Post on 12-Jan-2017
ICS3211 - Intelligent
Interfaces IICombining design with technology for effective
human-computer interaction
Week 3Department of Intelligent Computer
Systems,University of Malta,
2016
Choices & DecisionsWeek 2 overview: • Interface Types - a recap; • Preferential Choices & Decision making; • Goals & Values;• Anticipation of Consequences;• Reuse of Previous Choices; • Social Influence;
Learning OutcomesAt the end of this session you should be able to:
• List the various types of interfaces & critically evaluate some given types of interfaces;
• Explain how the user’s preferential choices fit in, with other research domains in HCI;
• Summarise key concepts of decision making;
• Synthesise a framework for thinking about how to best support users’ decision making process;
Recap• What interface types can you think of? [Fill in
this Google Doc: http://tinyurl.com/hz4a92v ]
• Think of a game that can be played on both the pc and the mobile smart phone. List the game, and then describe the extent to which the change in interface changes the game play experience. Use the class discussion VLE to contribute your ideas.
Preferential Choices & Decision Making
• What is a preferential choice?
• In the case when a user is faced with 2 or more options (but which are not necessarily incorrect) the user submits a preferred choice.
• What is the difference between a decision & a choice?
Focus on goalsWhat is a good decision-making process in this
situation?
Situation assessmentWhat’s going on in this situation? What are the
options?
Anticipation of consequencesWhat would the consequences
be if this option is chosen? How desirable would that be?
Intertemporal choicesWhat priority should be given to consequences that will not occur until some time in the
future?
Reuse of previous choices Why did the user choose that option the last time?
Social influence What do the group of users choose in the situation?
Interaction Design Guidelines
• Designing effective visual displays;
• Making the user’s options clearly identifiable & understandable;
• Providing information on the user’s actions;
• Making the actions reversible in case they do not yield satisfactory results;
Influencing the way a user deals with a
question
• Interaction Design Guidelines • Designing effective visual displays;
• Making the user’s options clearly identifiable & understandable;
• Providing information on the user’s actions;
• Making the actions reversible in case they do not yield satisfactory results;
• Recommender Systems• Predicting what will satisfy a user;
• Persuasive Technology• Influencing People’s beliefs and behaviours;
Preferential Choice• Decision about whether to use a system or not
• What variables will influence?
• What is the relationship of those variables?
• Choice of method from a selected set of alternative methods• How do users choose a sub-task?
• Why do users persist in choosing inefficient methods?
• Configuration decision• How do people decide whether to configure an application?
• What difficulties do they encounter?
Goals & Values• What constitutes a good decision or choice?
• normatively justified;
• maximise desirable outputs;
• A goal or value can be activated by a change in the interface without awareness from the part of the user
Consequences• Assessing situations where a decision may be
unnecessarily challenging for the user;
• Choice architects take on role of influencing choices through design (perceived best interest);
• Decision making seen through the consequences of actions taken;
• Consequence anticipation through:
• experience anticipation;
• configuration choices - how can users anticipate these?
Intertemporal Choices
• How do choices change over time?
• Short term vs. long term benefits
• Bracketing choices
Reuse of Previous Choices
• Recognition-primed decision making
• Retrieve an action from memory (by association);
• Retrieve, evaluate and modify an action;
• Assess situation and consider more tha one course of action;
• Coherent arbitrariness
• Habit• Goal controlled;
• Influences Goal;
• Conflicts with Goal;
• Skill acquisition
Social InfluenceWhy would people’s decisions be influenced by others?
• Useful experiences;
• Increased sense of belonging;
• Practical benefits of the community;
• Avoid punishment;
• Legitimate reason (including work hierarchy)
–Steve Jobs
“You’ve got to start with customer experience and work backwards to the
technology.”