Title: Midterm Review
1Midterm Review
- IST 331 Design and Organization of Information
Systems User and System Principles
Instructor Mithu Bhattacharya Small revisions by
Frank Ritter Spring 2011
2Chapter 1 Why and when do we need HCD
- Why study of the user is important?
- Understanding the users can save lives
- Understanding the user can lead to better
products - Understanding the user can save money
- Understanding the user does not guarantee success
- Not necessary or sufficient for success
- Lack of usability is sufficient for failure
- When do you need to study the user?
- Early in the design
- Lots of users and they are important
- When they are different
- When lives are at risk
3Chapter 1 Why and when do we need HCD (Contd.)
- How much do you have to study the user?
- Risk driven spiral design model
- Evaluate all risks to success
- Study user and their tasks until risk of not
knowing is lower than other risks
4Chapter 2 History of Human Centered Design
- Component Fields of HCD
- Human Factors
- Focus on good fit between people and their work
environments - Ergonomics
- Focus on fit between people and environment by
altering the environment - Human Computer Interaction
- Focus on designing for peoples interaction with
computer-based applications - Computer Supported Cooperative Work
- Focus on peoples communication through
computer-based applications -
5Chapter 2 History of Human Centered Design
(Contd.)
- Engineering approaches to studying human behavior
- Motion study (Gillian Gilbreth)
- Task could be broken into individual motions
- Nature of motions determine efficiency
- Time study (Frederick Taylor)
- Skilled behavior determined by sequencing of
motions made by operator and speed at which they
were carried out - Rationalizing task into most economical sequence
of actions - Maximum rate without overtiring operatives
6Chapter 2 History of Human Centered Design
(Contd.)
- Hawthorne Effect
- Performance improvements due to psychological
factors - Not physiological
7Chapter 2 History of Human Centered Design
(Contd.)
- What is Usability?
- Functionality
- What it does
- Learnability
- How easy to learn
- Reliability
- Complete, consistent, and robust
- Efficiency
- How fast is the system
- Maintainability
- How easy is the system to maintain and upgrade
- Other characteristics
- Consistency, informative feedback, explicitness,
flexibility and control, error prevention and
control, user guidance and support
8Information Seeking in Context
- Article - Effective Information Systems for
High-performing Self-managed Teams (Barnes et
al., 1996) - How self-managed teams decide what information
is needed - High-performing teams communicate better in team
meetings - High-performing teams have clear goals
- High-performing teams do not have domineering
team members
9Information Seeking in Context (Contd.)
- Factors that enhance or hinder efforts to get
information - No significant difference in high and
low-performing teams to the effect of openness of
information system and amount of information
available to team - Teams tolerance to the 2 factors different
- Tolerance correlates to team maturity level
10The Tangled Web We Wove A Taskonomy of WWW Use
(Byrne et al., 1999)
11The Tangled Web We Wove A Taskonomy of WWW
(Contd.)
- Implications for WWW browser design
- Users spend more time in reading, visual search,
and waiting - Widget design could improve scrolling
- Users spend long time scrolling
- Improving performance of caching algorithms
- Users spent long in waiting for page loading
- Implications for page design
- Web pages should be designed to improve
readability because users read - Tradeoff between readability and scanability
should be carefully evaluated - Visual search should be supported (Use of color
links, underline etc.)
12Chapter 3 User Characteristics Bodies,
Behavior, Thinking, and Groups the ABCS
- ABCS Framework
- A Anthropometric Approach
- Can it be used?
- Physical aspects of users and systems
- Example Users defined by their size, muscle
strength etc. - B Behavioral Approach
- How is it used?
- Basic behavior users can produce
- Users defined by what they can perceive and what
they can do - Example Vision and hearing
13Chapter 3 User Characteristics Bodies,
Behavior, Thinking, and Groups the ABCS (Contd.)
- C Cognitive Approach
- How do users think they are using it?
- Considers how users think about their task and
system - Example Memories, goals, processing
- S Social Approach
- What about others when using it?
- Users defined by where they are the context
- Example issues on social level
- Distraction by interruptions thus failing to
complete safety checklist - Communication breakdown among members
14Chapter 3 User Characteristics Bodies,
Behavior, Thinking, and Groups the ABCS (Contd.)
- Haptic Interface
- Touch based interface
- Hand main organ of haptic perception
- Advantages
- Supports users with poor vision
- Supports users with poor sense of touch
- Users who need additional input channel or need
touch as input channel - Why havent Haptic Interfaces been used more?
- Cost, Power , Safety (Not distal adds safety
requirements), Resistance to change, Usefulness
(Visual and auditory input enough Not good for
communicating large amount of information
Problem being used to transfer information over
long time period)
15Chapter 3 User Characteristics Bodies,
Behavior, Thinking, and Groups the ABCS (Contd.)
- Fitts Law
- Time to point to an object related to distance
from object and inversely related to size of
object
d
Time 70 ms Log 2 (Target distance / Target
size 0.5) (Card, Moran, and Newell, 1983)
16Chapter 6 Cognitive Capabilities Memory,
Attention, and Learning
The Stages of User Activities When Performing a
Task
17Chapter 6 Cognitive Capabilities Memory,
Attention, and Learning (Contd.)
- The Model Human Processor Developed by Card,
Moran Newell (1983)
18Chapter 6 Cognitive Capabilities Memory,
Attention, and Learning (Contd.)
- Memory
- Working memory (short term)
- Small capacity
- Rapid access ( 70ms) decay (200 ms)
- Pass to LTM after a few seconds
- Primacy effect First things in list easily
remembered - Recency effect The last items in list better
remembered - Long-term memory
- Huge (if not unlimited)
- Slower access time (100 ms) w/ little decay
19Chapter 6 Cognitive Capabilities Memory,
Attention, and Learning (Contd.)
- Kinds of Memory
- Declarative memory
- Facts or statements
- What is knowledge
- Explicit (Reportable)
- Procedural memory
- Performing procedures
- How to knowledge
- More robust against decay
- Implicit (not reportable)
- Prospective memory
- To do something at future time
- Prone to decay
- Calendars, to do list etc
20Chapter 6 Cognitive Capabilities Memory,
Attention, and Learning (Contd.)
- Recognition over Recall
- Recall
- Info reproduced from memory
- Recognition
- Presentation of info provides knowledge that info
has been seen before - We want to design UIs that rely on
- Recognition
- Implications of Memory for Interface Design
- Trying harder does not help
- Ordering the presentation of objects to memory
helps
21Chapter 6 Cognitive Capabilities Memory,
Attention, and Learning (Contd.)
- Process of Learning
- Stage 1 (Cognitive) Acquire domain declarative
information - Stage 2 (Associative) Declarative knowledge
compiled to procedural information - Stage 3 (Skills or Tuning) Tunes knowledge that
is applied
22Chapter 6 Cognitive Capabilities Memory,
Attention, and Learning (Contd.)
- Rasmussens Theory of Knowledge
- Skill based control
- Operator sees and acts
- Little or no effects on other tasks
- E.g. following a car in a lane
- Rule based control
- Operator applies effort to act
- Attention is needed
- E.g. lane changing in a car
- Knowledge based control
- Performance is very effortful, error prone
- Used when other two levels are not applicable
- E.g. Driving in an unfamiliar town
23Chapter 6 Cognitive Capabilities Memory,
Attention, and Learning (Contd.)
- Power Law of Learning
- Task time on the nth trial follows a power law
- Time of a trial Constant 1 (Number of trial
PP)-alpha Constant 2 - Constant 1 is base time that decreases with
practice PP is previous practice on the task
alpha is between 0.1 0.4 Constant 2 is
limiting constant - You get faster the more times you do it
- Applies to skilled behavior (sensory motor)
- Does not apply to knowledge acquisition, scores,
or quality
24Chapter 6 Cognitive Capabilities Memory,
Attention, and Learning (Contd.)
- Implications of Learning for Interface Design
- Users learn and get faster
- Learning curve may provide insights
- How difficult to novices
- Steep curve, system often used, initial task time
not an issue - System used few times, initial task time needs to
be acceptable
25Chapter 7 Cognitive Capabilities Human-Computer
Communication
- What Syntactic/Semantic Model Reveals
- Mapping between three items is extremely
important - Task semantics to computer semantics to computer
syntax - Task semantics Write letter
- Computer semantics Open a file, use editor, save
it to disk - Computer syntax Select menu items, key strokes
for formatting - Bad mapping Using LaTex to write letter
- Aside from task semantics, must also know
semantics/syntax of - Text editor
- Latex
- Unix compiling and printing sequence (to typeset
and print) - Relatively good mapping Trashcan to throw away
files - Must know mouse syntax of selecting and dragging
- Computer semantics almost analogous to task
semantics
26Chapter 8 Cognitive Capabilities Mental
Representations and Problem Solving
- What does Mental Model mean?
- Some sort of mental representation of things in
our environment - Semantic/propositional
- Visual/spatial
- They help us understand how people reason about
different phenomena - Characteristics of MM
- Incomplete, constantly evolving, not accurate
representations, contains errors - Simplistic representation of complex phenomena
- Set of if-then-else rules
27Chapter 8 Cognitive Capabilities Mental
Representations and Problem Solving (Contd.)
- Types of MM
- Structural
- Facts user has about how a certain system works
- Functional
- Procedural knowledge about how to use the system
- Can be constructed from existing knowledge about
similar domain or system
28Chapter 8 Cognitive Capabilities Mental
Representations and Problem Solving (Contd.)
- MM Limitations
- Capturing and validating is hard
- MMs are built on the fly
- Asking about MM often modifies users MM
- Post Completion Errors
- This error arises when goals for task is
completed but the goals of the subtasks are not
completed - Example Old-fashioned ATM machine
- Get money before card and leave card
- Goal is to withdraw money, not get card
- Design suggestion
- Put most important goal last so that all
sub-goals are met
29Chapter 8 Cognitive Capabilities Mental
Representations and Problem Solving (Contd.)
- Simple Decision Making
- Hick-Hyman law
- Tab log2(n1)
- Ttime to make a decision, nnumber of options
- a, b are constants that depend on the display,
response mode etc. - Example What is relative time to select from
one menu of eight items vs. two menus of four
items?
30Chapter 16 Cognitive Capabilities - Cognitive
Dimensions and the Gulfs
- Influences on Decision Making
- Confirmation Bias
- We tend to look for or notice evidence that
confirms our hypotheses, rather than check for
contradictions - Confirmation bias can be made worse by
automation, e.g., ignoring road signs while
following GPS instructions - Regression to the Mean / Sample Sizes
- Users tend to over generalize
- Availability Bias
- Users typically use memory that are easy to
retrieve - Framing Effect
- The way outcomes are presented influence on how
users choose between alternatives - Outcomes noted in positive terms are chosen over
negative terms
31Chapter 16 Cognitive Capabilities - Cognitive
Dimensions and the Gulfs (Contd.)
- Influences on Decision Making Learning and
Feedback - Let users make decision without feedback
- Users get more confident
- Give users feedback on decision making
- Users get better
- Cognitive Dimensions
- Hidden Dependencies
- How visible relationships are between components
- Example Spreadsheets show formula in one
direction - Viscosity
- How easy is it to change the system
- Example A word document with figure numbers
typed manually - Implications Designers should make dangerous
actions viscous
32Chapter 16 Cognitive Capabilities - Cognitive
Dimensions and the Gulfs (Contd.)
- Cognitive Dimensions
- Role expressiveness
- How clear the mapping of objects are to their
functions - Example Buttons on interface being clearly
buttons - Banners or logos as buttons could be misleading
- Premature commitment
- How soon does the user have to decide something
- Example Some databases require planning record
structures and size limits on them before
entering any data
33Chapter 16 Cognitive Capabilities - Cognitive
Dimensions and the Gulfs (Contd.)
- What the four stages model reveals
- The Gulf of Execution
- Do actions provided by system correspond to the
intentions of the user? - Gulf Amount of effort exerted to transform
intentions into selected and executed actions - A good system
- Direct mappings between Intention and selections
- e.g. printing a letter
- put document on printer icon
- vs select print from menu
34Chapter 16 Cognitive Capabilities - Cognitive
Dimensions and the Gulfs (Contd.)
- What the four stages model reveals
- The Gulf of Evaluation
- Can feedback be interpreted in terms of
intentions and expectations? - Gulf Amount of effort exerted to interpret
feedback - A good system Feedback easily interpreted as
task expectations - e.g. graphical simulation of text page being
printed - A bad system No feedback or difficult to
interpret feedback - e.g. Unix , bus error, command not found
gulf of evaluation
Physical System
Goals
35Chapter 16 Cognitive Capabilities - Cognitive
Dimensions and the Gulfs (Contd.)
- Implications of the Gulfs for Design
- Make gulfs narrower where appropriate
- Allow visibility of appropriate information for
achieving relevant tasks - Feedback, consistency, and understanding users
mental models can reduce the gulfs - Make gulfs wider where appropriate
- Relevant for dangerous and expensive actions
- Hide components
- Make unavailable action impossible to do
- Do not give any feedback
36Chapter 5 Behavioral Basic Psychology of the
Senses of the User (Contd.)
- Sensation
- The experience of sensory information
- Determined by stimulus quality and sensory organ
- Objective process
- Perception
- The process of creating meaningful patterns from
raw sensory information - Influenced by past experiences, expectations,
and feelings - Subjective process
- Habituation
- Habituation occurs when percept occurs repeatedly
without importance - Over time stimuli seems less important and
perceptible
37Chapter 5 Behavioral Basic Psychology of the
Senses of the User (Contd.)
- Signal Detection Theory
- SDT measures how accurate is performance
- Gives a way to analyze complex situations
Types of responses to a signal
Signal Present Signal Present
Response Yes No
Yes Hit False Alarm
No Miss Correct Rejection
38Chapter 5 Behavioral Basic Psychology of the
Senses of the User (Contd.)
- Key parameter Distinguish signal from noise
- Signal normally distributed some distance away
from 0 - Noise is distributed around 0
- Threshold (Criterion response) parameter that
the observer adjusts - Area of signal distribution correctly classified
as signal(to the right of threshold) Hits - Area of signal to left of threshold Miss
- Noise classified as signal to the right of
threshold False alarm - Noise to the left of threshold - Correct
rejection - Distance and threshold can be computed from their
ratio using tables from normal distribution
39Chapter 5 Behavioral Basic Psychology of the
Senses of the User (Contd.)
- Two stages in vision
- Physical reception of stimulus
- Processing and interpretation of stimulus
- Retina
- Center of retina has most of the cones
- Allows for high acuity of objects focused at
center - Edge of retina is dominated by rods
- Allows detecting motion of threats in periphery
- Photo-pigments not distributed evenly
- Mainly reds (64) very few blues (4)
- Center of retina (high acuity) has no blue cones
- Disappearance of small blue objects you fixate on
40Chapter 5 Behavioral Basic Psychology of the
Senses of the User (Contd.)
- Different wavelengths of light focus at different
distances behind eyes lens - Need for constant refocusing
- Causes fatigue
- Be careful about color combinations
- e.g., no blues at the same time as reds
41Chapter 5 Behavioral Basic Psychology of the
Senses of the User (Contd.)
- Color Guidelines
- Avoid red green in the periphery - why?
- Lack of RG cones there -- yellows blues work in
periphery - Avoid pure blue for text, lines, small shapes
- Blue makes a fine background color
- Avoid single-color distinctions
- Mixtures of colors should differ in 2 or 3 colors
- e.g., 2 colors shouldnt differ only by amount of
red
42Chapter 11 Errors An Inherent Part of
Human-System Performance (Contd.)
- What is error?
- Precursors to accidents
- Errors trigger a chain of events
- Types of errors
- Perceptual errors (B8, Z2, I1)
- Cognitive errors (Memory, Link, Inconsistent)
- Motor errors (Hand, Eye)
- Options very close to each other
- Slips, errors, erroneous knowlege
- How to gather data to study errors?
- Laboratory-based experiments
- Field-based observations
- Archive data
- Combination methods are better
43Chapter 11 Errors An Inherent Part of
Human-System Performance (Contd.)
- Analyzing Errors
- Event trees
- Bottom up technique
- Sequence of events leading to all possible
outcomes - Based on binary logic (Each node in tree has 2
possible branches Yes / No) - Each event can be assigned a probability
- Sum of probabilities corresponding to each node
must be 1 - Probability of different outcomes can be
calculated by multiplying (ANDing) together all
event probabilities along the path that leads
from initiating event to outcome
44Chapter 11 Errors An Inherent Part of
Human-System Performance (Contd.)
- Fault trees
- Top down technique
- Start with outcome and work backwards to find all
causes - Does not need to be binary tree
- Outcome can be determined by either ANDing or
ORing together a set of possible causal factors - Can be qualitative or quantitative
- Quantitative fault tree Probability of
occurrence is allocated to each of lowest level
leaf nodes in tree