4. ◾ 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 (Photoshop) vs. structured
graphics (Visio)
5. ◾ Three models are relevant to UI
design:
Model that the
system
How system
works
presents to the user
through its user interface How the
user thinks
the system
works
6. ◾ Interface model might be quite
different from the system model
◾ Interface model should be:
simple
▪hides system model
more closely reflect the user’s model of the
actual task
▪which you can learn from task analysis
7. ◾ The user’s model may be totally
wrong without affecting the user’s
ability to use the system
◾ Sometimes harmless
Electricity as water
◾ Sometimes misleading
Thermostat as a valve
8. ◾ Learnability is one of the major
goals of usability
◾ Command language
◾ Menus & forms
◾ Direct manipulation
9. ◾ User types in commands in an
artificial language
ls -l *.java
Unix shell
ww
w.
cs
.r
u.
ac
.z
10. ◾ User is prompted to choose from
menus and fill in forms
11. ◾ Shneiderman (1983) coined the term Direct
Manipulation (conceptual model)
◾ Came from his fascination with computer
games at the time
◾ Proposes that digital objects be designed so they
can be interacted with analogous to how
physical objects are manipulated
◾ Assumes that direct manipulation interfaces
enable users to feel that they are directly
controlling the digital objects
12. ◾ Continuous representation of
objects and actions of interest
representation may be verbal (words) or
iconic (pictures), but it’s continuously
displayed, not displayed on demand
▪e.g. icons representing files
◾ Physical actions and button pressing
instead of issuing commands with
complex syntax
physical actions are the most direct kind of
actions - clicking or dragging
◾ Rapid reversible actions with immediate
feedback on object of interest
◾ It exploits perceptual and motor skills
of the human machine
13. ◾ Novices can learn the basic functionality
quickly
◾ Experienced users can work extremely rapidly
to carry out a wide range of tasks, even
defining new functions
◾ Intermittent users can retain operational
concepts
over time
◾ Error messages rarely needed
◾ Users can immediately see if their actions
are furthering their goals and if not do
something else
◾ Users experience less anxiety
◾ Users gain confidence and mastery and
14. ◾ Some people take the metaphor of direct
manipulation too literally
◾ Not all tasks can be described by objects and not all
actions can be done directly
◾ Some tasks are better achieved through
delegating rather than manipulating
e.g., spell checking
◾ Moving a mouse around the screen can be
slower than pressing function keys to do same
actions
15. ◾ Learnability - knowledge in the head vs. world
CL significant earning, MF and DM more information in
world
◾ Error messages
CL and MF have error messages, DM none
◾ Efficiency
CL very efficient for experts, MF needs good shortcuts,
DM only if it is correct
◾ User experience
CL for expert users, MF and DM for novices and
infrequent users
◾ Synchrony
CL and MF synchronous, DM asynchronous
◾ Programming difficulty
CL relatively easy, MF easy, DM hardest
◾ Accessibility
CL & MF easier for screen readers than DM
16. ◾ Don Norman’s book: “Design of
Everyday Things”
affordances
natural mapping
visibility
feedback
17. ◾ Perceived and actual properties of a
thing that determine how the thing
could be used
Chair is for sitting
Doorknob is for turning
Button is for pushing
Listbox is for selection
Scrollbar is for continuous scrolling or
panning
◾ Affordances are how an interface
communicates
nonverbally with the user
◾ Perceived vs. actual affordance
◾ UI should agree in perceived and
24. ◾ A design solution based on a natural
mappings reduces the need for
additional explanatory information in
memory
◾ Physical arrangement of controls
should match arrangement of function
◾ Best mapping is direct, but natural
mappings don’t have to be direct
Light switches
Stove burners
Turn signals
25. ◾ Relevant parts of system should be
visible
not usually a problem in the real world
but takes extra effort in computer
interfaces
◾ Availability of drag & drop is often
invisible
26. ◾ Actions should have immediate,
visible effects
Push buttons
Scrollbars
Drag & drop
◾ Kinds of feedback
Visual
Audio
Haptic
27. ◾ Low-level
feedback
e.g. push button
◾ High-level
feedback
model state
changes
new web page
starts loading
28. ◾ Conceptual model designed to be similar to a physical
entity but also has own properties
e.g. desktop metaphor, search engine
◾ Exploit user’s familiar knowledge, helping them to
understand ‘the unfamiliar’
◾ Conjures up the essence of the unfamiliar activity,
enabling users to leverage of this to understand more
aspects of the unfamiliar functionality
◾ People find it easier to learn and talk about what they
are doing at
the computer interface in terms familiar to them
29. ◾ Makes learning new systems easier
◾ Helps users understand the
underlying conceptual model
◾ Can be innovative and enable the
realm of
computers and their applications to be
made more accessible to a greater
diversity of users
30. ◾ Ted Nelson (1990) identifies these problems:
Break conventional and cultural rules
▪ e.g., recycle bin placed on desktop
Can constrain designers in the way they
conceptualize a problem space
Conflict with design principles
Forces users to only understand the system in
terms of the metaphor
Designers can inadvertently use bad existing
designs and transfer the bad parts over
Limits designers’ imagination in coming up
with new conceptual models
◾ Rule of thumb: use it if you have one, but
don’t stretch
for one if you don’t