Einführung in die Kognitive Ergonomie



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147 Vorlesung 8, den 9. Dezember 1999 148 147 Vorlesung 8, den 9. Dezember 1999 Donnerstag, den 9. Dezember 1999 Einführung in die Kognitive Ergonomie Wintersemester 1999/2000 1. Direct Manipulation and the Exploitation of Perceptual Capabilities: Examples and Discussion 2. Uses of Metaphor WWW-Seite: http://www.cs.uni-sb.de/users/jameson/eke/ Elastic Windows Non-Web Use of Elastic Windows (1) 148 Organisation of correspondence in a hierarchical layout gives an overview Kandogan, E., & Shneiderman, B. (1996). Elastic windows: Improved spatial laoyout and rapid multiple window operations. AVI 96, Advanced Visual Interfaces, Gubbio, Italy, June 1995.

149 Elastic Windows 150 149 Non-Web Use of Elastic Windows (2) Elastic resizing of the HCIL window in the space-filling tiled layout of elastic windows Visualization of Web Sites WebToc Screen Shot 150 http://www.davenation.com/java2/index.html (David A. Nation, University of Maryland)

151 Visualization of Web Sites 152 151 Questions About WebToc Video 1. What decisions that Web surfers need to make are facilitated by WebToc? 2. What general Web design issues are addressed by WebToc? 3. Could similar functions also be served by more conventional Web design techniques? Previews and Overviews (1) 152

153 Visualization of Web Sites 154 153 Previews and Overviews (2) On this and the following pages, note the novel techniques that are provided to improve access to the huge document collection C. Plaisant, G. Marchionini, and A. Komiodi (1998). Bringing treasures to the surface: Previews and overviews in a prototype for the Library of Congress National Digital Library. CHI98 Video. Previews and Overviews (3) 154

155 Visualization of Web Sites 156 155 Previews and Overviews (4) Previews and Overviews (5) 156

157 Metaphors 158 157 Metaphors Conveying Mental Models (Revisited) Design model The designer s conceptual model, on which the design of is based User s model The model that develops on the basis of experience with System image All aspects of that experiences Norman, D. (1986). Cognitive engineering. In D. A. Norman & S. W. Draper (Eds.), User-centered system design (pp. 31-61). Hillsdale: Erlbaum. Potential advantages Pros and Cons of Metaphors 158 Help to form a mental model of Make (initially) more attractive to Potential problems Create false expectations in which cannot (or should not) be fulfilled by Restrict the functionality of by encouraging the designer to imitate familiar objects Alternative conceptions User illusion (Alan Kay) Well-thought-out unifying idea (Ted Nelson)

159 Metaphors 160 159 Questions for Evaluating Metaphors (1) The following questions should be borne in mind when evaluating an interface metaphor M: 1. What real-world knowledge and experience of does M draw upon? 2. Where (if at all) does still need to rely on abstract thinking? 3. What visual elements and labels help to convey the metaphor? Questions for Evaluating Metaphors (2) 160 4. Are there deviations from M that might be confusing or misleading to? 5. Does go beyond M, offering more power and "magic" than the corresponding real-world objects? - Or is unnecessarily restricted by M?

161 Work for Class 9 162 161 Work for Class 9 Reading for Class 9 Chapter 15 - Out of the Glass Box 15.11 Information and Data Visualisation, pp. 583 590 This section concerns the general approach that was illustrated in the videos discussed in Class 8: Using sophisticated visual representations to present a large amount of information in a comprehensible way Chapter 4 - Usability Paradigms and Principles 4.3 Principles to Support Usability, pp. 162 175 In Class 9, we will look at these principles in turn, applying them to an example system: the email system of an internet provider The discussion in the book is a bit abstract in itself, but it is worth looking at before arrow the class, even if it is not read thoroughly Homework for Class 9 162 Answer both of the following questions: 1. To what extent does your system exploit the capabilities of human perception that people use in everyday life? In particular: a. Does use 3D representations of visual information in a functional (as opposed to a merely decorative) way? b. Does use any modality other than the visual modality in a nontrivial way (e.g., sounds that go beyond mere beeps)? 2. Is based in part on some metaphor? If so, consider the questions about metaphors listed on the Slides 159 160 and make a note of the most important points that occur to you If you can detect no metaphor at all underlying the design of, think of some metaphor that might make it easier for new users to learn (some aspect of) Consider how the design of could be based on this metaphor, taking into account the questions listed in Slides 159 160