Mobile Application Development L01: Introduction to HCI

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Mobile Application Development L01: Introduction to HCI Jonathan Diehl (Informatik 10) Hendrik Thüs (Informatik 9)

Course Schedule Lab/Lecture: 9:00-11:15 Room: 4U15 (starting April 11) Topics Human-Computer Interaction (3) ios (3), Android (3) Mobile Technology (5) Final Project over the last 6 weeks Exam (2h) + Project Presentation (10min) 2

Project Goal Your App in the AppStore / Market (if you want it) 3

GNU wgetgui v1.0

Human-Computer Interaction Use and Context U1 Social Organization and Work U3 Human-Machine Fit and Adaptation Human H1 Human Information Processing U2 Application Areas Computer C2 Dialogue Techniques C4 Computer Graphics H2 Language, Communication and Interaction H3 Ergonomics C3 Dialogue C1 Input and Genre Output Devices C5 Dialogue Architecture D3 Evaluation Techniques D4 Example Systems and Case Studies D1 Design Approaches Development Process D2 Implementation Techniques and Tools ACM SIGCHI Curriculum 1992 7

HCI Topics Psychological Background Gestalt Laws Affordances Constraints Mappings Design Principles: 10 Golden Rules Design Process: DIA-Cycle 8

Gestalt Theory 9

Gestalt Theory Köhler, Koffka, Wertheimer: Gestaltpsychologie (1912) What do humans perceive as belonging together spatially or temporally? Basis of order in perception, movement, memory, thinking, learning, and acting Overall 100+ Gestalt laws 10

Why should I care? Good UIs respect and use Gestalt laws for understandability and intuitiveness Simple rules for visual UI design Hints how users will react to spatial and temporal order 11

Law 1: Good Shape Humans have a tendency towards (over-) simplifying complex shapes Cognitive compression algorithm 12

Law 2: Proximity Spatially (or temporally!) close objects are perceived as belonging together Allows for order by position only, without other aides Keeps the interface simple 13

Law 3: Closure Closed shapes appear as belonging together Foundation of window metaphor But: Don t overdo it! Too many boxes. (From Johnson: GUI Bloopers) 14

Law 4: Similarity Similar shapes appear as belonging together Can be a good thing or a bad thing... 15

Law 5: Continuity A.k.a. Law of the Good Curve Continuous shapes appear as belonging together 16

Law 6: Experience Humans tend to interpret new things into known categories Foundation for the success of metaphors in UI design 17

Law 7: Common Fate A.k.a. Law of Common Movement Animated objects within a static environment appear as a group Animation has a very strong effect 18

Exercise: Gestalt Laws Find an example for each Gestalt Law Use given examples or from your own experience 19

British Rail Shelters Glass suggests ( affords ) being broken Wood suggests ( affords ) stability and support Flat surfaces suggest ( afford ) being written on 20

Affordances Model by Norman, after Gibson...affordances of the environment are what it offers the animal... [Gibson77] Affordances are the actions that the design of an object suggests to the user...the term affordance refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used [Norman88] 21

Utility of Affordances Affordances provide strong clues No instructions/labels needed A design with labels is often a bad design! Also true for many software UIs Exceptions: complex, abstract functions that do not support simple physical affordances Product design can support usability when using affordances well 22

False Affordances False affordances suggest actions that are not actually possible or the right ones 24

Exercise: Affordances Identify all affordances in effect in this room Can you find false affordances? 25

Constraints Constraints are the inverse of affordances, and can augment them They limit the way an object can be used Goals: Avoid usage errors Minimize the information to be remembered Types of Constraints: Physical, semantic, logical, cultural 26

Physical Constraints Limit number of possible physical operations Limiting is done by physical shape Example: Traditional key does not fit into security lock More efficient and useful if constraint is visible ahead of time! Example: Car key should fit both ways, but should then also work both ways 27

Semantic Constraints Use our common knowledge about the world and the current situation Example: Driver s figurine in a model plane construction kit has to sit facing forward to make sense Powerful means to improve intuitiveness But: Only use rules that are valid throughout your user population! 28

Logical Constraints Logical conclusions reject certain solutions Example: All parts of a model plane construction kit must be used 29

Cultural Constraints Rely on generally accepted cultural conventions Example: Red = Stop But: Only applies to specific cultural group! Chinese labeling does not give us an idea where up is 30

Exercise: Constraints Think about three examples for objects where constraints help us use them correctly Try to find examples for the different types of constraints Physical, semantic, logical, cultural Sample areas: kitchen appliances, security devices, vending machines, 31

Mappings Mappings connect UI elements with the elements they control Good mappings are natural Use physical analogies Use cultural standards 32

Natural Mappings: Spatial Analogies Up Up Down Down Most prominent example of natural mappings How would you arrange the controls for this lifting platform? 33

Natural Mappings: Spatial Analogies Rule: arrange controls in the same way that their real-world counterparts are arranged 34

Natural Mappings: Perceptual Analogies The input devices for controlling something look like the actual thing itself Voodoo Principle 37

Directional Mappings more? physical less? more? cultural less? 39

Exercise: Mappings Design the perfect parking ticket machine 40

Conceptual Models We are surrounded by innumerable objects (20,000 everyday things) How do we cope? Mind tries to make sense of things Affordances support using objects easily Designers can provide a good image of how a system works Humans form a conceptual model of how something works when they encounter it 41

Good Conceptual Models Principle of good design Allows to predict effects of our actions, and cope with problems Conceptual models are mental models of things Other mental models: Of ourselves, others, the environment, Formed through experience, training, instruction 42

3 Models Problems arise when the designer s conceptual model is different from what emerges as the user s mental model 43