HCI121 III Understanding Users

Cards (13)

  • Core cognitive aspects
    Attention
    Perception and recognition
    Memory
    • Reading, speaking and listening
    Problem-solving, planning, reasoning and decision-making, learning
    • Here we focus on attention, perception & recognition, & memory
  • ATTENTION
    • Selecting things to concentrate on from the mass around us, at a point in time.
    • Focused and divided attention enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events.
    • Information at the interface should be structured to capture users’ attention, e.g. use perceptual boundaries (windows), color, reverse video, sound and flashing lights.
  • DESIGN IMPLICATIONS FOR ATTENTION
    Make information salient when it needs attending to
    Use techniques that make things stand out like color,
    ordering, spacing, underlining, sequencing and animation.Avoid cluttering the interface - follow the google.com
    example of crisp, simple design.
    Avoid using too much because the software allows it.
    o An example of overuse of graphics
  • PERCEPTION AND RECOGNITION
    • How information is acquired from the world and transformed into experiences
    • Obvious implication is to design representations that are readily perceivable, e.g.
    o Text should be legible.
    o Icons should be easy to distinguish and read.
  • MEMORY
    • Involves encoding and recalling knowledge and acting appropriately.
    • We don’t remember everything - involves filtering and processing.
    • Context is important in affecting our memory.
    • We recognize things much better than being able to recallthings.
    o The rise of the GUI over command-based interfaces
    o The use of icons rather than names
    o Better at remembering images than words.
  • FILE MANAGEMENT
    • Facilitate existing memory strategies and try to assist users when they get stuck.
    • Help users encode files in richer ways.
    o Provide them with ways of saving files using color,
    flagging, image, flexible text, time stamping, etc.
  • Mental models
    Users' understanding of a system through learning & using it
  • Mental models
    • How to use the system (what to do next)
    • What to do with unfamiliar systems or unexpected situations (how the system works)
    • People make inferences using mental models of how to carry out tasks
  • Craik (1943)

    Described mental models as internal constructions of some aspect of the external world enabling predictions to be made
  • Mental models
    • Involve unconscious and conscious processes, where images and analogies are activated
  • Deep versus shallow models
    e.g. how to drive a car and how it works
  • THE DESIGN PRINCIPLE OF TRANSPARENCY
    NOT to be understood as literal
    • Useful feedback
    • Easy to understand.
    Intuitive to use.
    • Clear & easy to follow instructions.
    Appropriate online help
    • Context sensitive guidance of how to proceed when stuck.
  • 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.