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InfoCamp 2009. User Interface Responsiveness Instantaneous Immediate Continuous Captive. Steve Seow | User Researcher | Microsoft Surface Rajesh Kalidindi | User Researcher | Microsoft IT. About Steve…. Academic: Experimental Psychology
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InfoCamp 2009 User Interface ResponsivenessInstantaneousImmediateContinuousCaptive Steve Seow| User Researcher | Microsoft Surface Rajesh Kalidindi | User Researcher | Microsoft IT
About Steve… • Academic: Experimental Psychology • Human Timing, Time Perception, Human-Computer Interaction • Professional: User Researcher • Microsoft Surface • Spare time: Author • Designing and Engineering Time
About Rajesh… • Academic: • Economics, PG in Computer Applications • Certified Usability Analyst • Professional: User Researcher • Microsoft IT • Spare time: • Observe
Overview… Barnabus Effect Defining Responsiveness Classes of Responsiveness
The Barnabus Effect… Clip 1
The Barnabus Effect… Clip 2
The Barnabus Effect… • WYSMNBWYG: • What you see may not be what you get! • 2. Your brain plays tricks on you all the time! • … so don’t trust your brain! • Scholarly note: Look up Attenuation Hypothesis
defining... • relsponlsivelness
relsponlsivelness • the ability of a system to respond to user input and process internal operations without undue delay.
Responsiveness is… • 1. relativeto the interaction in question • Reflex < Reaction < Verbal Acknowledgment • Key press < Local search < Large Data download • 2. subjectivelyperceived & interpreted • A two-hour documentary = boring or captivating? • Two-hour virus scan = good or bad? • 3. non-exclusivein its form • Street signs : Landmarks, structures, etc. • Notification: HDD thrashing, LED blinking, etc.
Industry Standards 1472 = MLT-STD-1472F C = Card et al (1990) ESD = ESD/MITRE M = Miller (1968)
Metric A Interaction A Metric B Interaction B Metric C Interaction C ? Interaction C Version 2.0
Metric Interaction Interaction Metric User Expectancy Interaction Interaction
Range of maximum acceptable response time What users expect 0.1 to 0.2 sec Instantaneous 0.5 to 1 sec Immediate 2 to 5 sec Continuous 7 to 10 sec Captive
introducing... • classes of • relsponlsivelness
1. Instantaneous (< 0.1 – 0.2 sec) • Users Expect: Instantaneous behavior • Analogy: System’sNerves, Senses, etc. • R.o.T: Anything that mimics physical objects • Examples: Key-press, GUI button press, etc. RoT: Rule of Thumb
2. Immediate (< .5 – 1 sec) • Users Expect: Acknowledgement • Analogy: Reflexes, Simple Reaction • R.o.T: “No-brainer”* operations • Examples: panning, zooming, viewing “processed” or ready* data • * = as perceived by users!
3. Continuous (< 2 – 5 sec) • Users Expect: Uninterrupted Flow • Analogy: Thinking Time, “Calculated” Reaction • R.o.T: Periodic progress update, error messages • Examples: error messages, time-outs, progress indication
4. Captive (< 7 – 10 sec) • Users Expect: NOT to be held hostage or stay idle • Analogy: System Elevator Pitch • R.o.T: Attention Span • Examples: Downloading, Delivery of consumable information (status, etc.)
Responsiveness Classes • Not mathematical model based on a continuum of “slow to fast”, letter grade-assignment, etc. • 0 to 1: Superfast. • 1 to 2: Fast. • >2 Slow! • Psychological, empirical model based on what users expect. • So “gaps” are possible (0.1 to 0.2, 0.5 to 1) • Even overlaps could have been possible!
Summary • Defining Responsiveness • Relative • Subjective • Non-Exclusive • Classes of Responsiveness • Instantaneous • Immediate • Continuous • Captive
Thank you! • More Info? • Steve - SSeow@Microsoft.com • Rajesh - RaKalidi@Microsoft.com • Blog - http://blogs.msdn.com/time • Book - Designing and Engineering Time • Web - www.Engineering Time.com • Handout: UI Timing Cheatsheet