Hci 2
Hci 2
Measures of User
Interface Quality
What is Usability?
Practical implementation
of a good HCI
Usability means easy to
learn, effective to use
and providing an
enjoyable experience
Usability Goals
Effectiveness Effective to use
Utility Useful/Beneficial
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Constraints
Restricting the possible actions that can be
performed
Helps prevent user from selecting incorrect
options
Three main types
1. Physical
2. Logical
3. Cultural
Physical Constraints
Refer to the way physical
objects restrict the
movement of things
Example:
Design only one way to
insert a mouse connection;
and only one way to insert a
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keyboard connection, and
make them different
Logical Constraints
Exploit peoples reasoning about relationships
between objects in the world
A provides direct adjacent mapping
between icon and connector
MAPPING 1
MAPPING 2
Mapping (2)
Which is the better mapping, and why?
Consistency
Design interfaces to have similar operations
and use similar elements for similar tasks
For example:
Always use ctrl key plus first initial of the
command for an operation Ctrl+C, Ctrl+S, Ctrl+O
Main benefit is consistent interfaces are easier
to learn and use
Consistency Breakdowns
What happens if there is more than one
command starting with the same letter?
e.g. save, spelling, select, style
Have to find other initials or combinations of
keys, thereby breaking the consistency rule
e.g. Ctrl+S, Ctrl+Space, Ctrl+Shift+L
Increases learning burden on user, making
them more prone to errors
Internal and External Consistency
Internal consistency refers to designing operations
to behave the same within an application
Difficult to achieve with complex interfaces
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Affordance (1)
Refers to an attribute of an object that allows people
to know how to use it
e.g. a mouse button invites pushing, a door handle affords
pulling
Norman (1988) used the term to discuss the design
of everyday objects
Since has been much popularised in interaction
design to discuss how to design interface objects
e.g. scrollbars to afford moving up and down, icons to
afford clicking on
Affordance (2)
Physical affordances:
How do the following physical objects afford?
Are they obvious?
Affordance (3)
Virtual affordances:
How do the following screen objects afford?
What if you were a novice (beginner) user?
Would you know what to do with them?
PART 2
Direct observation
the investigator is actually present during
the task
Indirect observation
the task is viewed by some other means
such as through use of a video recorder
Observational Methods (2)
Importance of user observation
useful early in user requirements specification for
obtaining qualitative data
useful for studying currently executed tasks and
processes
Observational
Methods
Computer logging
automatic and unobtrusive
large amounts of data -> difficult to analyze
User notebooks
coarse level and subjective
useful insights
good for longitudinal studies