本文只是自己复习时对ppt的总结
Introduction
- CLI:Command Language Interface
- GUI:Graphical User Interface
- NUI : Natural User Interface
- DM: Direct Manipulation
- HIP: Human Information Processing
- GOMS: Goal, Operation, Method, Selection
Human
sensors
- Physical: vision, sound, touch
- Chemical: smell, taste, pain
Processing
- Processors: brain, eyes (Distributed processors )
- Memory: long-term, short term, sensory memory
- Cognition: attention, semantic, emotion, mood, …
Metaphor
- design model 设计师脑子里的模型
- user's model 用户头脑里的
- system image 交互的界面
Ergonomics 人体工程学: Fit the body
我们能让椅子去适应人,也应该让交互界面去适应人,人自己调整也可以
goal
- productivity
- health and safety
- satisfaction
- quality
case: keyboard
- qwerty是为了减慢速度而设计的,左手承担了57%的工作,而且经常要用无名指之类的
- dvorak是为了效率而设计的
- 2003年有XPeRT(而且容易从qwerty转过来)
- 但为什么qwerty仍是主流?因为cost of learning
Perception
- 别用高纯度的颜色
- consider the people with color vision deficiency
visual
- Searching for Patterns 比如按行还是按列
- Aerial perspective 远处的会有晕染大面积的颜色
-
会潜意识认为光从上方来
image.png -
Contexts and Expectations
image.png
Cognition
The 5E principle for human interaction
- Easy to use
- Easy to learn
- Easy to remember
- Effective
- Error-free
Attention
- Cocktail party effect
- Ear-switching
- Automaticity 这部分不太需要注意力
Recovering
- Cued recall: eg. icons
HIP Model
(3 subsystems)
Subsystems' parameters:
- memory: μ-storage capacity; σ-decay time; κ-code type(acoustic/visual/...)
- processor: τ-cycle time
- principles
- τ varies inversely with stimulus intensity
- Movement is not continuous
- Chunks must be added to LTM through WM.
- Chunks' cues and relationships with other chunks in LTM is important
Perceptual system
-
Visual
image.png -
Auditory
image.png
Both τ=100(50~200) ms
Motor system
τ=70(30~100)ms
- Eye Movement:τ=230(70~700)ms
Cognitive system
τ=70(25~170)ms
- working memory
σ=7(5~226)sec
σ[1chunk]=73(73~226)sec
σ[3chunk]=7(5~34)sec
μ=3(2.5~4.1)chunks - long term memory
σ=∞;μ=∞
SUMMARY
image.png
- τ[visual] is slower for fainter screen
HIP应用
- 平均一个单词5个字母,一个短语2.5个单词
- 这个模型可以用来分析很多问题,比如morse码的接收速率等等
更多请参见书:The psychology of Human Computer Interaction
GUI
design principles
always remember purpose
- visibility
- grouping
- Gestalt Theory (完形心理学)
law of closure(自动补充)/similarity(相似的放在一起)/proximity(邻近的放一起)/symmetry/continuity/ - white space
- Gestalt Theory (完形心理学)
- order
- decoration
- STUDIES SHOW THAT TEXT IN ALL CAPS SLOWS READING BY 12% SO YOU SHOULD MIX CASE
- alignment
- align left hand --easier to read (names: surnames should be easy to scan)
- grouping
- feedback
-
mapping
bad mapping
good mapping - affordance:to give a clue
- consistency 内外的一致性
evaluation
observational
2.1.2.1 Simple observation
2.1.2.2 Think-aloud 让用户边做边说出自己想的
2.1.2.3 Constructive Interaction
2.1.2.4 Videotape retrospection
2.1.2.5 Query methods
experimental
- before
Their identities will be kept confidential
It’s the system that is being tested, not the user
They can quit any time they want
Any monitoring device that is being used
Any risk that may be involved - after
- Tool: SPSS
- Fit to existing model/theories where applicable
- Power Law of Practice: task time on n^th trial: Tn = T1*n^(-a)
-
Hick’s Law: for selecting action reaction time = a + blog2(C)
(C: # of choices)
--Giving a user many choices simultaneously is usually faster than is organizing the same choices into hierarchical groups -
Fitt’s Law: Time for pointing to targets=a+b*log2(A/W+1)
(A-distance; W-size of button)
- Word Selections
- Subjects Participants
- Males & Females Men & Women
- Disabled People with disabilities
- “he/she” if you don’t really mean “he”
- “Statistically significant” rather than “significant”
- “The experiment data shows no effect” rather than “there is no effect”
- Don’t report in a way that the subjects’ could be identified
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