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Human-computer interaction:

users, tasks & designs


User modelling in user-centred system
design (UCSD)

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

By the end of this lecture you


should...
Understand what guidelines are, and why they are
important
Be able to distinguish between principles, design
rules and standards
Where they come from
Where and when to use them
Be familiar with several important design principles

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

By the end of this lecture you


should...
Describe various ways of creating user models
Be aware of Nielsens heuristics and how they can
be used to evaluate interactive systems

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Types of user model

Psychological theories as user models


Task analysis for user models
Cut-down psychological theories as user models
Simplistic psychological theories as user models
Simplex One as a simplistic theory

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

User models and evaluation


Using design principles or heuristics for evaluation
Evaluating user requirements with Simplex One
Evaluating design options with Simplex One

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Simplex One

A key feature of this model is that each cognitive module can take
input from any other module in the system via the executive
function.
Use with Human Computer Interaction
by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Evaluating design options with


Simplex
1. Sensory and Perceptual Zone
Does the system provide adequate visual, auditory or other modality
input to people using it?
Are the immediate sensory memory requirements of the system too
much?
2. Output Zone
Does the system require reasonable responses from users?
Does the system provide adequate response support?
3. Abstract Working Zone
Does the system place too many demands on working memory?
Do the people who use the system have the necessary working
memory capabilities?
Use with Human Computer Interaction
by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Evaluating design options with


Simplex
4. Long Term Data Warehouse
Does the system require the long term memory to hold too much
information?
Does the system support long term learning when necessary?
Do the people who use this system have the necessary memory
skills?
5. Executive Functions Zone
Does the design require too many or too complex operations?
Does the design require a level of task coordination which is too
detailed to learn easily?
Does the design make it very difficult to track and monitor current
progress in tasks?
Use with Human Computer Interaction
by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Guidelines...
Guidelines
Principles

Designrules

Standards

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Principles vs design rules


A principle is a high level and widely applicable
guideline
Design rules are principles that have been interpreted
for a particular design. They are narrow, focused,
practical and specific

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Examples...
Principles
Know the user population
Reduce cognitive load
Engineer for errors
Maintain consistency and clarity
Design rules
always position the waste bin in the bottom right hand
corner
always issue a warning before the user deletes a file

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Design rule or principle?


How many ways can a guideline be interpreted?
always position the waste bin in the bottom right
hand corner
can only be interpreted one way, therefore design
rule
be consistent
can be interpreted lots of ways, therefore principle

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Principles become design rules


Principles and design rules are not entirely
separable things
There should be a path from a principle to a design
rule
In other words:
Principles are intended to be general
When they are interpreted for a specific design
they become design rules

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

A continuum...

Principles

Designrules

General
Widelyapplicable
Theoretical

Specific
Narrowapplication
Practical

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Standards
A standard is a guideline with a high level of
authority
Typically standards must be applied to a design
Standards may be in house
Standards may legally enforced

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Standards
It has to be definite when (or not) a standard has
been applied
Therefore a standard tends to be a design guideline
It is difficult to enforce something if it has multiple
interpretations
(Unless you want to make lots of money for
lawyers)

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Where do guidelines come from


Practical experience
Nielsens guidelines are based on his practical
experience in designing interactive systems
Psychological theory
Theories of how people behave inform ideas
about how to design usable systems

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Well-known design principles


Well-known design principles

Learnability
Flexibility
Predictability
Consistency
Recoverability
Responsiveness

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Nielsens heuristics

Visibility of system status


Match between system and the real world
User control and freedom
Consistency and standards
Error prevention
Recognition rather than recall
Flexibility and efficiency of use
Aesthetic and minimalist design
Help users recognise, diagnose, and recover from errors
Help and documentation

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

Summary
Guidelines characterise aspects of good design
Can be used to aid design process
Come in different forms
Guidelines, Principles, Rules, Standards
Vary in generality and authority
require different degrees of interpretation

Use with Human Computer Interaction


by Serengul Smith-Atakan ISBN 1-84480-454-4
2006 Middlesex University Press

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