understanding users: modeling tasks and low- level interaction human-computer interaction 10.13.2012
TRANSCRIPT
Agenda
Project Part 1 notes Task analysis review An overview of HCI design Fitts’s Law Project group time
Project Part 1
Problem or task description, revised and refined Description and justification of how the information
above was collected Description of the users and their tasks related to the
problem, including a task analysis of a single task Description of the larger system and environment Analysis of the existing systems and tools used in the
problem Initial list of three usability criteria you will focus on,
with justification Support your claims with specific data and examples! Prepare a poster about your work
Hierarchical Task Analysis (HTA) Two parts
Task breakdown – a listing of all tasks broken down into subtasks
Plans – specifications of the order of subtasks within the supertask
Often represented as a graphical diagram for clarity
Example: changing a light bulb
Knowledge-based analysis: TAKD
Focused on categorizing objects by action, function, or other properties
List all objects associated with the task Build taxonomy using AND, OR, and
XOR branching
Knowledge Based Analysis
Kitchen item ANDshape XOR
dishedmixing bowl, saucepan, soup bowl, glass
flatplate, chopping board, frying pan
function ORpreparation
mixing bowl, saucepaneating XOR
for foodplate, soup bowl
for drinkglass
Knowledge-based analysis
TAKD – Task Analysis for Knowledge Description
Taxonomic - unique categorizations of items, characteristics, and functions
Good for understanding a problem language or an environment
Why is HCI Design Difficult?
Difficult to deeply analyze human behavior
May be too close to the domainMultiple clients with different needsCo-evolution of technology and users
Software life cycles – Waterfall Model
RequirementsSpecification
ArchitecturalDesign
Detailed Design
Coding andUnit Testing
Integrationand Testing
Operation and Maintenance
Limitations of the waterfall model You can’t determine all requirements
from the start Some tasks will only be known after the
user has interacted with the system Users will perform tasks that weren’t
intended by the designer Doesn’t support the user’s perspective
of the system
Software Life cycles – Iterative Waterfall Model
RequirementsSpecification
ArchitecturalDesign
Detailed Design
Coding andUnit Testing
Integrationand Testing
Operation and Maintenance
Applying HCI in the cycle
Formative Strategies to build a better interface prior
to creating the technology
Summative Assessing an existing interface after
creating the technology
Formative techniques
Apply principles “Don’t assume the user is right-handed”
Build prototypes Apply design rules / standards
Java look and feel Create usability specifications
The XYZ dialog takes < 5 sec. Study potential users to understand their
needs
Modeling takes many forms
Interaction Low-level/physical actions Complex activities/tasks Cognitive Contextual
What is a model?
A constructed representation intended to help understand and reason about the world Abstracted and simplified Generalized Not necessarily reflective of how the world
actually works
Physical modeling: Using Fitts’s Law
Models movement time for selection tasks
Quantitative modeling technique A summative technique
Fitts’s Law demo
Tap back and forth between the two rectangles as quickly as you can! Don’t worry about where in the rectangle
you tap- just tap as many times as you can somewhere within the shape
The big picture
The movement time for a well-rehearsed selection task:increases as the distance A to the target
increases; and decreases as the size of the target W
increases
Index of difficulty (ID)
Measure difficulty of selection taskID = log2(2A/W)
“bits”
A = distance between targetsW = target width
How MT is determined
Empirical measurement establishes constants a and b
Different for different devices and different ways the same device is used.
Extending to 2D
What is W when we consider 2 dimensions of movement? Distance from edge to
centroid?
θ
W’
Application of Fitt’s law?
When does it apply? When does it not? Used for predicting performance low-
level physical actions Automated tasks and actions Minimal cognition – you don’t have to
“think” about it
How is Fitts’s Law used in UI design? Predicting
performance with an interface May substitute
for empirical testing, particularly in early stages
Comparing alternative UI layouts
Keystroke-Level Model (KLM) Another way of
doing physical modeling
Decompose tasks into low-level elements with time values
Calculate prediction for total execution time
Best for automated behavior
Keystroke-Level Model (KLM) K – striking keys B – pressing a mouse button P – pointing (dragging a pointer to a
target) H – homing – switching the hand
between the mouse and keyboard D – drawing lines using the mouse M – mentally preparing for a physical
action R – system response time
Keystroke-Level Model (KLM) Calculate time required for individual
generic actions Decompose tasks into individual actions Calculate the total time for a task as a
sum of the time for each action Can be used for comparing alternate
ways of executing a task Does not take time for cognition into
account