Lecture 3
Lecture 3
Understanding users
Why do we need to understand users?
• Interacting with technology is cognitive
• We need to take into account cognitive processes involved and cognitive
limitations of users
• We can provide knowledge about what users can and cannot be expected
to do
• Identify and explain the nature and causes of problems users encounter
• Supply theories, modelling tools, guidance and methods that can lead to
the design of better interactive products
What is cognition?
• This kind of cognition is what leads to new ideas and creativity. Examples
include designing, learning, and writing a book.
Attention
• An example of auditory attention is waiting in the dentist's waiting room for our
name to be called out to know when it is our time to go in.
• Tullis (1987) found that the two screens produced quite different
results
– 1st screen - took an average of 5.5 seconds to search
– 2nd screen - took 3.2 seconds to search
• Why, since both displays have the same density of information (31%)?
• Spacing
– In the 1st screen the information is bunched up together, making it
hard to search
– In the 2nd screen the characters are grouped into vertical
categories of information making it easier
Design implications for
attention
• Make information most important when it needs attending to
• Use techniques that make things stand out, like colour, ordering,
spacing, underlining, sequencing and animation
• Weller (2004) found people took less time to locate items for
information that was grouped
– using a border (2nd screen) compared with using color contrast
(1st screen)
• Some argue that too much white space on web pages is detrimental to
search
– Makes it hard to find information
• Do you agree?
Which is easiest to read and
why?
• We don’t remember everything - (involves filtering to decide what information gets further
processed and memorized.)
•The extent to which it takes place affects our ability to recall that
information later.
•The more attention that is paid to something and the more it is processed
in terms of thinking about it and comparing it with other knowledge, the
more likely it is to be remembered.
– e.g., when learning about HCI, it is much better to reflect upon it, carry out exercises, have
discussions with others about it, and write notes than just passively read a book, listen to a
lecture or watch a video about it
Processing in memory
Context (When, Where)
– e.g., You are on a train and someone comes up to you and says
hello. You don’t recognize him for a few moments but then realize
it is one of your neighbours.
– You are only used to seeing your neighbour in the hallway of your
apartment block and seeing him out of context makes him difficult
to recognize initially
Recognition versus recall
• Web browsers, MP3 players, etc., provide lists of visited URLs, song
titles etc., that support recognition memory
• Recall from memory (command Based) VS GUIs (recoginizaton)
File management (example)
• Let users use whatever memory they have to limit the area being
searched and then represent the information in this area of the
interface so as to maximally assist them in finding what they need.
– e.g., Search box and history list
– color, text, icon, sound or image
Apple’s Spotlight search tool
Design implications (Memory)
• Many designers have been led to believe that this is useful finding for
interaction design
What some designers get up to…
• People can scan lists of bullets, tabs, menu items till they see the one
they want
• They don’t have to recall them from memory having only briefly
heard or seen them
• Try to remember the cover of the last two DVDs you bought or rented
Which was easiest? Why?
• Deep versus shallow models (e.g. how to drive a car and how it
works)
Everyday reasoning and mental
models
(a) You arrive home on a cold winter’s night to a cold house. How
do you get the house to warm up as quickly as possible? Set the
thermostat to be at its highest or to the desired temperature?
(b) You arrive home starving hungry. You look in the fridge and find
all that is left is an uncooked pizza. You have an electric oven.
Do you warm it up to 375 degrees first and then put it in (as
specified by the instructions) or turn the oven up higher to try
to warm it up quicker?
Why do people use erroneous mental models?
• Many people have erroneous ()غلطmental models (Kempton,
1996)
Example
• People waiting for an elevator (lift). How many times do they press
the button? A lot of people will press it at least twice. When asked
why, a common reason given is that they think it will make the lights
change faster or ensure the elevator arrives
• Research has shown that people's mental models of the
way interactive devices work is:
• easier to understand
• feedback in response to input
• right kind and level of information
Exercise: ATMs
• Write down how an ATM works
– How much money are you allowed to take out?
– What denominations(?)مذمت
– If you went to another machine and tried the same what would
happen?
– What information is on the strip on your card? How is this used?
– What happens if you enter the wrong number?
– Why are there pauses between the steps of a transaction? What
happens if you try to type during them?
– Why does the card stay inside the machine?
– Do you count the money? Why?
How did you fare?
• Payne (1991) did a similar study and found that people frequently
resort to analogies to explain how they work
• The ‘gulfs’ explicate the gaps that exist between the user and the
interface
• Need to bridge the gulfs in order to reduce the cognitive effort required
to perform a task
Information processing
• Mind is an information processor
• Responsible for transforming external environment into a form that cognitive system can
process
• Uses contents of WM and LTM to make decisions and schedule actions with motor system
• Translates thoughts into actions: Head-neck and arm-hand-finger actions
The human processor model
External cognition
e.g. Information
visualizations have
been designed to
allow people to make
sense and rapid
decisions about
masses of data
Distributed cognition