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layout: post title: "HCI笔记 | Week 03 Direct Manipulation and Human Abilities" date: "2018-06-18 06:18:18" categories: 计算机科学 auth: conge

tags: HCI OMSCS

OMS CS6750: Human-Computer Interaction – Summer 2018 笔记

Week 03: lessons 2.3 and 2.4 Human Abilities

2.3 Direct Manipulation

Introduction to Direct Manipulation and Invisible Interfaces

Direct manipulation and invisible interfaces are two applications of good feedback cycles.

Direct Manipulation: The Desktop Metaphor

Paper Spotlight: "Direct Manipulation Interfaces"

Paper by Edwin Hutchins, James Hollan, and Don Norman

two aspects of directness:

  1. Distance is the distance between the users' goals and the system itself. Distance

Semantic distance refers to the distance between the user's goals and their expression in the system. Articulatory distance is the distance between expression and its execution.

  1. direct engagement direct engagement

direct manipulation is a powerful method for shortening that distance.

Exploring HCI: Direct Manipulation

The virtual reality is allowing us to bring the principle of direct manipulation to tasks it hasn't been able to touch before.

But technology is replacing things you used to do manually, thus not using direct manipulation.

Quiz: Exercise: Direct Manipulation

quize

pressing down to click; scroll; pinching.. are the choices.

Making Indirect Manipulation direct

Example of the Mac touchpad.

Invisible Interface

Invisibility by Learning

Invisibility by Design

5 tips: Invisible Interfaces

5 tips

  1. use affordances.
  2. know your user. Invisibility to a novice means the interactions are all natural. But invisibility to an expert means maximizing efficiency.
  3. Differentiate your user. Provide multiple ways of accomplishing tasks.
  4. Let your interface teach. Ideally, the interface itself will do the teaching.
  5. Talk to your user. Ask them what they're thinking while they use an interface. If users are talking about the interface, then it's pretty visible.

2.4 Human Abilities

The lesson discusses the psychology of what humans can do.

Sensation and Perception: Visual

Sensation and Perception: Auditory

Sensation and Perception: Haptic

Design Challenge: Message Alerts

Memory: Perceptual Store

Memory

Perceptual Store

The perceptual store is a very short-term memory:

  1. visuospatial sketchpad which holds visual information for active manipulation
  2. phonological loop for verbal or auditory information
  3. The episodic buffer: integrating information from the other systems as well as chronological ordering

all three of these are coordinated by a central executive.

Expertise, or rehearsal, delays the decay of the perceptual buffer.

Quiz: Memory: Short Term and Chunking

Takeaways:

  1. we don't want to ask the user to hold too much in memory at a time,
  2. ask the users to recognize, not recall.

Long-term memory

image.png

Long-term memory is a seemingly unlimited store of memories, but it's harder to put something into long-term memory, than to put it into short-term memory

Cognition: Learning

You're unconsciously competent with what you're doing. When you're in that state, it can be difficult to explain to someone who lacks that competence, because you aren't sure what makes you so good at it.

Cognition: Cognitive Load

  1. Reduce the cognitive load posed by the interface, so that the users can focus on the task.
  2. understand the context of what else is competing for cognitive resources while users are using our interface

5 Tips: Reducing Cognitive Load

5 Tips: Reducing Cognitive Load

  1. use multiple modalities. describe things verbally and also present them visually.
  2. let the modalities complement each other.
  3. give the user control of the pace.
  4. emphasize essential content and minimize clutter. The principle of discoverability.
  5. offload tasks. try offload part of that task on to the interface.

Motor System

Speed, or precision of actions or movement. The goal of design here is to reduce the penalty for errors.

2018-06-18 初稿