Title: SEG 3210 User Interface Design
1SEG 3210User Interface Design Implementation
- Prof. Dr.-Ing. Abdulmotaleb El Saddik
- University of Ottawa (SITE 5-037)
- (613) 562-5800 x 6277
- elsaddik _at_ site.uottawa.ca
- abed _at_ mcrlab.uottawa.ca
- http//www.site.uottawa.ca/elsaddik/
2Unit C conceptual models
- Review The trouble with Users
- Introduction to Conceptual Models
- Mental models
- Relationship between design and user models
- Metaphors
- Guidelines for Building Conceptual Models
- Key Points to Review
31. Review The trouble with Users
- Any developer can tell you that users are
- lazy,
- demanding,
- careless and
- incompetent
- In particular, developers are often frustrated
that so many users apparently lack computer
literacy - Some day well hook up all the machines and
eliminate the middle-man - What can we do in the meantime?
- There are some common strategies...
4First strategy - Wait for them to die
- Strategy flaws
- New bad users will replace them
- There will always be some users who are new to
the current generation of technology.
5Second strategy - Wait for the super-user to
evolve
- Strategy flaws
- No noticeable recent evolutionary leaps
- Expert users are even less forgiving of usability
problems than novices... - so we have to deal with the users weve got.
6Third strategy - Educate them
7Designing usable systems
- Analysis
- Understand the users and their tasks
- Design
- Apply this understanding during design activities
- Evaluate
- Validate design decisions to see whether people
can actually use the system.
82. Introduction to Conceptual Models
Designers Model
Users Model
92. Introduction to Conceptual Models
- Conceptual model Design model
- Model held by the designer - may not be the same
for all designers working on a product - Mental Model Users model
- Model held by a user - may be different for each
user - System image
- Reflection of the model in the system itself its
information display and control possibilities
- System image
- The interface, the systems behavior, and the
documentation together are called the System
Image. - If the system image does not convey to users the
design model in a clear and obvious way, the
users will develop incorrect user models.
102. Introduction to Conceptual Models
- Conceptual model Definition (1)
- The designer analyzes the content to be taught,
- the task to be performed or
- the information to be displayed, and
- defines its structure and functionality.
- This structure in the designer's mind is called a
conceptual model - Conceptual model
- A designers attempt, through the user interface,
to facilitate the development of a useful mental
model. - A framework through which functionality is
presented - A conceptual model is also called an external
myth - i.e. the designers attempt to present a
simplified view of the system - it is not really the same as the system
- Can be considered a roadmap to the system
- 1) Bielenberg, D. (1993). Interactive design and
the mythical "intuitive user interface". Journal
of Interactive Instruction Development, 6 (2),
14-19
11Human knowledge
- Human intelligence relies on a great deal of
background knowledge. - The more we know
- The easier many tasks become
- We have millions of facts in our brains
- Most should be quickly accessed
- Hence they must be highly organized
- The better we understand the organization the
better we can build user interfaces that ... - Allow us to access our knowledge
- Help us to improve our mental models
12Principles of Knowledge organization
- Semantic nets
- Graph structures with...
- Nodes representing concepts
- Links representing relationships
- e.g.
- a person can be related to a dog by the owner
relation. - Ideas are similar to entity-relationship or
object diagrams - Rhetorical Structure Theory
- An example of this is the English sentences "An
apple is a fruit, Fruit is sweet."
133. Mental Model
- A representation in a users brain of what
contains his or her conceptualization and
understanding of a system - Patterns of knowledge representation in the brain
- Humans build models of systems using schemas and
other semantic nets - Mental models are like computer simulations
- But in the brain
- Humans manipulate mental models to
- Predict and test consequences of actions
- i.e. we run our models
- Solve problems
- Integrate new facts
14Mental Model
- Mental models ...
- get better with experience
- can be wrong and need replacing
- We constantly seek evidence to strengthen or
modify our mental models - by observation and exploration
- good feedback can help in this process
- Many user interface malfunctions can be ascribed
to incorrect mental models - which may be generated by poor conceptual models
- Systematic malfunctions are strongly suggestive
of erroneous mental models - Mental models can be contrasted with images
- Images are views of one state of a mental model
15Types of mental models
- We can build user interfaces that help users
build and manage one or both of the following - Structural models
- User has internalized how something works
- e.g. How a car works
- Functional models
- User has internalized how to use something
- e.g. How to drive a car
- How to
- by a ticket,
- go to a platform,
- wait for a train,
- get on a train,
- change trains and
- leave the station at the destination
16How the two types of models can help people
- Structural
- Help deal with unfamiliar problems
- Help users predict the effects of any possible
sequence of actions - However they require more work to learn
- Context-free -gt can be extended and integrated
with other knowledge - Functional
- Help get a task done fast with minimal thinking
- i.e. blindly following directions
- Context-dependent --gt easier to use
- For most tasks, most people only build functional
models
17Mental models
- Mental models can be
- Abstract
- Subway / Metro / Underground maps that are not to
scale and leave out many details - Concrete
- Topological map
- Simple
- Average drivers model of a car
- Detailed
- Mechanics model of a car
18London complete system Famous for introducing
abstraction - not to scale
19London central coreSame detail, just bigger
scale
20Paris suburban system Even more abstract
21Paris central coreLess abstract - more to scale
- more complex
22TorontoHighly abstract and simple
23Mental models are typically messy
- They are incomplete
- Peoples ability to run them is severely limited
- We are not machines
- They are unstable
- People forget details
- Models of similar systems are confused with each
other - People incorporate unscientific ideas and
superstitions into mental models - If there is a 50 chance, then if it succeeded
last time it will fail next time - We cannot hope to instill perfect mental models
in users - We can only promote the development of a model
that is neater, more elegant, more stable, more
complete and more confident
24Classroom exercises with mental models
- In the following tasks, think about
- What mental activity you perform to compute the
answer - How much time it takes.
- How accurate you think your answer is
- If you need to do a similar task often, how could
you improve your mental model. - Could a computer make the task easier? How?
- How many windows in your house?
- How many traffic lights are there on the route
you drive to work (or some other drive)? - If you came back to a cold house and you wanted a
20C temperature, what would you do? - How would you leave a message for somebody on
their voice mail? When would they get it? - How would you find out of a given procedure in a
program is ever going to be called?
25Two puzzles to illustrate mental models
- There are four cards
- Each has a letter on one side and a number on the
other side - Rule If there is a vowel on one side, then there
is an even number on the other side - You see the following cards E, D, 4, 7
- Which cards do you need to turn to verify the
rule?
- There are four receipts
- Rule If a purchase is for more than 1000, the
manager must sign on the back of the receipt - You see the following receipts on the table
- two showing amounts 1200 and 200
- two showing the back, one with the managers
signature - Which receipts do you need to turn to verify the
rule?
264. Relationship between design and user models
- Ideally, the user model should completely map
onto the design model. - More often the users develop only a partial
mental model of the design model. - The way users find out about the design model is
through the interface, the systems behavior, and
the documentation - The gulfs of execution and evaluation
- Users can bridge the gulfs by changing their
mental model - Designers can bridge the gulfs by changing the
conceptual model they present
27Mapping
- Mapping indicates the relationship between the
action of the user and the result of the action. - Natural mapping
- The users natural understanding of action
results - steering the wheel (direct association)
- RED for stop and GREEN for go (cultural
understanding) - Four controls for four stove burners (logical
association) - Present the font choices using the fonts
themselves
Times New RomanArial Arial Black Courier New Old
English Monotype Sorts Univers
28Forcing Function
- Design that prevents users from taking actions
which are inappropriate or which would lead to
error - Appliance shut off when opened
- Microwaves
- Washing Machines
- Radio buttons
- Choose one and one only
- Good example of a forcing function design
- Menu bar - grays out and prevents the selection
of those items inapplicable to the current
context
New Open Close Save Save as...
29Directness of an interface
- The feeling that one is operating directly in the
world of interest - Rather than through a computer
- Semantic directness
- The degree to which the UI allows users to say
what they want to say simply and concisely - good If users can directly draw in a word
processor when creating a document rather than
switching applications - bad If users in a draw program must draw a
shape using separate lines - Articulatory directness
- The relation between the meanings of elements in
a UI and their physical form - reasonable turn indicator in a car
- bad burner controls on many stoves
30Example burner controls on many stoves
Stove Top B
Stove Top A
Controls A
Controls B
31Affordances and constraints
- A UI element with good perceived affordance
suggests what is possible to do with it - A UI element with good perceived constraints
suggests what is not possible to do with it. - Good affordances and constraints
- Reduce the users reliance on her mental model
- She can immediately tell what to do without
thinking about it - Help the user build their mental model
- Typical affordance
- An element that looks like a button, can be
pushed - When the cursor is over it, it darkens indicating
that pressing the mouse now would perform the
action - Typical constraints
- e.g. a square peg and a round hole
- e.g. the scroll bar can only scroll a limited
distance
32Conceptual models of novices vs. experts
- Knowledge starts of as declarative
- Statements of fact that can be put in words
- With practice, knowledge gradually becomes more
procedural and automated - One internalizes the mental model of how to do
certain things - An expert may not even be able to explain what
they do - The fact-learning required in the early stage is
a bottleneck - We must make interfaces so they can be learned
and used with just a few pieces of knowledge - e.g. how to use the mouse
- Expanding on existing procedural knowledge can
sometimes be easier - Computer experts can more easily to learn any UI
33States and modes
- In the UI a mode is
- A state entered by a particular action, in which
the set of actions available changes - e.g. in the Unix vi text editor, one can be in
- Text entry mode
- Command mode
- e.g. Dialog boxes are modes if one has to quit
before doing anything else - Modeless dialogs are better.
- Each mode has its own mini conceptual model
- This can be confusing to users
- Hence avoid modes where possible
345. Metaphors
- Metaphors are an important tool in building
conceptual models - There is a close linkage between metaphors and
conceptual models. - metaphor implies a model
- model isn't easily grasped without metaphors
- What is a metaphor ?
- A word or phrase denoting one object used in
place of another to suggest a likeness - The use in an interface of familiar concepts to
represent more abstract system concepts - Analogy
- Partial likeness between things that are compared
- Metaphor vs. Analogy
- Distinction is that in a metaphor an object is
treated as if it were another in analogy we
remain aware that they are different. - Metaphors
- Help the user use prior knowledge to understand a
system - Make abstract ideas more concrete
- Help users build mental models
35Examples of metaphors
- Mac/MS-Windows - desktop metaphor
- mismatch ejecting disk by dropping in trash can
- word processor - typewrite metaphor
- mismatch auto-line wrap
- Spreadsheet as ledger - squared paper metaphor
- mismatch calculating formulae
- Mailtool - mailbox metaphor
- icon mismatch US mailbox not UK, German, French
etc - Control panel as cards with tabs
- Conceptual model as roadmap to the system
- Ubiquitous computing is a step beyond
metaphors - integrating a computer invisibly into an everyday
device (e.g. an employee badge) - Two types of metaphors
- Verbal metaphors
- The system is explained in a metaphorical way
- Virtual interface metaphors
- The system appears in a metaphorical way
36Difficulties developing metaphors
- Following a metaphor too literally can mean we
underutilize the power of the computer - e.g. in a windowing system it can be hard to sort
through many windows which represent documents - This is easier with real paper documents
- We should ensure the computer also makes this
easy - Incomplete metaphors can mislead the user
- e.g. Ejecting a disk (file cabinet) by putting it
in the trash - It is difficult to extend metaphors consistently,
especially when adding functionality - e.g. Magical Macintosh features
- Infinite folders-within-folders
- Aliases for files (same file in several folders)
- The trash can is on the desktop!
37A solution to the metaphor extension problem
- Composite metaphors
- Several metaphors working together
- as long as they dont conflict!
- People dont seem to have a problem working with
multiple mental models at a time - E.g.
- desktop
- menus
- windows
- scrolls
- cutting and pasting
- publishing and subscribing
38Some sources of ideas for metaphors
- Human activities
- Agents
- Stage and theater
- Searching, creating, writing etc.
- Machines
- Television and telecommunications
- Carpentry, plumbing and construction
- Office devices like rolodex and keyboards
- Clocks and other representations of time
- 2-D space
- Forms, spreadsheets
- Drafting tables, light tables
- Game boards
- Instrument panels
- Menus
- Maps
- 2.5 -D space
- Desktops and briefcases
- Books and encyclopedias
39Check list for metaphors
- Does the concept represent the functionality?
- Are the users familiar with the concept?
- Does the concept fit with the system context ?
- Is the concept too complex for my user group ?
- What are the mismatches from the metaphor in
representative use scenarios/use cases ? - Identify strategies to manage mismatches ?
- Identify the levels at which the metaphor applies
- the task, procedural method, appearance level. - The metaphor is trading off accuracy of the
mental model for learnability
406. Guidelines for Building Conceptual Models
- General
- Keep the conceptual model, and thus the system,
simple. - Build conceptual models that draw maximally on
real-world knowledge. - Avoid conceptual models that require abstract,
logical thinking. - Documentation and on-line help should
explicitly present the conceptual model. - Choose names and terminology consistent with the
conceptual model. - Design conceptual models that maximize both
semantic and articulatory directness. - Where possible, eliminate modes
41Guidelines for Building Conceptual Models
- Using conceptual models to build mental models
- Take into account mental models users will bring
with them to the new system. - Design so as to facilitate the users development
of an efficient and effective mental model. - Conceptual models should be oriented to the
users, not the designers mental model. - Help the user build a structural model if they
need to be creative with the system. - Help the user build a functional model if they
need to rapidly perform some function. - Ensure feedback works to correct and build users
mental models. - Avoid displaying clutter or irrelevant
information as this will slow the building of a
mental model. - Different but related conceptual models may be
needed for novices and experts - Reduce the dependence on the users mental model
by making the interface as visible as possible
using elements with appropriate perceived
affordance and constraints
42Guidelines for Building Conceptual Models
- Metaphors
- Make departures from any metaphor clear
- Avoid metaphors that if followed literally would
not allow the power of the computer to be fully
used. - When the metaphor is already chosen, trade
literalism for power by adding magic features. - Avoid partial metaphors that users may be misled
to assume are more complete - When building composite metaphors, make sure the
component metaphors do not conflict
437. Key Points to Review
- Task analysis and conceptual modeling are
techniques that help us design better user
interfaces - We understand users and their needs more deeply
- Task Goal-directed procedure
- with subtasks and actions
- internal task vs. external task
- natural task vs. artificial task
- Goal State the user wants to be in
- implicit goal vs. explicit goal
44Key Points to Review
- Task analysis Modeling users tasks
- parallel with traditional analysis (e.g. OO)
- Model the tasks
- Determine user classes
- List and prioritize tasks
- Gather goals, preconditions, decompositions,
mental models, side-effects, breakdowns - Simplify and improve the models
- Make abstract
- Build conceptual models
- Add back details
- Standardize,
- rearrange,
- reduce need
45Key Points to Review
- Conceptual model (roadmap to system)
- vs. mental model (map in users brain)
- Human knowledge representation
- Mental models
- Simulations used to test and predict consequences
of actions - Cause malfunctions when incorrect
- Contrast with images
- Structural (workings) vs. functional (use)
- Abstract vs. concrete simple vs. detailed
- Typically messy
- The conceptual model helps build good mental
models
46Key Points to Review
- Users vs. designers mental models
- Gulfs of execution and evaluation
- Interface directness
- Semantic Say what you want
- Articulatory Relation to physical form
- Perceived affordance and constraints
- Reduce reliance on mental model
- Novices vs. experts
- Declarative vs. automated and procedural
knowledge - Bottleneck acquiring initial declarative
knowledge - Modes States where actions differ To be avoided
- Metaphors Familiar concepts to represent system
- Difficulties
- Following to literally
- Misleading due to incompleteness
- Being consistent
- Composite metaphors