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The User

Universidade de Aveiro

Departamento de Electrónica,

Telecomunicações e Informática

Human-Computer Interaction Beatriz Sousa Santos, 2017/2018

www.id-book.com

3

Users profile

- Human Information Processing System (HIPS)

- Knowledge and experience

- Work and task

- Physical characteristics

- Environment

- Tools

More variable among users

There are many user models to be used in the design of Interactive systems

4

i

n

t

e

r

f

a

c

e computer

user

think

think

read-scan respond

respond read-scan

Dialog in an interactive system

Cognitive sub-system

Motor sub-system

Perceptual sub-system

5

Human Information Processing System (HIPS):

main aspects relevant to UI design

Perceptual sub-system memory – perceptual buffer (iconic, echoic, …)

process – pattern recognition

short term/working memory (STM)

memory -

long term memory (LTM)

Cognitive sub-system

selective attention

processes - problem resolution learning

Motor sub-system

HIPS

bottleneck

6

Pattern Recognition

Process that matches information from

a stimulus with information retrieved

from memory

- It is a very powerful process

- It is subconscious

- It does not use only current data

- It solves ambiguities

(Kaniza illusion, Wikepedia)

7

Visual Illusions illustrate that what we see does not depend only of the

stimulus

Kanizsa illusion

Necker cube

Pennrose triangle:

Impossible object?

Ponzo illusion

- bring out particular good adaptations of

our visual system to standard viewing

situations

- under some artificial manipulations can

cause inappropriate interpretations of

the visual scene

8

Kanizsa illusion:

Necker cube:

Although there are no actual triangles a sort

of pattern recognition phenomenon is

triggered and the image is interpreted as two

overlapping triangles (simple explanation)

https://en.wikipedia.org/wiki/Necker_cube

Cube with no visual cues as to its

orientation; it can be interpreted to have

either the lower-left or the upper-right

square as its front side

https://en.wikipedia.org/wiki/Illusory_contours

9

http://www.youtube.com/watch?v=2XqPOJLUM1s

http://www.youtube.com/watch?v=URLRdcnU6Hk&NR=1

http://www.michaelbach.de/ot/

https://www.youtube.com/watch?v=-

IWk5NkxQF8&ebc=ANyPxKoRFxfOSCgdPavBoMpgPrXjRRVqZmhiAvIBDgThnPfndq-gheNYZ-

6cNRv2yYwN5SqX52DQGDWjvBnzUQQ-_N6iCVgMdQ

13

Memory

The Atkinson–Shiffrin model (1968) (a.k.a. multi-store model or modal model)

asserts that human memory has three components:

• Sensory memory

• Short-term memory / working memory

• Long-term memory

https://en.wikipedia.org/wiki/Atkinson%E2%80%93Shiffrin_memory_model

LTM STM Sensory

memory

Attention Transfer

Retrieval Rehearsal

14 https://www.youtube.com/watch?v=bSycdIx-C48

How We Make Memories - Crash Course Psychology #13

15

Short Term Memory (STM) / Working memory

a few characteristics:

- Short duration: a few seconds (<30s)

- Limited capacity: 7+2 elements

what is an element?

example: try to memorize the following numbers 649325401741

111122223333

which is easier?

and this one: 351234370517

16

Short Term Memory (STM)

649325401741 12 digits

111122223333 3 digits and a rule

234370200 351 234 370 517

Portugal Aveiro University area IEETA building

These numbers correspond to different “chunks”

Chunk: the largest meaningful unit that a person recognizes; depends

on the person knowledge

• Chunking refers to an approach for making more efficient use of

short-term memory by grouping information

• Resulting chunks are easier to commit to memory than a longer

uninterrupted string of information.

• Can be used for making more efficient use of short-term memory by

grouping information

17

http://study.com/academy/lesson/george-

miller-psychologist-theories-on-short-term-

memory-lesson-quiz.html

22

HIPS Strengths and weaknesses (versus computer)

Strengths Weakesses

LTM infinite capacity STM limited capacity

LTM duration and complexity STM limited duration

Capacity to learn Error prone processing

Powerful selective attention Non reliable access to LTM

Powerful pattern recognition process Slow processing

Recommendation:

Assign tasks between user and computer according to the capacities of each

Example: minimize the users STM load

do not ask the user to perform computations

• Emotional design is a critical part of design

25

http://www.youtube.com/watch?v=_PM3uqPNrWY

• Other Donald Norman videos:

http://www.youtube.com/watch?v=Wl2LkzIkacM

Not only the cognitive system is important

But also the emotional system

26

User Profile- other characteristics

- Experience and knowledge - education and reading level

experience with the system and task

mother language

computer literacy …

- Work and task - usage frequency

training

usage type (mandatory, optional)

usage of other systems …

- Physical Characteristics – color vision deficiencies

physical deficiencies

handedness

age …

27

Color blindness

Ishihara test for red-green blindness (daltonism or deuteranopia)

(Shinobu Ishihara,1917)

- The test includes 38 figures

29

How do these characteristics influence UI design?

• Much system experience, but low task experience -> more semantic help

• Much task experience but low system experience -> more syntactic help

• High usage frequency -> easy to use

• Low usage frequency -> easy to learn and remember

• Mandatory -> easy to use

• Optional -> easy to learn and remember

• Color (particularly red and green) should not be used as only cue to convey information

– Etc., …

30

- Users are much different from UI designers

- Users vary a lot among thenselves

- Users change along time (evolve, forget...)

Final recommendation:

We should consider the user as an unknown

species and study it scientifically

31

Mental and conceptual models

Universidade de Aveiro

Departamento de Electrónica,

Telecomunicações e Informática

(wikipedia.org; Windows 10)

32

• What are mental models?

• How do we construct them?

• What is known about them?

• What are they used for?

• What are conceptual models?

• Guidelines to obtain good conceptual models

Relevant issues:

33

• The conceptual model is the UI highest level

• The conceptual model is the conceptual framework in which the functionality

is provided to the user

• To understand how to design a good conceptual model it is necessary to

understand mental models

• A mental model (in a simple way) is the user’s internal representation of the

current conceptualization and understanding of the system

• A conceptual model is the designer’s atempt to foster good mental models

through UI aspects

34

How do we create a mental model?

• Using the system

• Observing others using the system

• Reading documentation

• …

and thus all these are important ways to train the user to use a system

35

Mental models allow:

• Make predictions

• Determine causes of observed events

• Determine adequate actions to produce the wanted changes

• Understand analogous devices

• …

36

Mental models:

• Are incomplete

• Are unstable

• Are not scientific

• don´t have specific limits

• …

37

“We must give up finding elegant mental models, and instead learn how to

understand the incomplete and confuse structures people have”

Donald Norman

39

Main guidelines to obtain a good conceptual model

• Make visible invisible parts and processes

• Give feedback

• Use coherence (colors names, command sintax, dialog styles, information

location on the screen, etc., etc.)

• Use a metaphor (optional)

40

Metaphors

- Exploit existing mental models of the real

world

The Desktop metaphor:

Metaphors can be misleading since the “the

essence of metaphor is understanding and

experiencing one kind of thing in terms of

another” (Lakoff and Johnson 1983)

- Which, by definition, makes a metaphor

different from what it represents or points to

https://www.interaction-design.org/literature/book/the-

encyclopedia-of-human-computer-interaction-2nd-

ed/human-computer-interaction-brief-intro

Another example:

the bulletin board (Trello)

41 https://trello.com/tour

42

Potential problems in using metaphors

• Incomplete metaphors may confound the user

• Risk of under-utilization of the system’s capacities

• Less experienced users (e.g. children) seem to expect more literal metaphors

• Sophisticated users seem to expect more “magical” metaphors

43

Main bibliography

• Alan Dix, Janet Finlay, Gregory Abowd, Russell Beale, Human-Computer Interaction, 3rd edition, Prentice Hall, 2004

• Jenny Preece and Helen Sharp, Interaction Design – Beyond Human-Computer Interaction, 4th edition, John Wiley, 2015

(http://www.id-book.com/chapter3_teaching.php)

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