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Human-Computer Interaction
Design Principles
IN TODAY’S LECTURE
Conceptual Models
Visibility
Affordance
Constraints
Mapping
Consistency
Feedback
MENTAL MODELS AND CONCEPTUAL
MODELS
Object
Object
Mental Perceive Conceptual
Model Model
Design
Interact
User Designer
(Uses object) (Designs object)
USER MODEL, CONCEPTUAL MODEL
AND SYSTEM IMAGE
System Image
(Implementation Model)
System
System
Mental Perceive Conceptual
Model Model
Design
User Model Designer Model
Interact (Represented Model)
User Designer
(Uses system) (Designs system)
USER MODEL, CONCEPTUAL MODEL
AND SYSTEM IMAGE
Design Model
Designer’s conceptual model
User’s Model
Mental Model
System Image
Results from physical structure that has been
built
Documentation
Instructions
Labels, etc.
CONCEPTUAL MODEL
“A description of the proposed system in
terms of a set of integrated ideas and
concepts about what it should do, behave
and look like, that will be understandable by
the users in the manner intended.”
“The way designers choose to represent the
working of the program to the user.”
CONCEPTUAL MODELS AND
DESIGNERS
Designer does not talk directly with user
Communication via SYSTEM IMAGE
If SYSTEM IMAGE does not make DESIGN
MODEL clear and consistent, then user will
have wrong USER MODEL User
NOT clear and consistent Model
System Image
Faulty
System
System
User
FALLACY OF DESIGNERS
Designer’s expect USER MODEL to be the
same as the DESIGN MODEL
CONCEPTUAL MODEL EXAMPLE
Reverse gear in car
1 3
My mental model
2 4 R
1 3 R Gear needs to
Be pushed down
then switched to
reverse position
2 4 Car’s Conceptual model
WHAT DESIGNERS SHOULD AIM FOR
Match CONCEPTUAL MODEL with MENTAL
MODELS of users
VISIBILITY
Correct parts must be visible
More visible functions are, more likely users will
be able to know what to do next
“Out of sight” functions make them difficult to
use and find
Make relevant parts visible
This critical principle violated again and again in
everyday things
Crucial parts carefully hidden away
VISIBILITY – BAD EXAMPLE
Swinging doors in post
office
2 sets of row of 6 glass
swinging doors
Swinging Door
•No plates
•No bars
1. Door opens •No lines
2. Door remains closed •No handles
•No supporting pillars
3. Door remains closed
VISIBILITY – GOOD EXAMPLE
Controls on a
car
Controls for
different
operations
Indicators
Headlights
Horn
Hazard lights
VISIBILITY EXAMPLE
Modern Telephone
This is a control panel for an
elevator.
• 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!
VISIBILITY EXAMPLE
you need to insert your room card in the slot by the
buttons to get the elevator to work!
How would you make this action more
visible?
•make the card reader more obvious
• provide an auditory message, that says what to do
(which language?)
• 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
VISIBILITY EXAMPLE
Many do not have large enough
display
Forget sequence of steps, what
was entered before, and what to
do next
Better to have television on-
screen programming
Other Examples
Song title for CDs
Names of Television Programs
Cooking information for foods on
food containers
VISIBILITY EXAMPLE
•Disappearing option on menu bar
e.g., File > Properties
Before
VISIBILITY EXAMPLE
After
AFFORDANCE
The presence and actual properties of a thing
These properties determine how the things could
be used
Attribute of an object that allows people to
know how to use it
To Afford - to give a clue
If affordances of a physical object are
perceptually obvious, it is easy to know how
to interact with it.
AFFORDANCE - EXAMPLES
pushing Sitting
pulling
AFFORDANCE - EXAMPLES
Bouncing Inserting
Solidity, Support Turning
AFFORDANCE IN SOFTWARE (UI)
Types of Affordance
Real Perceived
(physical objects) (virtual objects)
• Not perceptually obvious
perceptually obvious • Arbitrary in nature
e.g, button does
(a) _______ or
(b) _______
• Learned conventions
Should not design for real affordance at interface
AFFORDANCE IN UI
Interface elements design
Icons
Scroll bars
Button
AFFORDANCE IN UI
Hyperlinks – underlined (web)
Button – 3D (software, web)
CONSTRAINTS
“Restricting the kind of user interaction that
can take place at a given moment in time”
Prevents user from taking the wrong actions
TYPES OF CONSTRAINTS
Physical
Logical
Cultural
PHYSICAL CONSTRAINTS
Refer to the way physical objects restrict the
movement of things
E.g. only one way you can insert a key into a lock
How many ways can you insert a CD or DVD
disk into a computer?
How physically constraining is this action?
How does it differ from the insertion of a
floppy disk into a computer
LOGICAL CONSTRAINTS
Exploits people’s everyday common sense
reasoning about the way the world works
An example is they logical relationship
between physical layout of a device and the
way it works as the next slide illustrates
LOGICAL OR AMBIGUOUS DESIGN?
Where do you plug the
mouse?
Where do you plug the
keyboard?
top or bottom connector?
Do the color coded icons
help
DESIGNING THEM MORE LOGICALLY
(i) A provides direct
adjacent mapping
between icon and
connector
(ii) B provides colour
coding to associate the
connectors with the
labels
CULTURAL CONSTRAINTS
Learned arbitrary conventions
like red triangles for warning
Can be universal or culturally specific
WHICH ARE UNIVERSAL WHICH ARE
CULTURALLY- SPECIFIC?
CONSTRAINTS IN UI
Deactivating menu options by shading them
MAPPING
Relationship between controls and their
effects in the world
Why is this a poor mapping of control
buttons?
MAPPING
Why is this a better mapping?
The control buttons are mapped better onto
the sequence of actions of fast rewind, rewind,
play and fast forward
Map configuration onto directionality of actions
ACTIVITY ON MAPPINGS
Which controls go with which rings (burners)?
A B C D
WHY IS THIS A BETTER DESIGN?
MAPPING EXAMPLE
CONSISTENCY
Design interfaces to have similar operations
and use similar elements for similar tasks
For example:
always use ctrl key plus first initial of the
command for an operation – ctrl+C, ctrl+S,
ctrl+O
Main benefit is consistent interfaces are
easier to learn and use
WHEN CONSISTENCY BREAKS DOWN
What happens if there is more than one
command starting with the same letter?
e.g. save, spelling, select, style
Have to find other initials or combinations of
keys, thereby breaking the consistency rule
E.g. ctrl+S, ctrl+Sp, ctrl+shift+L
Increases learning burden on user, making
them more prone to errors
INTERNAL AND EXTERNAL
CONSISTENCY
Internal consistency refers to designing
operations to behave the same within an
application
Difficult to achieve with complex interfaces
External consistency refers to designing
operations, interfaces, etc., to be the same
across applications and devices
Very rarely the case, based on different designer’s preference
KEYPAD NUMBERS LAYOUT
A case of external inconsistency
(a) phones, remote controls (b) calculators, computer keypads
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0
FEEDBACK
Sending information back to the user about
what has been done
Includes sound, highlighting, animation and
combinations of these
e.g.when screen button clicked on provides
sound or red highlight feedback:
“ccclichhk”
DESIGN GUIDELINES
Useful feedback in response to user input
Easy-to-understand and intuitive ways of
interacting with the system
Clear and easy-to-follow instructions
Appropriate online help and tutorials
Context-sensitive guidance for users