The conventional model for human memory has two components:
Working memory & long-term memory
Learning - the process of putting information & procedures into long-term memory
Working memory - where one does their conscious thinking
The capacity of working memory is roughly 7 ± 2 things (technically called "chunks")
Maintenance rehearsal - repeating the items to yourself; requires attention
Long-term memory - least understood part of human cognition; contains the mass of our memories
Elaborative rehearsal - seeks to make connections with existing chunks
Chunks - the elements of perception and memory; represents the activation of past experience
Recognition: remembering with the help of a visible cue
(also known as "knowledge in the world")
Recall: remembering something with no help from the outside world
(also known as "knowledge in the head")
A more learnable interface would have smaller gulfs of execution & evaluation.
Interaction Styles:
Command language
Menus & Forms
Direct manipulation
Command language: the earliest computer interfaces
Job control languages for early computers, which later evolved into the Unix computer line
Menus & Forms: an interface which presents a series of menus or forms to the user
Direct Manipulation: user interacts with visual representation of data objects
Direct manipulation is defined by three principles:
A continuous visual representation of the system's data objects.
The user interacts with the visual representation using physical actions or labeled button presses.
The effects of actions should be rapid, incremental, reversible, and immediately visible.
Direct manipulation is powerful as it exploits the perceptual & motor skills of the human machine - depending less on linguistic skills than command or menu/form interfaces.
Learnability can be strongly affected by difficulties of building a model.
A model of a system is a way of describing how the system works.
A model;
specifies what the parts of the system are
how those parts interact to make the system do its intended function
Models in UI Design:
System model / implementation model
Interface model / manifest model
User model / conceptual model
Learnability Principles:
Cues that communicate the system model
Consistency
Cues that communicate the system model:
Affordances
Natural Mapping
Visibility
Feedback
Consistency:
Internal, external, metaphorical
Speak the user's language
Metaphors
Platform Standards
Drag & Drop:
A powerful direct manipulation tool but has little visibility
Types of Feedback:
Visual
Audio
Haptic - conveyed by sense of touch
Consistency: also called the "principle of least surprise"
Three kinds of consistency:
internal consistency
external consistency
metaphorical consistency
Internal consistency: consistency within your application
External Consistency: consistency with other apps on the same platform
Metaphorical Consistency: consistency with your interface metaphor or similar real-world objects
Metaphors: one way to bring the real world into your interface