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Feedback.

An interface should give the user immediate and appropriate feedback


whenever the user performs an action.
Visibility of the status of the system. An interface should display the status of
any system variables, including status information on the progress of any task that
the user is performing.
Constraints on the users actions. An interface should constrain the choices
offered to the user so that those choices are appropriate for the particular
situation.
Forcing functions. If a users action is likely to generate an error then the user
should be forced to first perform a confirming or completion action to avoid that
error.
Conceptual models. There are two issues here:
- The designer should understand the users conceptual model of the task to
be performed
- The designer should provide the user with a clear conceptual model of how
the computer system implements that task.
- If there are different categories of users then the designers should consider
the conceptual model of each category of user.
Novice and Expert users. Interface designers should understand the level of
expertise of the intended users and should design the interactions so that they are
appropriate for that level (or those levels) of expertise.
Knowledge in the head and knowledge in the world. Interface designers
should be aware of the things that a user would be expected to know (knowledge
in the users head) and of the things that the user may not know and should
therefore be provided by the interface.
Error management. Interface designers should understand the types of errors
that are likely for the system that is being designed and should make design
decisions to reduce the impact of those errors.
Mappings between interface items and items or interactions in the real world.
Interface designers should pay attention to the mappings between the abstract
items in an interface and the real items and actions in the world so that these
mappings are intuitive for the intended set of users.
Following existing conventions. Interface designers should make themselves
aware of any existing interaction conventions that are relevant to the system they
are designing and follow those conventions wherever it is appropriate to do so.
Four types of users:
Novice in the task, novice in using the system
Expert in the task, novice in using the system
Novice in the task, expert in using the system
Expert in the task, expert in using the system
Knowledge in the users head vs information provided in the interface
You need to understand what the users might know or not know about the task.
You also need to understand what they might know or not know about the
software implementation of the task. Find out if you need to support different
types of users.
Slips - A slip is typically an accidental error. The user knew what he/she intended
to do and by chance, carelessness or working to quickly the user selected the
wrong item in the interface. Examples include:
Clicking the icon next to the one the user wanted
( crowded screen, small icons pack de close together)
Choosing from a list of items with very similar labels
Bumping the mouse on the way towards an icon
Mistakes - A mistake typically occurs when the user deliberately selects the wrong
item or wrong action. A simplistic point of view is that:
Novices typically make mistakes
Experts typically make slips
Affordances and Signifiers - Affordances determine what actions are possible.
Signifiers communicate where the action should take place. We need both.
Examples of doors (and gates):
A door with a knob affords opening the door for people who a) have arms and
hands, b) can stand to reach the knob.
This door may not afford opening for people in wheelchairs.
The gate at most childcare centres has a latch about 1.5 metres above the
ground. It explicitly affords opening by adults and not by children.
A door with a pushplate instead of a knob or handle affords pushing open for
normal adults. It does not afford pulling open. The presence of the pushplate
signifies what can be done (push) and where (on the pushplate).
Talking about design principles - Terms are jargon and labels used for terminology
but should not be used when talking to clients, managers and written work for
outsiders to read.
Requirements
Primary Evidence - Discussions/interviews with stakeholders that lead

to firstperson I/we statement. Observations of people doing the tasks that the
intended system will support.
Secondary Evidence - Instructions from a project manager: We want the system
to allow those people to do these tasks in this way *3rdperson statements+.
Reports from people who have gathered primary evidence They may have
filtered the evidence, merged interviews with many users, biased the report due to
their own preconceptions of the problem. Contents of the project plan Plans are
sometimes developed at a high level by people who do not necessarily understand
the tasks and issues.
Functional requirements these deal with the functions of a product/system
product/system, showing what it must be able to do and possibly how it performs
these functions
Nonfunctional requirements these sometimes deal with the wider context of
using the product/system, for example its usability over a particular range of users
Multiple stakeholders - There are often multiple stakeholders involved in
developing an interactive system.
They might have similar requirements
They might have differing sets of requirements, depending on the role they have
in the interactive system
They might have conflicting requirements
They might not fully understand what the system is intended to do
They might not fully understand the implications of the requirements that they
themselves are asking for
Evaluation in HCI - Evaluation is a key part of the process of developing interactive
systems and also a key part of conducting HCI experiments. What sort of
evaluation you do and how you go about doing it depends on the overall context
of your work and on the particular question you are trying to answer. An
important aspect is that you are dealing with unpredictable humans who will be
using your interactive system.
Evaluation - Creating a deep understanding of the evaluation situation involves
(among other things) deciding:
What specific things do you want to evaluate?
Will you do an expert heuristic evaluation or will you have participants test
your system?
How large (and expensive) should the evaluation be?
Who will be your participants; will they be laboratory rats or intelligent
participants?
For each of these situations, discuss:
What do we want to find out?
What evaluation activity will we do?
What data will we collect?
How will we process that data?
What might we do next as a result of that data?
Are there any special issues involved in what you propose to do?
What will your proposed evaluation cost?
Many ways to evaluate in HCI Examples:
1. Checking that your first working prototype matches what they said they want,
then what they actually want [medical records]
2. Investigating if your interaction idea actually works in an application context
*freezeframe+
3. Deciding which is the better of two different designs for a particular interaction
[wheelchair]
4. Testing whether two quite different methods achieve the same outcome
[asthma]
1. Finding out if a new technology can be applied to a specific field of work
2. Conducting an earlystage trial (could be called a pilot study) of an
almostcomplete system *does it work for real, what do the participants think of it,
what have we discovered RCH+
3. Conducting an evaluation of an operational system [how well does it work, what
have we discovered]
Staying with the concept of the big picture:
When we evaluate an HCI system or component we are essentially conducting an
HCI experiment
We follow, either explicitly or implicitly, a standard experimental approach
Aim
Background
Method
Results
Discussion
Conclusion
Randomised Controlled Trials (RCT) - Randomised Controlled Trials (RCT)are
considered to be the gold standard for evaluating stable interactive systems
where there are measurable outcomes from using those systems. RCTs can be

expensive to run, so you would normally only run an RCT on a system if there was
real value in having the result.
Heuristic evaluation - You can think of a heuristic as a design principle
written in the past tense:
The designer should provide immediate and appropriate feedback whenever the
user interacts with the system
Have the designers provided immediate and appropriate feedback whenever the
user interacts with the system?
You can apply a heuristic evaluation at different stages of the systems
development:
Early design with sketches or paper prototype
Early working prototype
More complete working prototype
Typically, you are looking for problems at the design stage rather than at the late
implementation stage.
Choosing appropriate heuristics.
You can start a heuristic evaluation by deciding which heuristics you want to
consider for that evaluation.
Whether a particular heuristic is appropriate will depend on the application and
also on the state of the development of that application.
Usability Heuristics for User Interface Design
Visibility of system status - The system should always keep users informed about
what is going on, through appropriate feedback within reasonable time.
Match between system and the real world - The system should speak the users'
language, with words, phrases and concepts familiar to the user, rather than
system-oriented terms. Follow real-world conventions, making information appear
in a natural and logical order.
User control and freedom - Users often choose system functions by mistake and
will need a clearly marked "emergency exit" to leave the unwanted state without
having to go through an extended dialogue. Support undo and redo.
Consistency and standards - Users should not have to wonder whether different
words, situations, or actions mean the same thing. Follow platform conventions.
Error prevention - Even better than good error messages is a careful design which
prevents a problem from occurring in the first place. Either eliminate error-prone
conditions or check for them and present users with a confirmation option before
they commit to the action.
Recognition rather than recall - Minimize the user's memory load by making
objects, actions, and options visible. The user should not have to remember
information from one part of the dialogue to another. Instructions for use of the
system should be visible or easily retrievable whenever appropriate.
Flexibility and efficiency of use - Accelerators -- unseen by the novice user -- may
often speed up the interaction for the expert user such that the system can cater
to both inexperienced and experienced users. Allow users to tailor frequent
actions.
Aesthetic and minimalist design - Dialogues should not contain information which
is irrelevant or rarely needed. Every extra unit of information in a dialogue
competes with the relevant units of information and diminishes their relative
visibility.
Help users recognize, diagnose, and recover from errors - Error messages should
be expressed in plain language (no codes), precisely indicate the problem, and
constructively suggest a solution.
Help and documentation - Even though it is better if the system can be used
without documentation, it may be necessary to provide help and documentation.
Any such information should be easy to search, focused on the user's task, list
concrete steps to be carried out, and not be too large.
Qualitative data analysis
Looking for concepts in your data (codes)
Looking for common concepts across many items of data. Example: if you
interview many people and most of them mention a specific thing then that
specific thing would be something you pay attention to.
Looking for unusual concepts. Example: in interviews many people might like a
particular thing but one person strongly dislikes it. Find out why this is so.
Keep track of your data and your analysis in a systematic way
Some software tools let you link all the stages of qualitative data analysis back to
the original data so that you can check and reread
Progressively write about your understanding of the data (memos) so that you
dont forget and so that you can show them to other people
Interaction - Creating a deep understanding of the interaction situation involves
(among other things) understanding:
The context of the interaction
The robustness of the situation
The types of users and their mental models of what they are doing.
Study the project plan/design brief/written or spoken instructions
Research what other people have done
Explore the big picture
Pay attention to the users: observe them, interview them, study their
demographics
Refine and test your requirements
Iterate over prototypes, testing them with actual users

Communication - Treat both your design work and your evaluation work as
exercises in communication.
Tailor what you write/show/draw to your particular audience (colleagues, other
designers, implementers, bosses, clients)
Structure your work so that it flows logically, everything you say is important and
it matches the style that your audience expects
Proofread, spellcheck and grammarcheck everything.
Be inventive in the ways that you communicate your work:
Use concrete examples
Demonstrate rather than lecture
Use images and videos
Mobile HCI issues:
Requirements and design for new features and applications (example: cameras
on mobile phones)
Riding the wave of new ways that people will find to use the features that they
find on their mobile computers
Dealing with constraints imposed by mobile computing: small screens, onehand
touch interactions, indoor/outdoor ambient lighting
Practicalities: limited power consumption, intermittent internet connections
Conceptual models: matching features (cameras, boarding passes) to users
conceptual models or vice versa.
Software development issues:
Specialised operating systems
Focus on apps
Assumptions about being connected to the internet
Assumptions about geolocation information
Low price but large volume sales

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