Professional Documents
Culture Documents
MDD02 Spectrum
MDD02 Spectrum
The
Spectrum
of Design
CSC2002S: Mobile
Development and Design
Melissa Densmore
University of Cape Town
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Mary Jackson at
Work
NASA Langley.
(Credit: NASA)
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Human-Computer Interaction
What’s a computer?
What is human-computer interaction?
Why is HCI important?
So this class is about human-computer interaction – what does that mean to you?
We could break it down – what’s a computer? (lots of things)
Not too long ago, computers were women. They did math by hand, literally
computing, for example, astronomical calculations for spaceflight. These same
women became the people that programmed the machines, gave them the
instructions to produce the numbers needed.
Effectively the first human-computer interaction was punch cards
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What is HCI?
Computer Science
Cognitive Science
Psychology
HCI
Ergonomics
Human Factors
Business Processes
And more…
But really most people didn’t worry too much about it.
in early years interaction with computers was limited to specialists who could feed
cards and replace vacuum tubes. First programming languages, then teletype
screens, and eventually windowed interfaces transformed how people interacted
with computers.
Consider airplanes. Initially, cockpits for fighter planes were designed for the
“average” pilot, sized precisely for a specific height, torso, and arm length. But there
were frequent crashes. Upon studying the problem, they realized that no pilot was
actually “average” – and thus was introduced the idea of adjustable seats. This was
the first look at human factors, in a field known now as ergonomics.
Humans play a significant role in whether and how computing systems worked
worked. It draws on many disciplines including cognitive psychology, anthropology,
ergonomics, socio-technical design, and computer science. Overtime we’ve seen a
shift from research primarily in workplaces to research on “discretionary use” – that
is the conditions that lead people to use interfaces even when they aren’t required
to. As computing becomes more embedded into our social lives, it is necessary for us
to draw upon a wider range of disciplinary expertise.
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What is HCI?
User Experience (UX)
Human-Centered Design
Computer-Supported
Cooperative Work
HCI
Visualization
HCI for
Development
… and more
And HCI also has many sub-branches. UX is widely recognized in industry , looking
beyond just what shows up on the screen in front of the user, but, as Norman and
Nielsen put it, “all aspects of the end-user’s interaction with the company,its
services, and its products”. CSCW recognizes that computing is often more than one
user and one interface, but actually supporting interaction and collaboration between
people.
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AnMelissa
Evolving Map of Design Practice and Research. Liz Sanders. Interactions. 2008.
Densmore, UCT CSC2002S
While design does not capture the whole of HCI, it’s the focus of this course. This
graph depicts some of the various approaches we take to design, organized by
mindset towards design and the extent to which the practice is led by human
designers or empirical outcomes.
I think this mindset axis is really important to understanding design. Here the axis
moves from an “expert mindset” in which the users are informants – they can react
to your interfaces and tell you what’s wrong or what they want, but the job of the
designing is up to the “experts”. To a participatory mindset in which users are invited
to co-create and co-design their interactions. Importantly – the user plays a part in
both sides of the axis. Whether they are participating in the design or not, the user is
still at the center of our activities. Somewhere in the far left is a world in which the
designer does everything by intuition and somehow gets it right, or just doesn’t care
what the human in the picture is experiencing at all.
Tools such as interviews, observations, a/b testing are used to varying degree in all of
these approaches, and most design involves some version of the design cycle.
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30 minutes later….
Let’s give a now-classic example of bad HCI. One lovely Saturday morning, every
resident in Hawaii received a text message announcing an incoming missile, declaring
“THIS IS NOT A DRILL”. This was a mistake – one that took 30 minutes to correct.
Now how could this possibly happen? Was it someone making a mistake? Well, yes,
but was it their fault? Take a look at the interface – it’s just a series of hyperlinks. Click
on one, and the alert is sent out. Click the wrong one, and the wrong alert is sent out.
They fixed it though – look there’s a link at a top to let people know that a false alarm
has been sent now.
But really – all the reasons for this error are documented in design literature. Make
infrequent things harder, allow undo, prevent errors! But alas, we as developers, and
our clients too, often prioritize functionality over user experience, not understanding
the critical role design plays in adoption, efficiency, and correct use of technology.
When a mistake happens, blame the designer not the user (i.e. don’t say RTFM).
https://www.klick.com/health/news/blog/user-experience/disaster-due-to-
disastrous-design/
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Impact of HCI go.umd.edu/ciw 7
Since the start of HCI research we’ve seen fundamental changes in how people look
at computing. There’s clear impact on everything from online shopping to social
networking to games. Indeed much of how we look at design for mobiles emerges
from work in HCI.
This visualization from Ben Schneiderman shows how university-based HCI research
has informed and contributed to the development of multi-billion dollar industries in
computing.
In the next video we’ll talk about Schneiderman’s Golden Rules of Design.
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Learning Objectives
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The
Golden
Rules
CSC2002S: Mobile
Development and Design
Melissa Densmore
University of Cape Town
Image Credits:
https://99designs.com/blog/tips/the-golden-ratio/
Illustration using the golden ratio, by Vladanland
https://www.qwbli.com/the-power-of-play/2018/3/16/play-the-design-cycle
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Ben Shneiderman:
Golden Rules of Design
1. Strive for consistency.
2. Cater to universal usability.
3. Offer informative feedback.
4. Design dialogs to yield closure.
5. Prevent errors.
6. Permit easy reversal of actions.
7. Support internal locus of control.
8. Reduce short-term memory load.
How the CHI Community Got its Groove - and Changed the World!
https://www.youtube.com/watch?v=eI1yCZXvS5s&spfreload=10
Melissa Densmore, UCT CSC2002S
As a bit of a crash course on design, this lesson will introduce Shneiderman’s Golden
Rules of Design.
While I (and Shneiderman, too) am hesitant to reduce user interface design to a set
of principles – this is still a helpful place to start when looking at possible designs and
thinking about what needs to be there or not.
No one interface is going to perfectly suit every user, but these rules capture most of
the “gotchas” that can frustrate users.
Note:
The definitions on the following slides are taken directly from Shneiderman
https://www.cs.umd.edu/~ben/goldenrules.html
To cite a golden rule, state it’s name (e.g. Shneiderman’s Golden Rule #2 Seek
Universal Usability) and cite the following paper.
Shneiderman, B., Plaisant, C., Cohen, M., Jacobs, S., and Elmqvist, N., Designing the
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User Interface: Strategies for Effective Human-Computer Interaction: Sixth Edition,
Pearson (May 2016) http://www.cs.umd.edu/hcil/DTUI6
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This covers everything from being consistent in which template I’m using for lectures
to Facebook not changing their interface every two years.
It allows people to transfer their knowledge of one system to another. It’s why it can
be difficult to move from mac to pc or iphone to android. It’s why we have
expectations about where to find menus and logout buttons.
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For me, this means also designing for bandwidth caps and mobile-first users.
Consider supporting more than one language in your interface or the ways in which
icons may assume knowledge that doesn’t exist.
But less obvious – including alt-text so that people using audio-screen readers can
interpret images.
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5. Prevent Errors
This is an example of a design principle that was violated in the Hawaii incident. Not
only was it too easy to make a serious error, but recovery was difficult, leading to
widespread panic.
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Allow undo!
Have you ever sent an email by accident and wanted to take it back? But the
distributed nature of email results in clunky solutions like “disregard that email”
options.
Even then consider ways to allow undo, like editing a post on Facebook, or allowing
resubmissions up until a deadline.
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These golden rules are very related – you can see how inconsistency might lead to
people feeling a loss of control.
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Part of WhatsApp’s ease of use is that they’ve done away entirely with passwords.
There’s that finicky overhead of registering linking to your phone number when you
first install… but they reduce short-term memory load by offering to read your texts
for you. And android has made it easier by making it easy to copy one-time-
passwords from your most recent texts via the keyboard.
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Learning Objectives
You may see echoes of these rules in mobile guidelines and in the interfaces you
encounter.
Applying these rules in design is not necessarily easy – it’s much easier to criticize and
cherry-pick at problems in hindsight. And indeed – it’s expected that you will
interpret and refine the rules based on context, and apply them in concert. The next
lesson talks a little about that activity of applying design principles in practice.
Resources
A medium article where someone applies the golden rules to Instagram:
https://medium.com/@triptirajput9/analyzing-instagram-using-shneidermans-eight-
golden-rules-of-interface-design-7ff765a845db
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Standards
vs
Guidelines
CSC2002S: Mobile
Development and Design
Melissa Densmore
University of Cape Town
Image Credits:
https://99designs.com/blog/tips/the-golden-ratio/
Illustration using the golden ratio, by Vladanland
https://www.qwbli.com/the-power-of-play/2018/3/16/play-the-design-cycle
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Standards
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Guidelines
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n Make sure the Back button correctly moves the user back one
logical step in the task’s back stack or the activity’s back
stack of fragments (when performing fragment transactions)
as appropriate
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Standards and guidelines for each mobile platform are important for making
applications consistent within that platform, but they also have the effect of making
the platform you are using recognizable at a distance.
Can you match each of these facebook screenshots to the operating system?
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Standards vs Guidelines
Standards Guidelines
n Higher authority n Lower authority
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