human factors 03
TRANSCRIPT
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human-centered design
Human factors within interactive
digital media design & software
Nick Clarke
Lecturer in CAD for Fashion and Textiles
University of ManchesterSchool of Materials
Faculty of Engineering and Physical SciencesSchool of Materials
Department Fashion and Textiles
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Focus on human commonalities - memory, perception and
attention
Introduce the Information Processing Model of cognition
Suggest some human-centered design strategies derived from
these understandings and the information processing model
lecture: overview
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guiding assumptions
Human systems memory, attention, perception provide some
unique constraints of which designers should be aware
Simple, commonsensical approaches to interface and information
design can make a difference in using with online and offline
multimedia environments
The more cognitive resources (attention, memory etc.) that you can
focus on the task (educational, navigational, instructional etc.), the
better the user outcomes (ie. learning)
HUMAN-CENTERED DESIGN MATTERS
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human factors: memory systems
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memory: sensory
Memory system that supports momentary storage oflarge
amounts of information gathered by our senses (echoic, iconic,
haptic etc.)
Data is stored in sensory registers fora brief period of time (under 5 sec.).
This is enough time to either react or
attend to critical information.
Most data, however, is discarded.
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memory: working
Working memory provides a temporary workspace for
information drawn from the sensory registers and activated from
long term memory.
This is where thinking occurs.
Working memory has a limited
storage capacity for information.
Information decays quickly without
constant rehearsal.
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memory: long-term
The memory system that supports relatively permanent storage
of information is called long-term memory.
Long-term memory has unlimited
capacity.
Learning is about transferring
information from working memory
into long-term memory.
Learning theories providestrategies for encoding information
in such a way that it can later be
recalled and applied in novel
situations.
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sensory memory: processing
Sensory memory facilitates feature analysis and patternrecognition which allows us to recognize friends andfriendly user interface elements
Recognition involves both bottom-up processing and top-downprocessing
Perception is based upon bottom-up processing and helps us todistinguish between data elements.
Top-down processing provides interpretations of data. These arecoloured by our understandings of specific contexts andenvironments.
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processes ofperception
The act of perception is a fast, but complex task
break down complex stimuli into simple
features
extract features from sensory data
construct patterns from this information
compare patterns with those in long-term
memory
finding a match = perception
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sensory memory: processing & interpretation
ex.jumping to conclusions
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feature analysis: design implications
use contrast and size to bringout salient features of lettersand objectsEx. page background
clearly delineated edges help
feature analysis - line drawingsand line-based icons are morequickly processed than tonalimages
leverage feature compatibility are icons and fonts compatiblewith expectations?Ex. typography
Icons and user interfaceelements should match a giveninterface context
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Advantages:
they are recognized as quickly as words
they support dual encoding
as visual representations
and semantically
Disadvantages:
difficul
t to devel
op universall
y recognised icons difficult to develop a series of clear, distinct icons to represent
different content and functionality
special issues: icons
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rules of thumb: icons
Use labels with icons.
Icons should be distinct
to aid memory.
Clear, simple icons are
often more easily
interpreted than
complex, 3-D tonal
icons.
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visualsearch & detection
Understanding how humans search and detect visualinformation suggests strategies for interface and graphicdesign
Humans use Parallel and Serial recognition. Ex: Where's Wally?
There is strong evidence that Humans tend to search throughelements on a screen in a serial fashion looking for a target.
Ex. Woodman, G.F, & Luck S.J. (1999) Research
The time it takes to locate a target (the desired menu item, pagecontent etc.) depends upon a few variables:
The number of items on a screen serial search; Neisser: T=(NI)2.
Element conspicuity parallel; things that stand out are locatedfaster and elements noticed in parallel.
logical content organization and expectancies.
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visual search: design strategies
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visual search: design strategies
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working memory: model
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working memory: capacity & duration
hgniy
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a f b z e g o y k t v p
working memory: capacity & duration
The Magic Number Seven Plus
or Minus Two
- George Miller
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working memory: capacity & duration
b a t p i g d o g a n t
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working memory: considerations
The limits of working memory are an impediment to learning
educational content
navigational structures
computer environments and interfaces
Instructional and interface designs, content organization and
site architecture should account for these limitations and
potentials
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focus on attention
Information processing relative to learning requires a great
degree of attention and cognitive resources
Like working memory, human attention is limited
Multitasking or splitting attention often causes a drop in
performance of all tasks involved
If the majority of participants attention is consumed by the
mechanics of your screen environment or wading throughpoor design and information structures, there will be less
cognitive resources for the actual learning objectives
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variables impacting attention
Automaticity
When a task becomes automatic it requires less in the way of consciouscognitive resources
Automaticity can increase our ability to multitask and attend to larger sets ofinformation
Multiple modalities
It is easier to divide attention between two different modalities (one visual,one aural) than between two distinct information sources presented in thesame modality
Earliest Memories
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working memory: design strategies
Minimize the load on working memory for learning activities
design user interfaces, interactive modules and learning materials so that
participants are not required to hold large numbers of discreet chunks of
information in memory (remember the magic number 7 +/- 2).
Organize information into meaningful chunks for working memory
The limits of working memory can be extended when the chunks of
information are larger.
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working memory: design strategies
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working memory: design strategies
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long-term memory: conceptual structures
Information is organized into associative networks (schemas)
Schemas reflect central ideas or concepts
Ex. What a web site is, a college campus etc.
Scripts are schemas describing sequences of actions
Ex. fi lling out & submitting a form on the web, navigating through a
web site using hypertext links, driving a car to class, dining in a
restaurant etc.
Mental models are schemas of dynamic systems, objects &
equipment
Ex. VCRs, interactive web environments etc.
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long-term memory: design strategies
Pursue designs that leverage shared
schemas or conventions (ex. hyperlinks)
Use conventions and popular standards
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long-term memory: design strategies
If information is to be remembered, make it meaningful
organize into meaningfu l associations.
present in mu ltiple modes so that one can reinforce the other.
design in a manner consistent with existing mental models or pre-existingknowledge.
design information to high light important connections and relationships.
Embed knowledge in the world to support development ofaccurate mental models; use natural mappings
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summary Human Factors implications
Human systems memory, attention, perception provide uniquedesign constraints of which designers should be aware
Simple, commonsensical approaches to interface and informationdesign
avoiding c lutter
making things distinct and visible
reducing cognitive load from extraneous information
Designing interfaces to accommodate human expectations of the web
can make a difference in learning from web-based environments
The more cognitive resources (attention, memory etc.) that you canfocus on the educational task, the better the outcomes
HUMAN-CENTERED DESIGN MATTERS
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design heuristics Jakob Nielsen
10 Design Heuristics
Visibility of system status
Match between system and real world
User control and freedom
Consistency and standards Error prevention
Recognition rather than recall
Flexibility and efficiency of use
Aesthetic and minimalist design
Help users recognize, diagnose and recover from errors
Help and documentation
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design heuristics: visibility ofsystem status
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design heuristics: control& freedom
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design heuristics: consistency & standards
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design heuristics: error prevention
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design heuristics: flexibility & efficiency of use
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design heuristics: aesthetic & minimalist design
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design heuristics: help & documentation
add help screens where needed
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session five: human factors
THE END
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visualsearch & detectionSerial and Parallel Searching