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Capabilities of Humans

Capabilities of Humans. Gestalt. More than the sum of its parts. Gestalt. German word for form/shape/likeness Proximity objects near each other appear as a group once defined as a group, additional ‘group’ characteristics can be made / assumed Look at keynote’s tool bar:. Emergence.

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Capabilities of Humans

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  1. Capabilities of Humans

  2. Gestalt • More than the sum of its parts

  3. Gestalt • German word for form/shape/likeness • Proximity • objects near each other appear as a group • once defined as a group, additional ‘group’ characteristics can be made / assumed • Look at keynote’s tool bar:

  4. Emergence

  5. Multistable perception • Ambiguous perception • “Stably” perceive multiple things • The 3D cube drawing • Flashing lights moving 1 direction or the other

  6. Invariance • Consistently perceived (invariant) • Mind recognizes the object despite variations in translation or even shape

  7. Similarity

  8. Metaphors • A clue into a known mental model • Mimics similar characteristics of the mental model • User knows by relationship the characteristics • Cut, Copy, Paste • Trash or Recycling Bin • The Desktop • Online “Shopping Cart”

  9. Mental Model • A predictive model of the behavior of something • Metaphors exploit user’s mental models • Expectations are based on these • Users will apply their mental models regardless • Know your user base

  10. Symmetry • Positioning (translational) • Within shapes • repeating pattern within the shape • mirror images (reflection) • [ ][ ][ ][ ][ ] • On a larger more abstract view; “balance”

  11. Continuity • The natural “flow” • Alignment • Outlines • Misalignment makes something look out of order • “odd one out” is useful to exploit

  12. Closure • Exploit the minds shape recognition • Graphic design uses not much on so much for GUI • Pie Menu • Enclosure being same concept and more common in GUIs (edit handles on a selected item)

  13. Memory • 7±2

  14. 7±2 • Users don’t want to memorize • Web surfers are even worse • “Chunking” • Memory Aids • keyboard short cuts, bookmarks, icons, symbols • File path, Bread Crumbs, Domain Names, File Names

  15. Time • Sensory memory • instant; subconscious or below that • Short-term memory • 30 sec - 2 min • Long-term memory • not reliable, easily manipulated • often subconscious in nature; negatives & farce are true

  16. Recognition vs Recall • Recall puts work on the user • memorization • Recognition helps the user • Figure out the mental model to apply • Jogs their memory to Recall or provides the information • Exploits their working knowledge

  17. Interruptions / distractions • < 0.1 sec = “instantaneous” • < 1.0 sec = noticed, but continues • > 10 sec = interrupted, “where did my glasses go?” • Web users frequently get interrupted…

  18. Perceived Affordance • Intuitive

  19. A quality that makes it easy to identify the functionalities of an interface • Combines the previous topics to let users “intuitively” operate something • Light switches placed relative to the lights they control • Door handles positioned closer to the open side • “The Design of Everyday Things” (mentioned in the syllabus)

  20. Conclusion • rely on recognition instead of recall • chunk info • don’t make them remember stuff • Consider your Target Demographic’s mental models • Provide memory aids and visual cues • Provide FEEDBACK to the user

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