Lec-3 IT 601
Lec-3 IT 601
things
affordance
Affordance: The qualities of an object that
suggest how it should be used.
Perceived affordance: What the user
believes the object can do based on its design.
Example: A door handle that looks like it
should be pulled conveys an affordance,
helping users instinctively know how to
interact with it.
Design Principle: Design elements should
suggest their usage without requiring
explanations.
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Physical Button on a Device:
Real Affordance:
The button can be physically pressed because it is
designed to register clicks.
Perceived Affordance:
The user sees the button sticking out and believes
it can be pressed, even without trying it.
Explanation: When the user’s perception matches
the real affordance, it results in a smooth
interaction. But if the button is purely decorative
(no function), the perceived affordance would be
incorrect.
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Feedback
Users need immediate feedback on their
actions to know if they were successful or
not.
Example: A button changes color or makes
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Mapping
It is the relation between moving a control
and the results in the real world.
And you want to do and what is perceived
possible.
Example:
An example of poor Mapping is presented
in the picture below, where initially a left
switch controlled a lamp to the right, and
the right switch controlled a lamp to the
left,,,
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The more intuitive the mapping, the easier
it is for users to learn.
Example: In a car, turning the steering
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Casuality
Causality in design refers to the cause-and-
effect relationship users perceive between
their actions and the system’s response. In
HCI and usability, causality is crucial
because users need to feel that their
actions directly lead to expected outcomes
—this fosters a sense of control and trust.
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If users don't see an immediate and clear
connection between their actions and the
outcome, they may become confused or
frustrated.
Proper design ensures that the cause (user
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Example of casuality
Mobile App Example
When you tap the "Send" button in a chat app, a
checkmark appears beside the message,
indicating that it has been sent.
Good Causality: User taps "Send" → Message
appears instantly with feedback (e.g., checkmark
or timestamp) → User knows their action caused
the message to send.
Poor Causality: If tapping "Send" has a delayed
response or no visual feedback, users might think
the system didn’t work and could press it again,
sending duplicate messages.
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Constraints
Constraints are physical and logical
limitations on possibilities.
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Constraints guide users by limiting the
possible actions they can take, preventing
errors.
Example: A gray "Submit" button that
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Conclusion
An interface for the system should be
designed in a way that it should be
understandable properly defined and it
should provide ease for using the things.
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Evaluation
Nowadays users expect much more than just a
usable system; they also look for a pleasing
and engaging experience. This means it is even
more important to carry out an evaluation.
Imagine you have designed an app for teenagers
to share music, gossip, and photos. You have
prototyped your first design and implemented
the core functionality. How would you find out
whether it would appeal to them and if they will
use it? You could need to evaluate it – but how?
Evaluation
In our human-centred approach to design,
we evaluate designs right from the
sketches and then as the project
progresses we keep improving our
prototypes and evaluate those.
Evaluation
Types of Evaluation
Basically two types evaluation:
◦ Formative Evaluation
◦ Summative Evaluation
Formative Evaluation
Formative evaluations involve evaluating
a product or service during development.
The goal is to make improvements in the
design prior to
release. This means identifying or
diagnosing the problems, making and
implementing recommendations, and then
evaluating again. Formative usability is
always done before the design has been
finalized. In fact, the earlier the formative
evaluation, the more impact the usability
evaluations will have on the design.
Formative Evaluation
Here are a few key questions you will be
able answer with a formative approach:
• What are the most significant usability
issues preventing users from accomplishing
their goals or resulting in inefficiencies?
• What aspects of the product work well for
the users? What do users find frustrating?
• What are the most common errors or
mistakes users are making?
Formative Evaluation
• Are improvements being made from one
design iteration to the next?
• What usability issues can you expect to
remain after the product is launched?
Summative Evaluation
Summative usability is about evaluating
the dish after it comes out of the oven.
The usability specialist running a
summative test is like a food critic who
evaluates a few sample dishes at a
restaurant or perhaps compares the same
meal in multiple restaurants. The goal of
summative usability is to evaluate how
well a product or piece of functionality
meets its objectives. Summative testing
can also be about comparing several
products to each other.
Summative Evaluation
Summative usability evaluations answer
these questions:
• What is the overall usability of our
product?
• How does our product compare against
the competition?
• Have we made improvements from one
product release to the next?
. Summative testing can also be about
comparing several products to each other.
Usability Evaluation
Methods
Two main types
◦ Expert Evaluation
Heuristic Evaluation
Cognitive Walkthroughs
◦ User Testing
Expert Evaluation
• Visibility of system
status
Example: A loading
The system should spinner when a
always keep users webpage is fetching
informed about what is data.
happening, with
feedback within a
reasonable times
Nielsen: 10 Usability Heuristics
(based on extensive empirical testing)
• Match between
system and the real Example: A trash bin
world icon for deleting files.
The design should use
language and concepts
familiar to the user.
Nielsen: 10 Usability Heuristics
(based on extensive empirical testing)
• Flexibility and
efficiency • Aesthetic and
minimalist design
The interface should
cater to both novice and • interfaces should not
expert users by contain irrelevant
providing shortcuts for information that could
frequent actions. distract users.
Example: Keyboard • Example: A clean
shortcuts for advanced webpage design with
users (e.g., Ctrl + C to only essential features
copy).
Nielsen: 10 Usability Heuristics
(based on extensive empirical testing)
evaluators
Exact number
needed depends
on cost-benefit
analysis
Heuristic Evaluation
(error prevention)
“Check Out” button doesn’t look like
◦ Prototype
◦ Task
◦ Sequence of actions to do the task in the
prototype
◦ User analysis
Cognitive Walkthrough
For each action the evaluation asks the
following questions:
What is the user goal and why?