Week 3
Week 3
(HCIN101)
3. Guidelines, principles,
theories and models
Agenda
1. References
2. Introduction
3. Guidelines
4. Principles
5. Theories
6. Models
7. Summary
◼ References
1. Shneiderman, Plaisant, Cohen, Jacobs & Elmqvist (2018).
Designing the User Interface: Strategies for Effective
Human-Computer Interaction. Pearson
o Chapter 3
2. Rogers, Preece & Sharp (2015). Interaction Design:
Beyond Human-Computer Interaction. John Wiley
o Chapter 3.3 (Conceptual models)
o Chapter 14.5 (Predictive models)
• Example
– Apple and Microsoft guidelines for desktop-interface design have been
followed by other guidelines for Web and mobile devices
– Example of Apple guidelines for designing menus for the iWatch:
Design Guidelines
• Spatial consistency
• Show high-level information
• Minimize number of steps (taps)
• Minimize data entry
• Focus on goals and optimize tasks
• Emerging standards from manufacturers
• Any other constraints and corresponding
guidelines?
• Descriptive theory
– Describes an object, action, event, etc. as it is
– Provides consistent terms and concepts for thinking about a
problem
• Explanatory theories are useful for:
– Observing behavior
– Describing activity
– Conceiving of designs
– Comparing high-level concepts of two designs
– Training
• Predictive theories:
– Enable designers to compare proposed designs for execution
time or error rates (objective evaluation, why?)
– Useful in user modeling for adaptive interfaces. How?
• Macro-HCI Theories
– Focus on case studies of user experience over weeks and months, in
realistic usage contexts with rich social engagement
• Contextual
• Dynamic
• Taxonomy:
– Orders a complex set of phenomena, e.g.,
classification:
1. Users (novices, knowledgeable, experts)
2. Interaction styles (any example, from this slide?)
– Allows useful comparisons
– Guides designers
– Used in both descriptive and explanatory
theories
• Stage 1: developers create system by making assumptions about stakeholders and anticipate task
they perform
• Stage 2 – Stakeholders use the system, taking advantage of contextual factors (e.g., background
knowledge, goals and objectives, work context)
• Norman's contributions
– Context of cycles of action and evaluation.
– Gulf of execution: Mismatch between the user's intentions and the
allowable actions
– Gulf of evaluation: Mismatch between the system's representation
and the user’s expectations
Adams, R and Landon, P. 2003. Principles and Concepts for Information and Communication Technologies Design. Journal of Visual Impairment and
Blindness, October.
5 Zones to consider →
Week 3 (Guidelines, Principles, Theories
3/16/2023 54
and Models)
Cognitive models
• GOMS
– A cognitive model (developed by Card, Moran, and Newell)
– Represents a group of human information processing
techniques
– Used by interface designers to predict human behaviour
– A person’s behaviour is analyzed in terms of four
components:
• Goals – something that the user wants to accomplish (Delete word)
• Operators – basic perceptual, cognitive, or motor actions used to
accomplish goals, or actions that the software allows user to make (e.g.
PRESS-ENTER-KEY or CLICK-MOUSE)
• Methods – procedures (sequences) of subgoals and opertors that
accomplish a goal
• Selection rules – personal rules users follow in deciding what method to
use in a circumstance (determine which method when there is more than
one)
• Performance Measurement
▪ Focus on how long tasks take to complete or how objectives are
met.
▪ Requires very rigorous test designs and extensive resources
• Keystroke Level Model (KLM)
• Choose representative user task scenarios
• Specify design to point that keystrokes defining actions can be
listed
• List keystrokes (operators) required to perform task
• Insert mental operators at points user needs to stop and think
• Look up standard execution time for each operator
• Add up the execution times for the operators
• Total is estimated time to complete task
MT = a + b log2(2D/W)
• MT – Movement Time
• a,b – regression coefficients (a= intercept; b= slope)
• D – amplitude or distance from starting point
to center of target
• W – width of target
Index Difficulty
• ID = Log2(2D/W)
• Increases by one bit for each doubling of distance (amplitude) and
halving of width
• Big targets at close range acquired faster than small targets at long
range
Week 3 (Guidelines, Principles, Theories
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and Models)
Fitts’ Law Index of Difficulty example
ID example
ID = Log2(2D/W)
10 40
B
20
ID = Log2(2D/W)
1) A to B: ID = log2(2*40/20) = log2(4)
2) B to A: ID = log2(2*40/10) = log2(8)
3) It is therefore easier to move from A to B as
the ID is lower.
Q S
• Given that a user’s initial starting point is X, if the distance to Q is 5 and
the distance to S is 3 while their sizes are 80 and 96 respectively.
Determine the button (either Q or S) with the easiest route of navigation.
?
Week 3 (Guidelines, Principles, Theories
3/16/2023
and Models) 69
End of Session