250 likes | 465 Views
Introduction to Interaction Design ( Ch 2.1 – 2.2). Yonglei Tao School of Computing and Info Systems GVSU. Frameworks for Understanding Interaction. A framework is a structure that provides a context for conceptualizing something Using frameworks to: Structure the design process
E N D
Introduction to Interaction Design (Ch 2.1 – 2.2) Yonglei Tao School of Computing and Info Systems GVSU
Frameworks for Understanding Interaction • A framework is a structure that provides a context for conceptualizing something • Using frameworks to: • Structure the design process • Identify problematic areas within the design • Conceptualize the problem space as a whole
goal execution evaluation system Execution/Evaluation Loop • user establishes the goal • formulates intention • specifies actions at interface • executes action • perceives system state • interprets system state • evaluates system state with respect to goal
goal execution evaluation system Execution/Evaluation Loop • user establishes the goal • formulates intention • specifies actions at interface • executes action • perceives system state • interprets system state • evaluates system state with respect to goal
goal execution evaluation system Execution/Evaluation Loop • user establishes the goal • formulates intention • specifies actions at interface • executes action • perceives system state • interprets system state • evaluates system state with respect to goal
goal execution evaluation system Execution/Evaluation Loop • user establishes the goal • formulates intention • specifies actions at interface • executes action • perceives system state • interprets system state • evaluates system state with respect to goal
Difficulties in the Process Some systems are harder to use than others Gulf of Execution user’s formulation of actions ≠ actions allowed by the system Gulf of Evaluation user’s expectation of changed system state≠ actual presentation of this state
Possible Human Errors • Scenario 1 • understand system and goal • correct formulation of action • incorrect action • Scenario 2 • formulate actions incorrectly
O output S core U task I input Abowd& Beale Framework extension of Norman… their interaction framework has 4 parts • user • input • system • output each has its own unique languageinteraction translation between languages problems in interaction = problems in translation
Using Abowd & Beale’s Model User intentions translated into actions at the interface translated into alterations of system state reflected in the output display interpreted by the user General framework for understanding interaction • not restricted to electronic computer systems • identifies all major components involved in interaction • allows comparative assessment of systems • an abstraction
Questions to Ask • Given a particular interface design, how easily can the user: • Determine the function of the device? • Determine what actions are possible? • Determine mapping from intention to physical movement? • Perform the action? • Determine whether the system is in the desired state? • Determine the mapping from system state to interpretation? • Determine what state the system is in?
Coping with Complexity • Mental Models • Mapping • Semantic and Articulatory Distance • Affordances
Mental Models • Characteristics • Unscientific • Partial • Unstable • Inconsistent • Personal
What Does the User Need to Know? • What part of the product to operate • What we are supposed to do with the interface • How our interaction is constrained by the interface • What is supposed to happen when we operate the interface
Mapping Arbitrary mapping Arbitrary mapping Natural mapping • Proper mapping can increase the usability of an interface • Use natural mapping whenever possible
Semantic/Articulatory Distance • Semantic Distance • The distance between what people want to do and the meaning of an interface element. • Articulatory Distance • The distance between the physical appearance of an interface element and what it actually means.
Affordance • Affordance is a visual clue to the function of an object • Allowing the user to make predictions about the results of user actions and help one create usable mental models • Norman considers an affordance to be a relationship between an object and a user, not a property of an object
Affordances • What may be an affordance to one person may not be to another • The perception of affordance fosters usability • The affordances a user may need must be present • Affordances must not contradict the user’s expectations
General Human Factor Principles for User Interface Design • Provide a good conceptual model • Make things visible • Use natural mappings • Provide feedback (Proposed By Don Norman)