layout: post title: "HCI笔记 | Week-05 Design Principles and Mental Models" date: "2018-06-18 06:18:18" categories: 计算机科学 auth: conge
Lessons 2.5 Design Principles and Heuristics and 2.6 Mental Models and Representations
In this lesson, we will discuss 15 design principles and heuristics based on four sets of design principles:
- Don Norman's six principles of design.
- Larry Constantine and Lucy Lockwood's principles of user interface design,
- Jacob Nielsen's Ten Heuristics for user interface design (for both design and evaluation).
- Ronald Mace's Seven principles called Principles of Universal Design.
- Don Norman: is it possible to even figure out what actions are possible and where and how to perform them?
- Nielsen: minimizing the user's memory load by making objects, actions, and options visible. Instructions should be visible or easily retrievable.
- Constantine and Lockwood [visibility principle]: making all needed options and materials visible without extraneous or redundant information.
The idea behind all three of these principles: Relevant function should be made visible, so the user can discover them easily.
Note: Discoverability is more at application level but not OS level (example: PPT and short-cut of screenshot commend on MacOS).
- Nielsen: (about dialogues) should not contain irrelevant or rarely needed information. because an extra unit of information competes with the relevant units of information and diminishes their relative visibility
- Constantine and Lockwood: the design should make simple common tasks easy. Communicating clearly and simply in the user's own language and providing good shortcuts.
- Universal design: design should be easy to understand regardless of the user's experience, knowledge, language skills, or current concentration level.
Example 1: Windows' screen of death, only provide information the most the users care
Example 2: New York's parking schedule singes
- Don Norman: affordances mean that the design of a thing affords or hints at the way it's supposed to be used.
- affordance is the relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used.
- We can also leverage metaphors or analogies to physical devices
- Signifiers (in context instructions) can be used to indicate the correct action.
- Norman: Mapping means a relationship between the elements of two sets of things(the interface and the world).
- Nielsen: mapping means that the system should speak the users' language, with words, phrases, and concepts that are familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
- Nielsen's heuristic describes the general goal,
- Norman's principle describes one way to achieve it.
- Strong mappings help make information appear in natural and logical order.
Perceptibility refers to the user's ability to perceive the state of the system.
- Nielsen: the system should always keep users informed, through appropriate feedback within a reasonable time and allows the user to perceive what's going on inside the system.
- Universal design: the design should communicate necessary information effectively to the user, regardless of ambient conditions or the user's sensory abilities.
- Norman's notion of feedback is very similar to the concept of perceptibility: feedback must be immediate, informative, and that poor feedback can be worse than no feedback at all.
Example of bad design with poor perceptibility: Ceiling fan
Consistency refers to using controls, using visualizations, using layouts, using anything we use in our interface design consistently, across both the interfaces that we design and what we design more broadly as a community.
- Norman: consistency in design is virtuous. lessons learned with one system transfer readily to others.
- Nielsen: users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
- Constantine and Lockwood: consistency is reuse. The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
- if we're doing the same thing, it's important to maintain consistency.
- In this way, we create affordances on our own.
Examples: Good ones: Links to web texts; Manu of software Bad one: Ctrl + Y
- Nielsen: providing accelerators(hotkeys) allows the system catering to both inexperienced and experienced users. We allow users to tailor frequent actions.
- Universal design: The design should accommodate a wide range of individual preferences and abilities.
- Dix et al: user customizability in supporting multiple designs for the same task.
Wherever possible, we should support the different interactions in which people engage naturally, rather than forcing them into one against their expertise or against their preference.
The principle of flexibility in some ways appears to clash with the principle of equity.
- Universal design:
- The design is useful and marketable to people with diverse abilities and should provide the same means for all users, identical whenever possible and equivalent when not.
- Avoid segregating or stigmatizing any users.
The important note: the experience is the same across all users.
Example: GT's password reset. Everyone must follow the same rules when creating new passwords.
That's an instance of HCI trying to improve user ease and comfort in a physical area.
The structure principle is concerned with the overall architecture of a user interface.
- Constantine and Lockwood: design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another.
We should organize our user interfaces in ways that help the user's mental model match the actual content of the task.
Constraints are about accounting for user errors or preventing the user from performing erroneously in the first place.
- Norman: the constraints are powerful clues, limiting the set of possible actions. The thoughtful use of Constraints in design lets people readily determine the proper course of action, even in a novel situation.
- Nielsen: 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.
Both of these approaches refer to the need to stop faulty user input before it's received.
Norman's Four Types of Constraints:
Tolerance (and feedback) deals with errors that do occur, it means that users shouldn't be at risk of causing too much trouble accidentally.
- Nielsen: When users choose system functions by mistake, the design should provide a clearly marked emergency exit to leave the unwanted state. Support undo and redo.
- Constantine and Lockwood: the design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible.
- For Dix et al: this means recoverability. The system should tolerate users poking around with things.
- Universal Design: the design minimizes hazards and the adverse consequences of accidental or unintended actions.
Method: 1) constraining them away from making those mistakes, or 2) allowing an easy way to recover after those mistakes have been made.
Feedback is another way to deal with user errors. Feedback let the users understand why the error happened and how to avoid it in the future.
- Norman: Feedback must be immediate and it must be informative. Poor feedback can be worse than no feedback at all. Because it's distracting, uninformative, and, in many cases, irritating and anxiety-provoking.
- Nielsen: error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
- Constantine and Lockwood: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions... through clear, concise, and unambiguous language familiar to users.
feedback is more general, not just in response to errors. But here we're most interested in feedback in response to errors.
- Nielsen writes: even though it's 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 user's task, list concrete steps to be carried out, and not be too large.
Morden documentation is mostly online, organized by tasks and very easy to search and use.
Two ways to make sure that the users mental model in our systems matches the reality:
These principles of learnability were proposed by Dix, Finlay, Abowd, and Beale, in their book, <Human-Computer Interaction>.
Using these principles can help the user leverage their existing mental models of other designs, as well as develop a mental model of your interface as quickly as possible.
Good Representations can make the solution self-evident.
"Wolf and sheep" is a better representation of the problem then "Circles and Squares".
The characteristics of a good representation are:
In our lesson on design principles, we touch on a number of principles that are relevant to these ideas of mental models, representations, and metaphors.
Leveraging analogies to the real world or past interfaces can help the user to learn the new interface but we will be limited to do new things.
A learning curve plots expertise against experience
Analogies can help users to have a higher starting point in expertise.
When the users feel that their input has no mapping to the system output, or they fell that they can not master or even use a system, they can fell very helpless.
In education, some students might refuse to be taught if they were convinced that whatever they do, nothing will change. one can not help those who don't want to be helped.
2018-06-18 初稿