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CMSC434 Conceptual Models II Monday, March 5th, 2012 Instructor: Jon Froehlich TA: Kotaro Hara Intro to Human-Computer Interaction

Transcript of PowerPoint Presentation · Fame/Shame [Hall of Fame/Shame Submission by CMSC434 Student Stephen...

Page 1: PowerPoint Presentation · Fame/Shame [Hall of Fame/Shame Submission by CMSC434 Student Stephen McCarthy]

CMSC434

Conceptual Models II

Monday, March 5th, 2012

Instructor: Jon Froehlich

TA: Kotaro Hara

Intro to Human-Computer Interaction

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#inspiration

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#inspiration

[http://youtu.be/NTgrMJRQ77Q]

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#inspiration

[http://www.amazon.com/Microsoft-Arc-Touch-Mouse-Black/dp/B003UT6C9G]

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Fame/Shame

[DropBox Installer]

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Fame/Shame

[Hall of Fame/Shame Submission by CMSC434 Student Stephen McCarthy]

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[IDEO, ABC News]

Fame/Shame

Demo of IDEO Whole Foods shopping cart scanner prototype

July 13, 1999

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[http://www.geekwire.com/2012/microsoft-kinect-shopping-cart-foods-prototype]

Fame/Shame

Demo of Microsoft/Chaotic Moon Whole Foods shopping cart

scanner prototype

February 27, 2012

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Reading

Responses

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[http://www.nasa.gov/multimedia/imagegallery/image_feature_623.html, Aug 23, 1966]

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Yo, professor, this stuff is so intuitive.

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Designer

Design

Model

User

User’s

Model

System

System

Image

[Norman, The Design of Everyday Things, 1988]

ConceptualModel

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Designer

Design

Model

User

User’s

Model

System

System

Image

[Norman, The Design of Everyday Things, 1988]

ConceptualModel

The system image results from the

physical structure that has been built (including documentation, instructions, and labels)

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“Every act of communication

is an act of translation” - From “If This Be Treason” by Gregory Rabassa

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Interfaces must communicate model

Online help and documentation is useful but shouldn’t be necessary

[Slide derived from Prof. Bjoern Hartmann]

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People are explanatory creatures, they can’t help to

build mental models to help form explanations of

things—even when these explanations are wrong.

[Norman, The Design of Everyday Things, 1988]

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[Example from The Design of Everyday Things by Don Norman; Original study White & Horwitz, 1987]

MentalModel: Physics Which path does the ball take as it falls to the ground: A, B, or C?

When asked of sixth graders, only 3 percent answered C, the right answer.

When asked of high school students who had studied six weeks of

Netownian mechanics, only 20 percent answered C.

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MentalModel:

Thermostats

[Example from The Design of Everyday Things by Don Norman; Original study Kempton, 1986]

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ConceptualModel:

Thermostats

[Example from The Design of Everyday Things by Don Norman; Original study Kempton, 1986]

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[Example from The Design of Everyday Things by Don Norman]

SomeDesignPrinciples

Visibility: Can I see what to use?

Affordance: How do I use it?

Feedback: What is it doing now?

Mapping: How does it relate?

Constraint: I can do this, but I can’t do that.

Consistency: Have I seen this before?

1

2

3

4

5

6

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Visibility

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Visibility

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Visibility

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Visibility

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Visibility

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Visibility

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pull push

Which door do I push?

Which door do I pull?

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Affordance refers to the

perceived & actual properties of a

thing that determine just how that

thing could possibly be used

Don Norman

Cognitive Scientist / Author

vertical handle cues pull behavior

[The Design of Everyday Things by Don Norman]

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[http://jonoscript.wordpress.com/2009/02/12/whats-wrong-with-this-door/]

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[http://jonoscript.wordpress.com/2009/02/12/whats-wrong-with-this-door/]

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On which side of the door should you push?

[Example from The Design of Everyday Things by Don Norman]

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[Example from The Design of Everyday Things by Don Norman]

On which side of the door should you push?

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Mapping

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Mapping is a “technical” term

meaning the relationship

between two things: between the

controls, their movements, and

the results in the world.

DonNorman

Cognitive Scientist / Author / Hipster [The Design of Everyday Things by Don Norman]

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A “natural” mapping takes advantage of physical

analogies and cultural norms, leading to an

“immediate” understanding

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Mapping

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Mapping

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Mapping

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Poor mapping is evident when a control

does not relate visually or symbolically

with the object it affects.

Poor mapping requires the user to stop

and think about the relationship,

breaking flow.

Poor mapping of controls to functions

increases the cognitive load for users

and can result in potentially serious user

errors.

Mapping

[The Design of Everyday Things by Don Norman and About Face 2.0 by Cooper and Reimann]

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Mapping The result of using the control is

reasonably clear: A burner will heat up

when you turn a knob.

However, the target of the control—which

burner will get warm—is unclear. Does

twisting the left-most knob turn on the left-

front burner, or does it turn on the left-rear

burner?

Users must find out by trial and error or by

referring to the tiny icons next to the knobs.

The unnaturalness of the mapping compels

users to figure this relationship out anew

every time they use the stove .

[The Design of Everyday Things by Don Norman and About Face 2.0 by Cooper and Reimann]

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Mapping

[The Design of Everyday Things by Don Norman and About Face 2.0 by Cooper and Reimann]

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Mapping

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[http://youtu.be/Gpa9_Fo0muM]

Mapping

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Feedback—sending back to the user

information about what action has

actually been done & what result has

been accomplished—is a well known

concept in the science of control and

information theory.

Don Norman

Cognitive Scientist / Author [The Design of Everyday Things by Don Norman]

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Effect improves

when immediate

and synchronized

with user action

Feedback

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Feedback

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Feedback

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Feedback

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Feedback

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Feedback