User Modelling ID 405 Human-Computer Interaction - PowerPoint PPT Presentation

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User Modelling ID 405 Human-Computer Interaction

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User Modelling ID 405 Human-Computer Interaction Ascending and Descending By M. C. Escher 1960 Mental models and program/design models Users mental model Designers ... – PowerPoint PPT presentation

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Title: User Modelling ID 405 Human-Computer Interaction


1
User ModellingID 405 Human-Computer Interaction
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Ascending and Descending By M. C. Escher 1960
3
Mental models and program/design models
Users mental model
Designers program model
4
What you are up against
  • a mental model is what the user believes about
    the system at hand (belief, and not facts)
  • individual users each have their own mental model
    (different users, different models)
  • mental models are in a flux (users are bound to
    update models with experience)
  • users suffer model inertia
  • mental models are simple (if design model is
    nontrivial, it's probably not the user model)

5
Lets see some examples
  • the word "Google" is usually the top query at
    other search engines, and words like "Yahoo" and
    "Bing" score high on Google
  • Why do people search for a website if they
    already know its name? Why not just type,
    google.com into the URL field?

6
Lets see some examples
  • Users don't just confuse search fields many less
    tech-savvy users don't understand the differences
    between many other common features
  • Operating-system windows vs. browser windows
  • A window vs. an application
  • Icons vs. applications
  • Collapsible/expandable views
  • Single-clicks vs. double-clicks
  • Local vs. remote info

7
Lets see some examples
  • Netflix queue vs. shopping cart
  • Picture embedding in a word processor vs. WYSWYG
    HTML editor

8
Lets see some examples
  • When people have to guess how a program is going
    to work, they tend to guess simple things, rather
    than complicated things

9
Lets see some examples
  • When people have to guess how a program is going
    to work, they tend to guess simple things, rather
    than complicated things

10
Lets see some examples
  • In Microsoft Windows the AltTab key combination
    switches to the "next" window
  • Most users would probably assume that it simply
    rotates among all available windows
  • If you have window A, B, and C, with A active,
    AltTab should take you to B. AltTab again would
    take you to C
  • Actually, what happens is that the second AltTab
    takes you back to A. The only way to get to C is
    to hold down Alt and press Tab twice.
  • It's a nice way to toggle between two
    applications, but almost nobody figures it out,
    because it's a slightly more complicated model
    than the rotate-among-available-windows model

11
So what can we do?
  • In case of a mental model mismatch, you basically
    have two options
  • Make the system conform to users' mental models
  • Improve users' mental models so that they more
    accurately reflect the system

12
Personas
  • Personas are archetypes that describe various
    goals and observed behaviour patterns among your
    potential users and customers
  • A persona encapsulates and explains the most
    critical behavioural data in a way that designers
    and stakeholders can understand, remember and
    relate to
  • Personas use storytelling to engage the social
    and emotional aspects of our brain, which helps
    us to visualise and empathise with the user in a
    vivid and direct manner

13
Personas
  • Katie Bennet, digital camera user
  • from Designing for the Digital Age Creating
    Human-Centred Products and services by By Kim
    Goodwin (pp.230)
  • Set of goals
  • Mental model
  • Environment
  • Skills
  • Frustrations
  • Likes dislikes
  • Attitudes
  • Typical tasks
  • Behaviour patterns

14
What personas are
  • Personas are fictional characters but distilled
    from real data you gathered from actual users
    (data driven not based on assumptions)
  • They are based on what users do and why they do
    them (actions, goals, motivations behaviours)
  • Sound personas emerge from good data, rigorous
    analysis, and compelling human presentation

15
What personas are NOT
  • Creative writing exercises with photos and
    fictitious biographical details
  • Market segments
  • averages

Market segments
Mental models and goals
Segment size and value
Skills attitudes and behaviours
Demographics
always have May have
Personas
16
What personas are NOT
  • Creative writing exercises with photos and
    fictitious biographical details
  • Market segments
  • averages

Market segments
Mental models and goals
Segment size and value
Skills attitudes and behaviours
Demographics
always have May have
Personas
17
Structure of a persona
  1. Use a photo for your persona. A good photo is key
    to making the persona believable and convincing.

18
Structure of a persona
  1. Use a photo for your persona. A good photo is key
    to making the persona believable and convincing.
  2. Give your personas names. Refer to them by those
    names. Avoid silly or alliterative names. Also
    avoid placing your persona in a category (like
    Stay-at-home-Mom). Silly names and categories
    allow people to stereotype the persona, and thus
    treat them as an other, not as someone
    potentially just like themselves.

19
Structure of a persona
  1. Use a photo for your persona. A good photo is key
    to making the persona believable and convincing.
  2. Give your personas names. Refer to them by those
    names. Avoid silly or alliterative names. Also
    avoid placing your persona in a category (like
    Stay-at-home-Mom). Silly names and categories
    allow people to stereotype the persona, and thus
    treat them as an other, not as someone
    potentially just like themselves.
  3. Highlight personas key behaviors and motivations.
    In order to deliver a great user experience, you
    need to understand why people would engage with
    that experience, and how they would go about it.

20
Structure of a persona
4. Include basic demographic information. But
only to the degree that helps a reader better
understand who your persona is. Age, income,
occupation, marital status can be informative.
21
Structure of a persona
  • 4. Include basic demographic information. But
    only to the degree that helps a reader better
    understand who your persona is. Age, income,
    occupation, marital status can be informative.
  • 5. Provide key statements in the personas voice.
    This statement might be something you heard in a
    research interview, or it might be a fabrication.
    The quote will allow others to see a distinct
    person.

22
Summary
  • User research is primarily about empathy
    getting designers and developers to have empathy
    for their users, and be able to deliver products
    and services that really appreciate the users
    needs and goals
  • And personas are perhaps the best tool in the
    user-centered design toolbox for communicating
    empathy they feel like real people with real
    concerns, and when crafted well, can transfer
    insights realized through research to other
    members of the project team

23
Summary
  • User research is primarily about empathy
    getting designers and developers to have empathy
    for their users, and be able to deliver products
    and services that really appreciate the users
    needs and goals
  • Personas are perhaps the best tool in the
    user-centered design toolbox for communicating
    empathy they feel like real people with real
    concerns, and when crafted well, can transfer
    insights realized through research to other
    members of the project team
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