marti Hearst
  • Thurs, Feb 15, 2007

2
Today
  • Raskins Locus of Attention
  • Errors
  • Modes
  • Time permitting
  • Design Guidelines

3
Mental Models Redux
  • Good Representations
  • capture essential elements of the event / world
  • deliberately leave out / mute the irrelevant
  • appropriate for the user, their task, and their
    interpretation

4
Raskin on Cognition
  • Cognitive Engineering
  • Ergonomics
  • Takes into account the statistical variation of
    human variability
  • Design a car seat that fits 95 of the population
  • Says that designing products that interact with
    us physically is reasonable straightforward
  • Cognetics Ergonomics of the mind
  • The study of the engineering scope of our mental
    abilities
  • This is the applied side of cognitive science

5
Raskin on Cognition
  • Cognitive Conscious / Unconscious
  • Examples?
  • What is the last letter in your first name?
  • You know it but werent consciously accessing
    this information a moment ago, but now you are.
  • How do your shoes feel right now?
  • How did The Shining make you feel?
  • Having a name on the tip of your tongue
  • Differences?
  • New situations/routines
  • Decisions / one standard choice
  • Sequential / simultaneous

6
Raskin on Cognition
  • Locus of Attention
  • What is it?
  • An idea/object/event about which you are intently
    and actively thinking.
  • The one entity on which you are currently
    concentrating
  • You see and hear much more
  • E.g., white noise
  • Turn the lights off, you have a full-fidelity
    recording of their sound in your mind, which
    fades quickly
  • Why locus?
  • Focus implies volition locus not always under
    conscious control
  • Attention can be either active or going with the
    flow

7
Raskin on Cognition
  • Locus of Attention
  • Why is it important for HCI?
  • Cannot be conscious of more than one task at a
    time
  • Make the task the locus of attention
  • Dont count on people to read labels or
    directions
  • Beware of the power of mental habits
  • Repetitive confirmations dont work
  • Take advantage of it
  • Do pre-loading while user thinking about next
    step
  • Streamline resumption of interrupted tasks

8
Error Messages
9
Cooper on error dialog boxes
  • Why are they problematic?
  • How related to locus of attention?
  • What are the alternatives?
  • Cooper is talking to programmers
  • Silicon Sanctimony
  • You should feel as guilty as for using a goto
    an admission of failure in design

10
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11
Inane Dialog Boxes
12
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13
HIT ANY KEY TO CONTINUE
14
Modes
  • What are they?
  • The same user actions have different effects in
    different situations.
  • Examples
  • Adobe reader example vs.
  • Powerpoint drawing example
  • Keycaps lock

15
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16
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17
Modes
  • When are they useful?
  • Temporarily restrict users actions
  • When logical and clearly visible and easily
    switchable
  • Drawing with paintbrush vs. pencil
  • Autocorrect (if easy to switch the mode)
  • Why can they be problematic?
  • Big memory burden
  • Source of many serious errors
  • How can these problems be fixed?
  • Dont use modes redesign the system to be
    modeless
  • Redundantly visible
  • Raskin -- quasimodes

18
Modal Blooper
19
Modal Blooper(and other problems too)
20
A Summary Statement
  • Raskin, p. 69
  • We must make sure that every detail of an
    interface matches both our cognitive capabilities
    and the demands of the task
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