Human Computer Interaction
IE403
Dr. Manish Khare
Lecture – 5-7
Topics for this week’s classes
Discussion on Don Norman’s principles
Slide 2
Conceptual Models
• The Psychology of Everyday Things
• Good Design vs. Bad Design
• Human Error is Inevitable
• The Seven Principles of Design
• Designing for Different users
• Beyond Usability
• Technology’s effect on Design
Slide 3
Overview
Why are some everyday things difficult to understand and
use?
What are Don Norman’s principles and how do they
apply to the design of everyday things?
How can we apply Norman’s principles to the design of
computer interfaces?
Slide 4
Psychopathology of Everyday Things
We are surrounded by many everyday things that have poor usability
Programming a VCR
Telephone features we can’t remember how to use
How to change the remote access code?
Photocopiers and fax machines
Face down or face up?
Many of these things can be difficult to interpret and frustrating to use if they provide
no clues or false clues as to how they operate
https://www.youtube.com/watch?v=pAOyWFOFhsg
Slide 5
Example of things difficult to use
https://www.youtube.com/watch?v=pAOyWFOFhsg
Slide 6
Norman’s philosophy
“...things are designed to be used by people, and without a deep
understanding of people, the designs are apt to be faulty, difficult to use,
difficult to understand.”
Slide 7
Understanding
What does it all mean?
How is the product supposed to be used?
What do all the different controls and settings mean?
Many products defy understanding simply because they
have too many functions and controls.
Slide 8
User/Human Centered Design
Human-centered design (HCD), is an approach that puts human needs,
capabilities, and behavior first, then designs to accommodate those needs,
capabilities, and ways of behaving.
Empathize: Understanding YOUR USER and design
Human needs, capabilities and behaviour
Communication: Indicate what actions are possible, what is happening, and what
is about to happen.
Slide 9
What is a good User Centered design?
Has affordances - makes each operation visible;
Offers obvious mappings - makes the relationship between the actual action of
the device and the action of the user obvious;
Provides feedback on the user's action;
Provides a good mental model of the underlying behaviour of the device;
Provides forcing functions - prevents a user from making bad errors;
Supports automatic learning -- offers consistencies and practice that help the
user acquire interface skills.
Slide 10
Norman’s Principles of Design
Make things visible
Provide a good conceptual model
Affordance
Mapping
Constraints
Feedback
Slide 11
Fundamental Principles of Interaction
Slide 12
Discoverability
Is it possible to even figure out what actions are possible and
where and how to perform them?
Discoverability results by applying 6 fundamental psychological concepts
Slide 13
Affordances
(coined by psychologist James J. Gibson and applied to HCI by Don Norman)
Affordances determine what actions are possible
with an object by an agent(user) 🡪🡪 Relationship
Exist even if they are not visible.
For designers, their visibility is critical
visible affordances provide strong clues to the Affordance property
operations of things Visible, Discoverable
Perceived affordances
Can I figure out what actions are possible ?
If NO,
Presence of some SIGNALS is required.
Glass: AntiAffordance property
Invisible, Not Discoverable
Slide 14
Affordances in Web Interfaces
What actions does the
webpage provide to
the user explicitly?
Or
What does the
interface afford to the
user?
Slide 15
Affordances in Apps
What Explicit affordance does the
interface provide?
The raised appearance of the button
affords pushing down. The text
explicitly signals the result of the
action.
Slide 16
Other types of Affordances
Hidden
Pattern
Metaphorical
(Contextual)
Slide 17
Signifiers
Communicate where the action
should take place
Signifiers refers to any mark of
sounds, any perceivable indicator
that communicates appropriate
behaviour to a person
Signifiers are signals.
signs, labels, and drawings placed in the world
Fig 1. If a door needs a signifier, then
it’s a bad design
Slide 18
Mapping
The relationship between the
elements of two sets of things
Controls and Displays
Fig 1
Groupings and proximity are map
controls to function
Controls should be
close to the item
being controlled.
Fig 2
Slide 19
What Knob Goes Where?
Fig 1
Exploiting Natural Mapping
Best mapping: Controls are mounted directly on the Fig 2
item to be controlled.
Second-best mapping: Controls are as close as possible
to the object to be controlled.
Third-best mapping: Controls are arranged in the same
spatial con- figuration as the objects to be controlled
Slide 20
Feedback
Feedback — communicating
the results of an action
must be immediate
must be informative
Poor feedback can be worse than no
feedback at all
Fig 1
Poor/No Feedback: Pressing elevator buttons
repeatedly. Reason: No feedback of lift
movement?
Slide 21
Norman’s Principles in Software
Visibility
Visibility of the tasks the interface
supports : Can I see it?
Communication of system state / mode
Affordance
🡪🡪 Pressed
Here 🡪🡪 Click (web)
Fig 1
Mapping
Where am I and where can I go?
Clicking on a particular interface element
produces expected effect (under F)ile
should be O)pen)
Fig 2
Slide 22
Norman’s Principles in Software
Constraints
Why can’t I do that?
Constraining search criteria, graying
out
menu items that don’t apply in a Fig 1
particular context
Feedback
What is it doing now?
Providing clear and immediate
feedback for each user action
Fig 2
Slide 23
Assignment
Take one real world object(s) and start finding affordances,
signifiers, mapping and constraints
Slide 24
Psychology of Everyday Things
Lesson 1
Most failures of human-machine system are due to poor designs that don’t
recognize peoples’ capabilities and fallibility's
This leads to apparent machine misuse and “human error”
Lesson 2
Good design always accounts for human capabilities.
Slide 25
Psychopathology of everyday things
Typical frustrations
The engineer who founded DEC confessed at the annual
meeting that he can’t figure out how to heat a cup of coffee
in the company’s microwave oven
How many of you can program or use all aspects of your
digital watch?
VCR?
sewing machine?
washer and dryer?
12:00
stereo system (especially car ones)
unfamiliar water faucets
Slide 26
The Psychopathology of computers
Britain has (had) a Motorway Communications System operating 40% of it’s
highways
The system receives control information from Police
changes lane signs, direction signs, speed limits, etc
occurs on the motorway itself in real time
On December 10th 1976, police, using the system, failed to change the speed limit
signs when fog descended
34 vehicles crashed 40 km
3 people were killed Slow Down!
11 people were injured and trapped in their vehicles Fog Ahead
for several hours
motorway closed for 6.5 hours
Slide 27
Some quotes
Police (at inquest)
“The system did not accept the instruction”
Dept of Transport (after examining computer activity logs)
“There is no evidence of technical failure”
Designers of system
after emphasizing that they have no responsibility for the system:
“We supplied it over 5 years ago and we have never been called to look at that problem”
The Coroner’s Court
Not
after examining the evidence, claimed it was "operator error"
the police operator: me!
“failed to follow written instructions for entering the relevant data”
Where have we heard this before?
Slide 28
Inane dialog boxes
Slide 29
Inane dialog boxes
ClearCase, a source-code control system
from Rational Software
Slide 30
Inane dialog boxes
Slide 31
Inane dialog boxes
Slide 32
Inane dialog boxes
Slide 33
Psychology of Everyday Things
Many so-called human errors and “machine misuse” are actually errors in
design
Designers help things work by providing a good conceptual model
Designers decide on a range of users as the design audience
But design is difficult for a variety of reasons that go beyond design
Slide 34
Psychopathology
Usable vs. Usefulness
Slide 35
Slide 36
Slide 37
Slide 38
Slide 39
Usable vs. Useful
Thomas Landauer, The Trouble with Computers: Usefulenss,
Usability, and Productivity, 1995
Usability: ability to actually use the system
Ease of learning, recall, productivity, minimal error rates,
high user satisfaction
Useful: the system actually does what you need it to do
Not entirely disjoint concepts
E.g., system not useful because it is so difficult to interact
with it
Slide 40
Psychology of everyday things
Design Concepts
affordances
causality
visible constraints
mapping
transfer effects
population stereotypes
conceptual models
individual differences
why design is hard
Slide 41
Making things work: Visual Structure
Visual Affordances
the perceived and actual fundamental properties of the object
that determine how it could possible be used
appearance indicates how the object should be used
chair for sitting
table for placing things on
knobs for turning
slots for inserting things into
buttons for pushing
computers for ???
complex things may need explaining, but simple things should not
when simple things need pictures, labels, instructions, then design has failed
Slide 42
Mapping
Cursor re-enforces
selection of current
item
Only active
pallette items
visible
Depressed
button
indicates
current
mapped item
Slide 43
Making things work: Understandable action
Causality
the thing that happens right after an action is assumed by people to be
caused by that action
interpretation of “feedback”
false causality
incorrect effect
starting up an unfamiliar application just as computer crashes
causes “superstitious” behaviors
invisible effect
command with no apparent result often re-entered repeatedly
e.g., hitting esc, or alt-ctrl-del, on unresponsive system
Slide 44
Making things work: Understandable action
Effects visible only after Exec button is pressed
•OK does nothing!
•awkward to find appropriate color level
Slide 45
Making things work: Understandable action
Transfer effects
people transfer their learning/expectations of similar objects
to the current objects
positive transfer: previous learning's also apply to new situation
negative transfer: previous learning's conflict with the new situation
Slide 46
Cultural associations
A Mac user finds a Windows system only somewhat familiar
Slide 47
Conceptual model
People have “mental models” of how things work
conceptual models built from:
affordances
causality
constraints
mapping
positive transfer
population stereotypes/cultural standards
instructions
interactions
familiarity with similar devices (positive transfer)
models may be wrong, particularly if above attributes are misleading
models allows people to mentally simulate operation of device
Slide 48
Jacques Carelman: Catalog of unfindable objects
Slide 49
Example
Good: Scissors
affordances:
holes for something to be inserted
constraints:
big hole for several fingers, small hole for thumb
mapping:
between holes and fingers suggested and constrained by appearance
positive transfer and cultural idioms:
learnt when young
constant mechanism
conceptual model:
implications clear of how the operating parts work
Slide 50
Example
12:00
Bad: Digital watch
affordances:
four push buttons to push, but not clear what they will do
constraints and mapping unknown
no visible relation between buttons, possible actions and end result
transfer of training
little relation to analog watches
cultural idiom
somewhat standardized core controls and functions
but still highly variable
conceptual model:
must be taught
Slide 51
Readings
Norman, D. A. (1988) The Psychopathology of Everyday Things.
(excerpt reprinted in BGBG, pp 5-21)
Norman, D.A. (1992). Emotion & design: Attractive things work
better. ACM Interactions, 9(4), 36-42.
Gould, J. (1988). How to design usable systems. (Excerpt
reprinted in BGBG, p. 93 - 121)
Slide 52
Two guidelines for design
1. Provide a good conceptual model
allows user to predict the effects of their actions
problem:
designer’s conceptual model communicated to user through system image:
appearance, written instructions, system behaviour through interaction,
transfer, idioms and stereotypes
if system image does not make model clear and
consistent, user will develop wrong conceptual model
Design User's model
Model
User
Designer
System
System
image
Slide 53
Two guidelines for design
2. Make things visible
relations between user’s intentions, required actions, and results are
sensible
non arbitrary
meaningful
visible affordances, mappings, and constraints
use visible cultural idioms
reminds person of what can be done and how to do it
Slide 54
Who do you design for?
People are different
It is rarely possible to accommodate all people perfectly
design often a compromise
eg ceiling height: 8'
but tallest man: 8' 11"!
Rule of thumb:
design should cater to 95% of audience (i.e., for 5th or 95th percentile)
but means 5% of population may be (seriously!) compromised
Designing for the average a mistake
may exclude half the audience
Examples:
cars and height: headroom, seat size
computers and visibility:
font size, line thickness, color for color blind people?
Slide 55
Who do you design for?
Computer users:
novices walk up and use systems most kiosk +
interface affords restricted set of tasks internet
introductory tutorials to more complex uses systems
casual standard idioms
recognition (visual affordances) over recall most shrink-
reference guides wrapped
interface affords basic task structure systems
intermediate advanced idioms
complex controls
reminders and tips
interface affords advanced tasks
custom
software
expert shortcuts for power use
interface affords full task + task customization
Slide 56
Why design is hard
Over the last century
the number of things to control has increased dramatically
car radio: AM, FM1, FM2, 5 pre-sets, station selection, balance, fader, bass, treble,
distance, mono/stereo, dolby, tape eject, fast forward and reverse, etc (while driving at
night!)
display is increasingly artificial
red lights in car indicate problems vs flames for fire
feedback more complex, subtle, and less natural
is your digital watch alarm on and set correctly?
errors increasing serious and/or costly
airplane crashes, losing days of work...
Slide 57
Why design is hard
People often consider cost and appearance over human factors design
bad design not always visible
people tend to blame themselves when errors occur
“I was never very good with machines”
“I knew I should have read the manual!”
“Look at what I did! Do I feel stupid!”
eg the new wave of cheap telephones:
accidentally hangs up when button hit with chin
bad audio feedback
cheap pushbuttons—mis-dials common
trendy designs that are uncomfortable to hold
hangs up when dropped
functionality that can’t be accessed (redial, mute, hold)
Slide 58
https://www.slideshare.net/limdonal
d/web-design-through-the-lens-of-
psychology-23548623
Slide 59
Conceptual Models
Need to first think about how the system will appear to users (i.e. how they
will understand it)
A high level description of
the proposed system with a set of integrated ideas and concepts about
what it should do
behave
look like
that will be understandable by the users in the manner intended
Slide 60
Understanding a Conceptual Model
How will the user think about the system?
Possibly based on:
Data or objects
Types of operations (activities)
done
Metaphors (real world Fig 1. Word processor Vs a typewriter
analogies/similarities)
What kind of interface metaphor, if any, will be
appropriate?
What kinds of interaction modes and styles to
use?
Fig 2. iBooks flipping pages similar to physical books
Slide 61
Mental models
Users “see” the system through mental models
Users “rely” on mental models during usage
Reason about a sys
Interact with
Infer how it works
Figure out how to correct when things do wrong
Slide 62
Why are mental models important?
2016, Chrysler automobiles recalled over 100K vehicles
Gear shows P, R, N, D/S
Shift through the gear options
But returns to center position
What is the problem ?
https://www.endurancewarranty.com/learning-center/news/fiat-chrysler-
recall-user-error/
Slide 63
People were getting out of their cars thinking the gear
was in Park mode
But it wasn’t, so the car drove off without them!!!
Classic Designing something that people don’t understand or making some
Design thing which is totally NEW & Expecting USERS to figure out
Flaw User’s mental model is not the same as what was designed
https://www.carcomplaints.com/news/2017/lawsuit-chrysler-
gear-shift-confusing.shtml
Slide 64
Dimensions of Usability
Learnability: Easy to learn
Efficiency: Once learned, is it fast to use?
Errors: Are errors few and recoverable?
Visibility: Is the state of the system visible?
Effectiveness: Can it do the job well and
correctly?
Satisfaction: Is the user happy with the interface?
Building all these dimensions into a product is called Usability
Engineering
Slide 65
Learnability & Memorability
Making interfaces easier for
• new users to learn
• casual users to remember.
Slide 66