L02-learnabilityx

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Transcript L02-learnabilityx

Lecture 2: Learnability
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UI Hall of Fame or Shame?
Source: Interface Hall of Shame
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UI Hall of Shame!
Source: Interface Hall of Shame
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UI Hall of Shame
Source: Interface Hall of Shame
mouse over
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Nanoquiz
• closed book, closed notes
• submit before time is up (paper or web)
• we’ll show a timer for the last 20 seconds
NQ1
1. Which of the following are NOT dimensions of usability?
A. satisfaction B. reliability C. efficiency D. functionality E. learnability
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2. For the anecdote below:
An oil spill was caused by a helm lever on an oil tanker. The lever had three positions:
Autopilot – Manual – Disconnected. In a tight passage off English coast, trying to
maneuver in a narrow channel with fishing boats, the captain accidentally pushed the
lever too far – past Manual to Disconnected. Since the supertanker turned very slowly
anyway, the crew didn’t realize at first that they weren’t turning at all. Even then, they
had so many other hypotheses for why the helm wasn’t responding (burned-out fuse,
interconnect problem, etc.) that they didn’t think of the lever. The tanker hit the rocks,
and a large oil spill resulted.
Which dimensions of usability are relevant to the failure in this story?
A. efficiency
B. visibility C. learnability D. errors E. satisfaction
3. Why are user interfaces hard to design? (choose all good answers)
A. People are hard to predict.
B. Software engineers are different from most people.
C. Usability is largely a matter of personal taste.
D. It’s hard for designers to forget what they know.
E. UI design is an aesthetic process and hard to approach objectively or scientifically.
Today’s Topics
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Human memory
Interaction styles
User model vs. system model
Learnability principles & design patterns
People Don't Learn Instantly
Source: Interface Hall of Shame
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Memory
• Working memory
Working
Memory
Long-term
Memory
– Small: 7 ± 2 “chunks”
– Short-lived: ~10 sec
– Maintenance rehearsal fends off decay (but costs
attention)
• Long-term memory
– Practically infinite in size and duration
– Elaborative rehearsal transfers chunks to longterm memory
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Chunking
• “Chunk” is a unit of memory or perception
– Depends both on presentation and on what you
already know
Hard: M W B C R A L O A B I M B F I
Easier: MWB CRA LOA BIM BFI
Easiest: BMW RCA AOL IBM FBI
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Recognition vs. Recall
• Recognition: remembering with the help of a
visible cue
– aka “Knowledge in the world”
• Recall: remembering with no help
– aka “Knowledge in the head”
• Recognition is much easier
– so menus are more learnable than command
languages
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Gulfs of Execution and Evaluation
GULF OF
EVALUATION
Evaluation
User
Goals
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GULF OF
EXECUTION
Planning
Interpretation
Perception
Intention
System
Execution
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Interaction Styles
• Command language
• Menus & forms
• Direct manipulation
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Command Language
• User types in commands in an artificial
language
ls -l *.java
Unix shell
+6.831 site:mit.edu
search engine query
http://www.mit.edu/admissions/
URL
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Menus and Forms
• User is prompted to choose from menus and
fill in forms
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Direct Manipulation
• User interacts with visual representation of data
objects
– Continuous visual representation
– Physical actions or labeled button presses
– Rapid, incremental, reversible, immediately visible effects
Scrollbar
Files & folders on desktop
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Selection handles
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Comparison of Interaction Styles
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Knowledge in the head vs. world
Error messages
Efficiency
User experience
Synchrony
Programming difficulty
Accessibility
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Models
• Model of a system = how it works
– its constituent parts and how they work together to
do what the system does
• Implementation models
– Pixel editing vs. structured graphics
– Text file as single string vs. list of lines
• Interface models
– RealCD’s online help as liner notes
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Models in UI Design
• Three models are relevant to UI design:
Interface
model
User
model
System
model
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Interface Model Hides System Model
• Interface model should be:
– Simple
– Appropriate: reflect user’s model of the task
– Well-communicated
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User Model May Be Wrong
• Sometimes harmless
– Electricity as water
• Sometimes misleading
– Thermostat as a valve
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Example: the Back Button
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Learnability Principles
• Cues that communicate the system model
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Affordances
Natural mapping
Visibility
Feedback
• Consistency
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Internal, external, metaphorical
Speak the user’s language
Metaphors
Platform standards
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Affordances
• Perceived and actual properties of a thing
that determine how the thing could be used
• Perceived vs. actual
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Natural Mapping
• Physical arrangement of controls should
match arrangement of function
• Best mapping is direct, but natural mappings
don’t have to be direct
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Light switches
Stove burners
Turn signals
Audio mixer
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Visibility
• Relevant parts of system should be visible
– Not usually a problem in the real world
– But takes extra effort in computer interfaces
mouse over
• Availability of drag & drop is often invisible
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Feedback
• Actions should have immediate, visible
effects
– Push buttons
– Scrollbars
– Drag & drop
• Kinds of feedback
– Visual
– Audio
– Haptic
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Consistency
• Also called the “principle of least surprise”
– Similar things should look and act similar
– Different things should look different
• Kinds of consistency
– Internal
– External
– Metaphorical
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Consistency of Layout
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Consistency in Wording
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Speak the User’s Language
• Use common words, not techie jargon
– But use domain-specific terms where appropriate
• Allow aliases/synonyms in command languages
Source: Interface Hall of Shame
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Follow Platform Standards
• Follow platform standards
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Apple Human Interface Guidelines
Windows Vista User Experience Guidelines
GNOME Human Interface Guidelines
KDE User Interface Guidelines
Java Look & Feel Design Guidelines
• Or imitate what the popular programs do
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Metaphors
• Advantages
– Highly learnable when appropriate
– Hooks into user’s existing mental
Desktop metaphor
models very easily
• Dangers
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Often hard for designers to find
Trashcan metaphor
May be deceptive
May be constraining
Metaphor is usually broken somewhere
Use of a metaphor doesn’t excuse other bad
design decisions
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Case Against Consistency (Grudin)
• Inconsistency is appropriate when context
and task demand it
– Arrow keys
• But if all else is (almost) equal, consistency
wins
– QWERTY vs. Dvorak
– OK/Cancel button order
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Summary
• Learnable interfaces should clearly
communicate the correct mental model to the
user
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Use affordances, natural mapping, visibility
Consider metaphors
Be consistent internally, externally, metaphorically
Prefer knowledge in the world over knowledge in
the head
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Next Time: UI Hall of Fame or Shame?
Suggested by Vishy Venugopalan
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