Lecture2 (HCI)
Lecture2 (HCI)
Understanding Users
User Characteristics
Overview
• What is cognition?
• What are users good and bad at?
• Describe how cognition has been applied
to interaction design
• Mental Models
• Internals classic theories of cognition
• More recent external theories of cognition
Why do we need to understand
users?
• Interacting with technology is cognitive
• Need to take into account cognitive processes
involved and cognitive limitations of users
• Provides knowledge about what users can and
cannot be expected to do
• Identifies and explains 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
Cognitive processes
• Attention
• Perception and recognition
• Memory
• Learning & Mental Models
• Reading, speaking and listening
• Problem-solving, planning, reasoning and
decision-making
Attention
• Selecting things to concentrate on at a
point in time from the mass of stimuli
around us
• Allows us to focus on information that is
relevant to what we are doing
• Involves audio and/or visual senses
• Information at the interface should be
structured to capture users’ attention, e.g.
use perceptual boundaries (windows),
colour, reverse video, sound and flashing
lights
Activity: Find the price of a double room at the
Holiday Inn in Bradley
Activity: Find the price for a double room at the
Quality Inn in Columbia
Activity
• Tullis (1987) found that the two screens
produced quite different results
– 1st screen - took an average of 5.5 seconds to search
– 2nd screen - took 3.2 seconds to search
• Why, since both displays have the same
density of information (31%)?
• Spacing
– In the 1st screen the information is bunched up
together, making it hard to search
– In the 2nd screen the characters are grouped into
vertical categories of information making it easier
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 with too much
information even if the software allows it
An example of over-use of
graphics
Perception
Sensory memories
Long-term memory
212348278493202
recognition
– information gives knowledge that it has been
seen before
– less complex than recall - information is cue
Activity
• External representations:
– Remind us that we need to do something (e.g. to buy
something for mother’s day)
– Remind us of what to do (e.g. buy a card)
– Remind us when to do something (e.g. send a card by a
certain date)
Computational offloading
e.g. Information
visualizations have
been designed to
allow people to make
sense and rapid
decisions about
masses of data
Summary
• Cognition involves several processes including
attention, memory, perception and learning
• The way an interface is designed can greatly affect
how well users can perceive, attend, learn and
remember how to do their tasks
• Theoretical frameworks, such as mental models
and external cognition, provide ways of
understanding how and why people interact with
products
• Frustrating interfaces
– what are they and how to reduce them
• Persuasive technologies and behavioral
change
– how technologies can be designed to change people’s
attitudes and behavior
• Anthropomorphism
– The pros and cons
Emotions and the user
experience
• HCI has traditionally been about designing
efficient and effective systems
• Now more about how to design interactive
systems that make people respond in certain
ways
– e.g. to be happy, to be trusting, to learn, to be
motivated
• Emotional interaction is concerned with how we
feel and react when interacting with technologies
Emotional interaction
• What makes us happy, sad, annoyed, anxious,
frustrated, motivated, delirious and so on
– translating this into different aspects of the user
experience
• Why people become emotionally attached to
certain products (e.g. virtual pets)
• Can social robots help reduce loneliness and
improve wellbeing?
• How to change human behavior through the use
of emotive feedback
Expressive interfaces
• Provide reassuring feedback that can be both
informative and fun
• But can also be intrusive, causing people to get
annoyed and even angry
• Color, icons, sounds, graphical elements and
animations are used to make the ‘look and feel’
of an interface appealing
– conveys an emotional state
• In turn this can affect the usability of an interface
– people are prepared to put up with certain aspects of an
interface (e.g. slow download rate) if the end result is
appealing and aesthetic
Which one do you prefer?
Marcus and Teasley study
• Marcus (1992) proposed interfaces for
different user groups
– Left dialog box was designed for white American
females
– Who “prefer a more detailed presentation, curvilinear
shapes and the absence of some of the more brutal terms
... favored by male software engineers.”
– Right dialog box was designed for European adult
male intellectuals
– who like “suave prose, a restrained treatment of
information density, and a classical approach to font
selection”
• Teasley et al (1994) found this not to be true
– the European dialog box was preferred by all and was
considered most appropriate for all users
– round dialog box was strongly disliked by everyone
Friendly interfaces
• Microsoft pioneered friendly interfaces for
technophobes - ‘At home with Bob’
software
• 3D metaphors based on familiar places
(e.g. living rooms)
• Agents in the shap of pets (e.g. bunny,
dog) were included to talk to the user
– Make users feel more at ease and comfortable
Bob
Clippy
• Why was Clippy disliked
by so many?
• Was it annoying,
distracting,
patronising or other?
• What sort of user
liked Clippy?
Frustrating interfaces
• Many causes:
– When an application doesn’t work properly or
crashes
– When a system doesn’t do what the user wants
it to do
– When a user’s expectations are not met
– When a system does not provide sufficient
information to enable the user to know what to
do
– When error messages pop up that are vague
– When the appearance of an interface is garish,
noisy, gimmicky
– When a system requires users to carry out too
many steps to perform a task
Persuasive technologies and
behavioral change
• Interacive computing systems deliberately
designed to change people’s attitudes and
behaviors (Fogg, 2003)
• A diversity of techniques now used to
change what they do or think
– Pop-up ads, warning messages, reminders,
prompts, personalized messages,
recommendations, Amazon 1-click
– Commonly referred to as nudging
Nintendo’s Pocket Pikachu
• Changing bad habits and improving well
being
– Designed to motivate children
to be more physically active on
a regular basis
– owner of the digital pet that
‘lives’ in the device is required
to walk, run, or jump
– If owner does not exercise the virtual pet
becomes angry and refuses to play anymore
How effective?
• Is the use of novel forms of interactive
technologies (e.g., the combination of
sensors and dynamically updated
information) that monitor, nag, or send
personalized messages intermittently to a
person more effective at changing a
person’s behavior than non-interactive
methods, such as the placement of
warning signs, labels, or ads in prominent
positions?
sustainable HCI: Energy
reduction
(Mankoff et al, 2008; DiSalvo et al, 2010)
www.id-book.com 64
Phishing and trust
• Web used to deceive people
into parting with personal details
– e.g. Paypal, eBay and won the lottery letters
• Allows Internet fraudsters
to access their bank accounts
and draw money from them
• Many vulnerable people
fall for it
• The art of deception is centuries old
but internet allows ever more
ingeniuos ways to trick people
Anthropomorphism