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Human Computer Interaction -Dix, Finlay, Abowd, BeatleAbowd, Beatle(Lecture Notes) Notes)
Vu, Thi Hong Nhan (vthnhan@vnu.edu.vn) Faculty of Information Technology Vietnam National University, Hanoi
Outline
Introduction Principles to support usability
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Abstract design rules Low authority (Tnh tin cy thp) High generality (Tnh khi qut cao) Specific design rules High authority Limited application Low authority More general application
Standards
Guidelines
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The ease with which new users can begin effective interaction and achieve maximal performance
Refer to the multiplicity of ways the user and system exchange information
The level of support provided to the user in determining successful achievement and assessment of goal-directed behavior
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and allow us to choose the file If the files name is wrongly typed, a message will be popped up
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When an operation changes some aspect of the internal state, its important that the change is seen by the user
relates to the ability of the user interface to provide an observable and informative account
of such change
E.g., compare moving a file from one directory to another in a command language system, have to remember the destination directory & ask to see the contents of the directory
in a visual desktop interface, an icon of file is dragged to the destination folder where it remains visible immediate honesty
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the analog between word processor and typewriter was intended to make the new technology more immediately accessible to those who had little experience with the former but a lot of experience with the later
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Learnability (cont.)
generalizability (Tnh khi qut)
Extend users knowledge of specific interaction behaviors to situations that are similar but previously unencountered
Can occur within a single application & across a variety of applications E.g., in multi-windowing systems, cut/copy/paste operations are attempted to provide to all applications in the same way
Likeness in input/output behavior arising from similar situations or similar task objectives
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Flexibility
Dialogue initiative (Ch ng hi thoi)
The system can initiate all dialogs, in which case the user simply responds to request for information
E.g., a modal dialog box prohibits the user from interacting with the system in a way that doesnt direct input to the box
Alternatively, the user may be entirely free to initiate any action towards the system
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Flexibility (contd)
Multi-threading (a tuyn on)
Ability of the system to support more than one task at a time Thread is a part of a dialog that relates to a given task multi-threading allows simultaneous communication of information pertaining to separate tasks
Text editing in one window, file management in another, email in another A multi-modal (a phung thc) dialog allows for concurrent multi-threading Youre editing a program when a beep indicates that a new email has arrived
The audible beep has interleaved with your requests from the keyboard to perform edits
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But its not desirable, because most computerized dictionaries dont handle proper names correctly, nor can distinguish correct and unintentional duplicates of words
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Flexibility: substitutivity
Tnh thay th c Require the equivalent values can be substituted for each others E.g., the form of an input expression to determine the margin for a letter
You may want to enter the value in either inches or centimeters Or you may want to input the value explicitly (say 1.5 inches)
by allowing the user to choose whichever form best suits the needs of the moment
Flexibility: customizability
Tnh ty bin Is the modification of the user interface by the user or system We are concerned with the automatic modification that the system would make based on its knowledge of the user User-initiated vs. system-initiated modification (adaptability vs. adaptivity)
Adaptability refers to the users ability to adjust the form of input and output, is restricted to the surface of the interface
User allowed to adjust the position of soft buttons on the screen or redefine command names
Decision for adaption based on user expertise or observed repetition of certain task sequences
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Robustness
observability
ability of the user to evaluate the internal state of the system from its perceivable representation at the interface
Recoverability
Ability to reach a desired goal after recognition of some error in a previous interaction Forward error recovery: accept the current state Backward: return to a prior state before proceeding Measure the rate of communication between the system and user Response time is the duration of time needed by the system to express the state changes to the user Short durations and instantaneous response times are desirable
Responsiveness
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Its desirable that the system services be suitably general so that the user can define new tasks
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Standards
Set by national or international bodies to ensure compliance by a large community of designers Standards require sound underlying theory & slowly changing technology Hardware standards more common than software high authority, low level of detail ISO 9241 defines usability as effectiveness(hu dng), efficiency, and satisfaction with which users accomplish tasks
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Guidelines
Kim ch nam
More suggestive and general (khuyn rn v khi qut) Many textbooks and reports full of guidelines Abstract guidelines (principles) applicable during early life cycle activities Detailed guidelines applicable during later life cycle activities Understanding justification(l l ) for guidelines aids in resolving conflicts
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Normas 7 principles
1. Use both knowledge in the real world and knowledge in the head 2. Simplify the structure of tasks 3. Make things visible: bridge the gulfs of Execution and Evaluation 4. Get the mappings right 5. Exploit the power of constraints, both natural and artificial 6. Design for error 7. When all else fails, standardize
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HCI patterns
An approach to capturing and reusing the knowledge of what made a system (or paradigm) successful A pattern is a variant solution to a recurrent problem within a specific context Patterns dont exist in isolation but are linked to other patterns in languages which enable complete design to be generated
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They dont tell the designer how to do something but what needs to be done and why
Represent design knowledge at varying levels, ranging from social and organizational issues through conceptual design to detailed design Intuitive and readable can be used for communication between all stakeholders
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Summary
Have seen how design rules can be used to provide direction for the design process The most abstract design rules are principles
Patterns
capture design practice and attempt to provide a generative structure to support the design process
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