Human Computer Interaction: An Overview
What is Human Computer Interaction (HCI)?
Importance of HCI
Good and Poor Design Examples
What and Who are involved in HCI design?
General Principles of HCI Design
Norman's Principles of Usability
Conceptual Model
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What is HCI?
How Human interacts with Computer:
- Not primarily the study of Human
- Not primarily the study of Computer
- The study of bridge between them, which includes
Observation of interactions between people & computers,
e.g., Find examination papers via our library Web
Analysis of the involved interactions, e.g., Are all the
steps involved are necessary?
Investigating outcomes after interacting with computers,
e.g., Can the user perform his task? Does he enjoy
working with the computer?
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What is HCI?
The term HCI was adopted in mid-1980s:
Association for Computing Machinery (ACM): “discipline
concerned with the design, evaluation & implementation of
interactive computer systems for human use & with the
study of major phenomena surrounding them” (1992)
Dix: “HCI is study of people, computer technology and the
ways these influence each other. We study HCI to determine
how we can make this computer technology more usable by
people” (1998)
Carroll: “HCI is the study and practice of usability. It is about
understanding and creating software and other technology
that people will want to use, will be able to use, and will find
effective when used.” (2002)
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What is HCI?
Human:
Individual user, a group of users working together, a
sequence of users in an organization
Computer:
Desktop computer, large-scale computer system, smart
phone, embedded system (e.g., photocopier, microwave
oven), software (e.g., search engine, word processor)
User interface:
Parts of the computer that the user contacts with, e.g.,
screen, mouse, keyboard, switch button, knob
Interaction:
Usually involve a dialog with feedback & control throughout
performing a task (e.g., user invokes “print” command and
then interface replies with a dialog box)
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What is HCI?
Lamp
Function/objective: to illuminate the
environment
Interface: power switch button
Functional part: light bulb
Interaction: press “On”, light on; press
“Off”, light off
User tasks: turn on the lamp, turn off
the lamp
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What is HCI?
Stapler
Objective: to bind paper together
Interface: top surface where you press
Functional part: stapler ejection gap
Interaction: put an edge of the stack of
paper in the stapler’s mouth, press down
firmly and quickly, hear “click” sound,
see paper bound
User tasks: bind paper together, refill
the staples
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What is HCI?
Word processor
Objective: to edit a document
Interface: windows, icons, menus, pointers (WIMP), etc.
Functional part: sub-routines for command execution, file
handling, etc.
Interaction: use mouse to click the “WORD” icon, observe
WORD is invoked, use mouse to click “FILE” icon, …
User tasks: edit file, save file, etc.
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Why HCI?
In the past, computers were expensive & used by technical
people only
Now, computers are cheap and used by non-technical
people (different backgrounds, needs, knowledge, skills)
⇒ Computer and software manufacturers have noticed the
importance of making user-friendly interfaces:
including easy to learn, easy to use, save people time
e.g., Is your washing machine user-friendly?
⇒ We also desire good user experience
e.g., Do you feel pleasure and satisfaction when
using your smart phone?
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HCI Scope
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HCI Scope
Use & Context: Find application areas for computers
Human: Study psychological & physiological
aspects
e.g., study how a user learns to use a new
product, study human typing speed
Computer: Hardware & software offered
e.g., input & output devices, speed,
interaction types, computer graphics
Development: Design, implementation & evaluation
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HCI Goals
Understand the factors that determine how people use
technology
At physical level, HCI concerns selecting the most
appropriate input devices and output devices for a
particular interface or task
Determine the best type of interaction, such as direct
manipulation, natural language, icons, menus
For systems that include computers, develop or improve
Safety
Utility
Effectiveness
Efficiency
Usability
Appeal
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HCI Goals
Safety: protecting the user from dangerous conditions and
undesirable situations
Users
Nuclear energy plant or bomb-disposal – operators
should interact with computer-based systems remotely
Medical equipment in intensive care unit (ICU)
Data
Prevent user from making serious errors by reducing
risk of wrong keys/buttons being mistakenly activated
Provide user with means of recovering errors
Ensure privacy (protect personal information such as
habits and address) & security (protect sensitive
information such as passwords, VISA card numbers)
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HCI Goals
Utility: extent of providing the right kind of functionality so
that users can do what they need or want to do
High utility
Scientific calculator provides many mathematical
operations, built-in formulae, and is programmable
Low utility
Software drawing tool does not allow free-hand drawing
but only supports polygon shape drawing
Effectiveness: concern a user’s ability to accomplish a
desired goal or to carry out work
Find a master thesis in our library Web
Any difference between utility and effectiveness?
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HCI Goals
Consider a shopping Web that provides all the information,
instruction and server-side support required to perform an
on-line purchase. However, the users cannot figure out how
to find the items they want to buy.
Efficiency: a measure of how quickly users can accomplish
their goals or finish their work using the system
Find a book whose title contains “human computer
interaction” in our library Web
How about a Ph.D. thesis whose author’s last name is
“Cheng”?
How about the newest book in the subject of “human
computer interaction”?
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HCI Goals
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HCI Goals
Usability: ease of learning and ease of use
Can I use the basic functions of a new digital camera
without reading the manual?
Does the software facilitate us to learn new functions
easily?
Appeal: how well the user likes the system
First impression
Long-term satisfaction
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HCI Goals
Use Microsoft WORD as an example:
Goals Achieved? Example
Safety Yes Warning for “Exit before Save”
Utility Yes A lot of word processing
functions is provided
Effectiveness Yes A science student can edit
equations
Efficiency Yes Default template avoids initial
document setting
Usability Yes Icons help ease of learning
Appeal Yes Interface is attractive
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HCI Benefits
Gaining market share
People intend to buy/use products with higher usability
e.g., Google’s search engine has the largest market share
because it is easy to use with higher efficiency; iPhone
gives good user experience
Improving productivity
Employees in a company perform their jobs in a faster
manner
e.g., Workers in a mainland company needed to press a
lengthy sequence of buttons in performing a task. An IAS
student helped to increase their productivity via writing a
batch program for the button pressing operation
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HCI Benefits
e.g., Cafe de Coral uses
a business management
system (BMS) to
increase productivity,
e.g., food photos are
available on cashier
display and operators do
not need to memorize
food codes, automatic
collection of sales
information at all shop
saves staffing cost
Hong Kong Economics
Times (8 Oct. 2004)
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HCI Benefits
Lowering support costs
If the product is not usable, calls to customer support can
be enormous
e.g., If a washing machine is difficult to use even after
reading the instruction manual, many users will call the
customer service, which will result in high cost
Reducing development cost
Avoid implementing features users do not want and
creating features that are annoying or inefficient
e.g., If there are too many unnecessary confirmation
dialog boxes in using a word processor, it is likely this
product needs to be redeveloped
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HCI Benefits
However, good user
experience may not
guarantee final success,
e.g., Bluegogo, China’s
third largest bike sharer
went bankrupt. Its
founder mentioned
"with plenty of
investors praising it but
not a single
commitment for new
funding"
Hong Kong Economics
Journal (18 Nov. 2017)
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Good and Poor Design Examples
HCI arises in our daily life, e.g.
Elevator controls and labels on the bottom row all look the
same, so it is easy to push a label by mistake instead of a
control button (www.baddesigns.com)
People do not make same mistake for the labels and
buttons on the top row. Why not?
Any suggestions to improve the interface?
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Good and Poor Design Examples
This is a lamp switch (www.baddesigns.com)
There are 3 modes: “I”, “O” and “II”
correspond to Low, Off and High, respectively
Is it a good design? Why?
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Good and Poor Design Examples
Cursor keys
(https://www.uxpassion.com/blog/implementation-
mental-representation-models-ux-user-experience/)
Is it a good design? Why?
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Good and Poor Design Examples
Wine glass (https://www.theuncomfortable.com/)
Is it a good design? Why?
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Good and Poor Design Examples
Inside a lift at Yau Ma Tei
Any problems?
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Good and Poor Design Examples
Do you know how to use them?
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Good and Poor Design Examples
DYMO and Brother label makers
Which one is more preferable? Why?
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Good and Poor Design Examples
Dayton and Dyson hand dryers
Which one is better? Why?
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Good and Poor Design Examples
Is there any problem for the alarm clock?
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Good and Poor Design Examples
This is the interface for WORD 97
Any suggested improvement?
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Good and Poor Design Examples
This is an interface of a dialog box
Is it a good design?
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Good and Poor Design Examples
Can you guess what is it? How to operate it?
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Good and Poor Design Examples
This is found in restroom at Vienna Austria airport
Is it a good design? Any suggested improvement?
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Good and Poor Design Examples
Chair or Table?
Is it a good design?
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Good and Poor Design Examples
Egg yolk separators:
Which one do you prefer?
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Disciplines Contribute to HCI
Academic Disciplines:
Computer Science
Develop programming languages, system architectures,
etc. of the computing systems
Engineering
Provide faster and cheaper equipment
Linguistics, Artificial Intelligence (AI)
Speech synthesis and recognition, natural language
processing, etc.
Psychology
Provide information about human mental capabilities
(e.g., memory, decision making)
Ergonomics (Human Factors)
Provide information about human physical capabilities
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Disciplines Contribute to HCI
Sociology
How people interact in groups
Design Practices:
Graphic Design
Art of combining text and graphics and communicating
an effective message in design of posters, brochures,
signs, logos & other type of visual communications
Product Design
Process of planning the product's specification
Industrial Design
Applied art whereby aesthetics and usability of products
may be improved. Aspects include overall shape of the
object, colors, textures, sounds & product ergonomics
Film Industry
H. C. So Page 38 Semester A 2019-2020
Disciplines Contribute to HCI
http://paper.hket.com/article/1986970/阿里雲創辦人王堅%20 從心理學教授到 CTO
H. C. So Page 39 Semester A 2019-2020
Disciplines Contribute to HCI
AI has been extensively applied in
many areas including HCI, e.g.,
Hung Fook Tong (鴻福堂), the top
retailer of Chinese herbal products,
introduces 「鴻家 HUNG+」Health
Preservation vending machine
equipped with IBM Cloud, AI and
big data techniques
Consumers only need to take
photos before it, and through face
recognition, combined with the
weather of the day, they can be
recommended
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People in HCI Business
Interactive / Interaction Designers: People involved in the
design of all the interactive aspects of a product
Usability Engineers: People who focus on evaluating
products using usability methods and principles
Web Designers: People who develop and create the visual
design of Websites, such as layouts & animations
Information Architects: People who come up with ideas of
how to plan and structure interactive products
User Experience Designers: people who do all the above
but who may also carry out field studies to inform the
design of products
https://www.indeed.hk/Interaction-Designer-jobs
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People in HCI Business
User experience is
An important concept in interaction design
About how people feel about a product and their pleasure
and satisfaction when using it, looking at it, holding it,
opening it, closing it, etc.
Examples: how smoothly a switch rotates, the sound of a
click, the touch of a button when pressing it
Cannot design a user experience, only design for a user
experience
You might be involved
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People in HCI Business
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People in HCI Business
Famous companies which provide HCI consultancies and
education:
Nielsen Norman Group: “help companies enter the age of
the consumer, designing human-centered products and
services” (www.nngroup.com)
IDEO: “is a global design company. We create positive
impact through design.” (www.ideo.com)
Apple (https://developer.apple.com/design/)
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Activities in HCI Design
1. Identify needs and establish requirements
2. Develop alternative designs
3. Build interactive prototypes that can be communicated
and assessed
4. Evaluate what is being built throughout the process
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Activities in HCI Design
Users should be involved through the development of the
project
Specific usability and user experience goals need to be
identified, clearly documented and agreed at the
beginning of the project
Iteration is needed throughout the core activities
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General Principles of HCI Design
Making systems easy to use & learn
Usability applies to all aspects of a system
Principles support usability include
Compatibility
Ease of Learning
Memorability
Predictability
Simplicity
Flexibility
Responsiveness
Protection
Invisible Technology
Control
WYSIWYG
Accessibility
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Compatibility
User – know the user
Design must be appropriate
and compatible with the needs
of the user or client
Effective design starts with
understanding the user’s
needs and adopting the user’s
point of view
One common error among
designers is to assume that
users are all alike
Another is to assume that all
users think, feel, and behave
exactly like the developer
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Compatibility
Product – can reduce
both learning time &
errors
The intended user of a
new system is often the
user of other systems or
earlier versions of the
system. Habits,
expectations, and a level
of knowledge have been
established and will be
brought in learning the
new system
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Compatibility
If these cannot be applied to the new system, confusion
results and learning requirements are greatly increased
While compatibility across products must always be
considered in relation to improving interfaces (e.g.,
different applications in Microsoft Office), making new
systems compatible with existing systems (e.g., different
versions of WORD) will take advantage of what users
already know and reduce the necessity for new learning
Any disadvantage?
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Compatibility
Task compatibility: The organization of a system should
match the tasks a person must do to perform the job
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Compatibility
Work flow compatibility:
Structure and flow of
functions should permit
easy transition between
tasks. The user must never
be forced to navigate
between applications or
many screens to complete
routine daily tasks
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Ease of Learning
Ease of learning – the
system should be easy to
learn so that the user can
rapidly start getting some
work done with the
system
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Memorability
Interfaces that have high memorability will be easier to learn
and use. Factors which affect memorability include
Location: It will be easier to remember if a particular object
is placed in a consistent location, e.g., always putting the
search box in the upper right-hand corner of a Web page
Logical grouping: It will be easier to remember if things
are grouped logically, e.g., putting related options
together in a menu
Conventions: Conventional objects and symbols will be
easier to remember, e.g., shopping cart symbol
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Predictability
Predictability involves a person’s expectations and his/her
ability to determine the results of actions ahead of time. It
includes:
Consistency – Reinforce our associations and therefore
increase our ability to remember and predict outcomes and
processes, e.g., same format in command, screen layout,
and navigation control
Generalizabilty – Help us use the knowledge we gather
from previous experience and apply it to similar situations
Familiarity – A user’s knowledge and experience in other
domain can be applied when interacting with a new
system, e.g., familiar menu names and options help users
locate objects and functions more easily
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Predictability
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Predictability
Conventions – Allow us to use our intuitions which are
based on previous experience and logic; if something is
consistently done in a particular way, it will eventually
become the conventional way of doing it
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Simplicity
If things are simple they will be easy to understand and thus
easy to learn and remember
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Simplicity
It includes:
Progressive disclosure – Show the user only what is
necessary
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Simplicity
Constraints – Involve limiting the actions that can be
performed in a particular design
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Flexibility
Allow more user control
& accommodates
variations in user skill
and preferences, i.e.,
give users choices
Hardware
Types of interaction
Data format
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Flexibility
Flexibility is the system’s ability to respond to individual
differences in people
Permit people to choose the method of interaction that is
most appropriate to their situation. People should be able
to interact with a system in terms of their own particular
needs including knowledge, experience, and personal
preference
Flexibility is accomplished by providing multiple ways to
access application functions and perform tasks
It is also accomplished through permitting system
customization
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Responsiveness
The system must rapidly
respond to the user’s
requests
Provide immediate
acknowledgment for user
actions: visual, textual,
and/or auditory
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Protection
Protect users against
disastrous results of
common human error
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Invisible Technology
In general, the user
should need to know as
little as possible about the
technical details of how
the system is implemented
and operates
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Control
Users prefer to feel a
sense of mastery
and control over the
system
It is frustrating and
demoralizing when
the user is being
controlled and
directed by machine
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WYSIWYG
What you see is what you
get
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Accessibility
Degree to which a product is accessible by as many people
as possible
Focus on disability, including
Visually impaired (who need magnifier to see) or blind
Color blind (who are not able to distinguish two colors)
Dyslexia (who have difficulties in reading and writing)
People with missing limbs
Now a legal issue: Disability Discrimination Ordinance
(Cap 487) has created a legal duty for organisations to
ensure their services are available to everyone regardless
of disability. This principle is applicable to information and
services provided through Websites
https://www.elegislation.gov.hk/hk/cap487
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General Principles of HCI Design
Principles which do / do not support user experience
Satisfying
Fun
Enjoyable
Entertaining
Helpful
Surprising
Aesthetically pleasing
Rewarding
Supportive of creativity
Emotionally fulfilling
Boring
Frustrating
Annoying
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General Principles of HCI Design
Principles are often in
direct conflicts with one
another. In order to make
the trade-offs intelligently,
a thorough understanding
of the intended users is
required
These principles are very
general and designers
may not know how to
apply them directly
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Norman's Principles of Usability
Norman is a cognitive psychologist, expertise in computers
Cognition refers to how we gain knowledge, includes
understanding, remembering, reasoning, acquiring skills,
creating new idea
Basic ideas of Norman’s principles:
We can learn from common objects
We are able to operate common objects without a user
manual
The objects should provide some cues. If a simple piece
of equipment such as a door or a kitchen stove requires
labelling, that need is sign of design failure
Visibility, affordance, mapping, constraints, feedback
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Norman's Principles of Usability
A product or design with good usability should provide
perceptual cues for us to answer:
Can we see the interface elements?
Related to visibility
What do you perceive you can do with the interface?
Related to affordance
How our interaction is constrained by the interface?
Related to constraint
What is supposed to happen when we interact with the
interface?
Related to mapping and feedback
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Norman's Principles of Usability
Visibility
Interface feature is accessible to a human sense organ?
(e.g., Can an answering machine indicate the presence
of incoming voice mails? The number of mails?)
Indicate what parts operate & how
Indicate how user is to interact with the device
(e.g., on/off key on a calculator)
The more visible functions are, the more likely users will
be able to know what to do next
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Norman's Principles of Usability
Which one is of higher visibility?
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Norman's Principles of Usability
Which one is salt shaker? Which one is pepper shaker?
Which pair is of higher visibility?
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Norman's Principles of Usability
This is a control panel for an
elevator (www.baddesigns.com)
How does it work?
Push a button for the floor you
want?
Nothing happens. Push any other
button? Still nothing. What do
you need to do?
⇒ It is not visible as to what to do!
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Norman's Principles of Usability
Need to insert your room card in the
slot first!
How would you make this action more
visible?
Make the card reader more obvious
Provide an auditory message, that
says what to do
Provide a big label next to the card
reader that flashes when someone
enters
Make relevant parts visible
Make what has to be done obvious
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Norman's Principles of Usability
Is it easy for you to find where is the toilet paper?
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Norman's Principles of Usability
Feedback
This principle is nature: when you talk to somebody, you
expect a reply
Send back to user information about what action has
actually been done. This allows a person to continue with
the activity
(e.g., press a key on a telephone, copy a file in PC,
progress of downloading a file from internet, screen
button clicked on provides sound or red highlight
feedback)
Include sound, highlighting, animation and combination
of these
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Norman's Principles of Usability
Plagiarism check of my PDF using iThenticate
Is the software checking plagiarism?
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Norman's Principles of Usability
Any improvement?
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Norman's Principles of Usability
A user wants to create a new post and moves the pointer
over the “Create” button:
Has the user received any feedback?
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Norman's Principles of Usability
Constraints
Restricting the possible actions that can be performed at
a given moment
(e.g., some menu options will be deactivated by shading
them at some occasions)
Avoid wrong uses of thing, i.e., help prevent user from
selecting incorrect options
3 main types:
Physical
Logical
Cultural
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Norman's Principles of Usability
Physical Constraints
Physical objects can be designed to constrain things, and
this constraint restricts the user interaction
How many ways can you insert electrical plug to a socket?
How about inserting a CD into a computer?
Which of them has a better physical constraint?
The more possible interpretations a thing has, the more
difficult it will be to use
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Norman's Principles of Usability
Logical Constraints
Exploit people’s common sense reasoning about actions
and their consequences
When no object is selected, it is not allowed to use the
“Cut” command in WORD
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Norman's Principles of Usability
Cultural Constraints
Society has evolved numerous artificial conventions that
govern acceptable social behaviour. These cultural
conventions have to be learned, but once learned they
apply to a wide variety of circumstances.
Red colour stands for danger while green colour stands for
safe
Smiling face stands for happy emotion
Which one is universal and which one is culturally-
specific (i.e., accepted by a cultural group only)?
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Norman's Principles of Usability
Light switch:
America: down is off
Britain: down is on
Water tap:
America: anti-clockwise is on
Britain: anti-clockwise is off
Red colour:
America: danger
Egypt: death
India: life
China: happiness
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Norman's Principles of Usability
Affordance
Refer to an attribute of an object that allows people to
know how to use it, i.e., give clues to operations of things
Indicate what thing is for
(e.g., a door handle affords pulling, a cup handle affords
grasping)
Indicate how thing could possibly be used
(e.g., knobs are for turning, slots are for inserting things
into)
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Norman's Principles of Usability
Other examples include: scrollbars afford moving up and
down, icons afford clicking on
Milk
Butter
Cheese
Water
Beer
Wine
A radio button in a Web page affords you to choose 1-of-
many choice by clicking one of the items
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A check box affords you to choose 0 to all choices
Is it true for Microsoft WORD?
There are two kinds of affordance:
Real: for physical objects and do not have to be learned
Perceived: for screen-based interfaces and can be
considered as learned conventions
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Mapping
Natural relationship between controls & their effects
(e.g. move mouse to left, pointer goes left)
Upper button controls upper bulbs while lower controls
lower bulbs (button affords you to press)
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The timer knob in a microwave oven is of good mapping
because turning it clockwise implies increasing cook
time (the knob affords you to turn as well)
The volume knob in a Hi-Fi system is of good mapping
because turning it clockwise implies increasing volume
(the knob affords you to turn as well)
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Slide bar also has a strong mapping, since moving it to
the right/top will increase the value while moving it to
the left/down will decrease it (the slider affords you to
move)
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A B C D
Which controls go with which burner rings?
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Is it better?
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Which arrow-key layout is the best?
Which set is better?
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Pull or Push?
Which Norman’s
principle has been used?
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Pull or Push?
Which Norman’s
principle has been
used?
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Any suggested improvements?
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Which Norman’s principle(s) has/have been applied
in this education toy?
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Which Norman’s principle(s) has/have been
applied in this unit?
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How about this? What is the meaning of 3 black
dots in yellow?
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Different vibrating patterns to indicate states of
pedestrian signal
Directional arrow to indicate the direction of the
pedestrian crossing
This is provided for visually impaired persons to use
Have you misused it?
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Conceptual Model
Conceptual model is a fundamental aspect of
HCI for interaction designers
It is a high-level description of how a system/product
is organized and operates
It outlines what users can do with a product and what
concepts are needed to understand how to interact
with it
If the conceptual model meets the user’s intention,
this implies that the user will use the system easily.
How to develop a conceptual model?
Identify user’s needs and system requirements
Identify a set of possible ways of interactions
Select suitable metaphors (e.g., icons)
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A classic example is the Star interface by Xerox
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Targeted for workers not interested in computing –
make the computer as “invisible” to the users as
possible and to design applications suitable to them
Based on an analogy to a physical office
Metaphors: paper, folders, filing cabinets and
mailboxes were represented as icons on the screen
and were designed to possess some of their
properties of their physical counterparts
Concepts: Dragging an electronic document onto an
electronic folder was seen as being analogous to
placing a physical document into a physical cabinet;
Placing an electronic file onto the printer icon would
print it out
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Another example: Recycle Bin in Windows 7
What is your understanding on the recycle bin?
A place for deleting objects
Drag objects to be deleted to the bin
Suppose a company wants to develop a mobile App for
facilitating tourists to hike in Hong Kong.
How to develop a conceptual model for this
system?
What questions should we ask in developing the
conceptual model?
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Suggestions:
Who are they? Putonghua speaking Chinese or
foreigners who speak English?
What do they want? Hiking information
How to get to a particular hike in Hong Kong?
For a particular hike, what is the difficulty level? How
about the hiking time?
How to support the activity of requesting information
in the optimum way? A menu system or voice
command activated system? Provide a system that
structures information in the form of lists, maps,
recommendations, etc.?
Hoasas
Metaphors used in the interface? Concepts?
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