Guidelines in HCI - 4 | Module 4: Guidelines in HCI | Human Computer Interaction (HCI) Micro Specialization
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4 - Guidelines in HCI

Practice

Interactive Audio Lesson

Listen to a student-teacher conversation explaining the topic in a relatable way.

Norman’s Seven Principles: Discoverability and Feedback

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Teacher
Teacher

Today, we’ll start with discoverability. Can anyone tell me what this means?

Student 1
Student 1

Isn't it about how easily a user can find features in an interface?

Teacher
Teacher

Exactly! Discoverability addresses whether users can perceive what actions are possible. For instance, clearly visible icons enhance discoverability. Now, why is feedback important?

Student 2
Student 2

Feedback tells users that their actions were registered, right?

Teacher
Teacher

Correct! Feedback can be visual, auditory, or haptic, and it helps users understand the result of their actions. Remember, without feedback, users may feel unsure about their progress.

Student 3
Student 3

So, it's like a conversation. You wouldn't just talk to someone and not hear back!

Teacher
Teacher

Great analogy! In summary, both discoverability and feedback work hand-in-hand to improve user experience by ensuring clarity and communication.

Affordances and Signifiers

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Teacher
Teacher

Next, let’s discuss affordances. Student_4, can you define what an affordance means in HCI?

Student 4
Student 4

An affordance shows how an object can be used, like the shape of a door handle indicating whether to pull or push.

Teacher
Teacher

Spot on! Affordances need to be clear to facilitate intuitive interactions. Now, what are signifiers, and how do they differ?

Student 2
Student 2

Signifiers are visual cues that indicate where and how to act. Like a β€˜PUSH’ label on a door?

Teacher
Teacher

Exactly! Signifiers guide the user’s attention towards affordances. Think of how good design reduces ambiguity.

Student 1
Student 1

Does that mean poor affordances can lead to confusion?

Teacher
Teacher

Absolutely! Poorly designed affordances can create usability issues. Remember, clarity in design enhances user understanding.

Mapping and Constraints

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Teacher
Teacher

Now, let's talk about mapping. Student_3, what do you think this involves?

Student 3
Student 3

Mapping is how the controls relate to their effects, right? Like using a knob to adjust the volume up or down.

Teacher
Teacher

Precisely! Good mapping makes the relationship intuitive. Can you think of a poor mapping example?

Student 4
Student 4

Like confusing button placement on a remote control?

Teacher
Teacher

Exactly! Poor mapping can lead to errors. Now, what about constraints? Student_2?

Student 2
Student 2

Constraints limit user actions to prevent mistakes.

Teacher
Teacher

Right! They reduce cognitive load and guide interactions and can be physical or logical. Let’s summarize the two concepts before we move on.

Conceptual Models and Evaluation Methods

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Teacher
Teacher

Last up is conceptual models. What does this encompass, Student_1?

Student 1
Student 1

It’s about how users understand the system’s structure and behavior.

Teacher
Teacher

Correct! A clear conceptual model makes it easier for users to interact with the system. How does this tie into heuristic evaluation?

Student 3
Student 3

Heuristic evaluation helps identify usability issues based on these principles.

Teacher
Teacher

Absolutely! Techniques like heuristic evaluation are essential for ensuring systems are user-friendly. Remember, feedback from evaluations can significantly refine the design process.

Student 4
Student 4

So, a good design is continuously tested and improved upon?

Teacher
Teacher

Yes, well summarized! Continuous evaluation and iteration lead to better user experiences.

Introduction & Overview

Read a summary of the section's main ideas. Choose from Basic, Medium, or Detailed.

Quick Overview

This section examines foundational guidelines and evaluation methods in Human-Computer Interaction (HCI), outlining principles that ensure user-friendly design.

Standard

The section delves into the key principles by Donald Norman, focusing on aspects such as discoverability, feedback, affordances, and the cognitive processes users undergo during interactions. It also highlights methods like Heuristic Evaluation that assist in identifying usability issues.

Detailed

Guidelines in HCI

This section offers an in-depth look at the essential guidelines and systematic evaluation methodologies associated with Human-Computer Interaction (HCI). It elaborates on the significant principles and cognitive models that act as the foundation for creating intuitive and effective interactive systems. Furthermore, it explores structured techniques to identify and assess usability issues while underscoring their application during the design and development of user interfaces. Understanding these guidelines is crucial for practitioners aiming to enhance user experiences and proactively mitigate usability challenges.

Key Points Covered:

  1. Norman’s Seven Principles:
  2. Discoverability: Ensures that users can perceive available actions with minimal cognitive effort.
  3. Feedback: Communicates the system's current state, confirming actions and providing results.
  4. Affordances: Indicates how an object can and should be used based on its design elements.
  5. Signifiers: Explicitly guide users on where and how actions can be performed.
  6. Mapping: Establishes clear relationships between controls and their effects.
  7. Constraints: Guide users towards correct interactions by limiting possible actions.
  8. Conceptual Models: The mental representation users form about how a system functions should align with the designer's intentions.
  9. Nielsen’s Ten Heuristics: A set of usability principles to assess interfaces, covering aspects from system status visibility to error prevention.
  10. Heuristic Evaluation and Other Methods: Presents expert methods for identifying usability issues based on defined heuristics, enabling rapid and cost-effective evaluations at various design stages.

Audio Book

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Overview of HCI Guidelines

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This module offers an in-depth exploration of foundational guidelines and systematic evaluation methods in Human-Computer Interaction (HCI). We will meticulously examine established principles and cognitive models that serve as cornerstones for designing intuitive, effective, and user-friendly interactive systems. Furthermore, we will delve into structured techniques for assessing and identifying usability issues, emphasizing their application and inherent considerations within the design and development lifecycle. A thorough understanding of these guidelines and methods is paramount for any practitioner aiming to craft superior user experiences and proactively address potential usability challenges.

Detailed Explanation

This section introduces the core themes of the module, which focuses on guidelines for effective Human-Computer Interaction (HCI). It highlights the significance of understanding both the foundational principles and evaluation methods used in HCI to create user-friendly systems. The text points out the necessity for practitioners to be well-versed in these guidelines to improve user experiences and tackle usability issues systematically throughout the design and development process.

Examples & Analogies

Think of designing a vehicle. Just as engineers rely on established guidelines for safety and performanceβ€”like how brakes must work effectively and provide feedbackβ€”HCI practitioners must use guidelines to design interfaces that users can navigate easily and intuitively.

Norman's Seven Principles

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Donald Norman's principles transcend mere design rules; they are rooted in cognitive psychology and human perception, offering a profound understanding of how users interact with and comprehend designed artifacts. These principles aim to make technology extensions of human will, intuitive and frustratingly unobtrusive.

Detailed Explanation

This chunk discusses the Seven Principles of Design proposed by Donald Norman. Each principle is based on truths about how people think and interact with technology, and the goal is to create designs that feel natural to users. Norman's principles guide designers to anticipate users' needs and streamline their experience, ensuring that technology serves as a seamless extension of their actions and intentions.

Examples & Analogies

Imagine the difference between using a complicated remote control versus a simple intuitive one. A well-designed remote control with clearly labeled buttons that respond as expected allows you to enjoy your favorite show without unpacking a manualβ€”just as applying Norman’s principles allows users to navigate digital spaces naturally.

Discoverability

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This principle addresses the fundamental question: Can the user even perceive what actions are possible? It's not just about visibility, but about the clarity of affordances and signifiers that draw attention to those possibilities. A system exhibits high discoverability when its functionalities are immediately apparent, requiring minimal cognitive effort or prior knowledge.

Detailed Explanation

Discoverability is all about how easily a user can determine what actions they can take within a system. A high level of discoverability means that as soon as a user opens an interface, they should be able to recognize options and functions without needing prior instructions. Effective design minimizes cognitive load, allowing the user to intuitively identify and engage with interactive elements.

Examples & Analogies

Consider a well-labeled elevator panel with buttons clearly marked for each floor. Anyone can quickly understand how to use it without further explanation. On the other hand, an unmarked panel where buttons are hidden or indistinguishable creates frustration and confusion, much like a poorly designed app that hides key functions.

Feedback

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Feedback is the critical communication from the system back to the user, confirming that an action has been registered, illustrating the result of that action, and indicating the current state of the system.

Detailed Explanation

Feedback in HCI is essential because it informs users about the status of their actions and whether those actions were successful. Effective feedback should be immediate and clear, helping users feel confident in their interactions. This could be visual feedback like a change in button color, auditory cues like a sound indicating a successful operation, or textual messages like 'File saved.' The lack of prompt and clear feedback can lead to user confusion and frustration.

Examples & Analogies

Think of how you feel when a microwave beeps at the end of its timer. That sound is immediate feedback confirming that your food is ready. In the same way, digital systems need to communicate back to the user clearly and promptly.

Affordances

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Originating from ecological psychology by J.J. Gibson, an affordance is a property that suggests how an object can be used. In HCI, it's about making the functional possibilities of an interface element perceptible.

Detailed Explanation

Affordances refer to the properties of an interface that indicate how it can be interacted with. For effective design, elements should visually convey their functional capabilities. If a button looks like it can be pressed, users will easily understand its purpose without needing detailed instructions. Clear affordances help users interact intuitively with a system, while unclear affordances can lead to confusion and errors.

Examples & Analogies

Imagine a door with a handle versus a door with a flat surface. The handle affords pulling or pushing, while the flat surface doesn't suggest any interaction. If you expect a door to be pulled, but it only enables pushing, that misalignment leads to confusion, mirroring what can happen in poorly designed software.

Signifiers

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While affordances communicate what actions are possible, signifiers communicate where to perform those actions and how.

Detailed Explanation

Signifiers are cues that indicate how and where a user should act. They complement affordances by providing information on the specific actions that are available. Signs like buttons labeled with text or visual indicators like arrows help users understand how to interact with elements on the screen. Effective use of signifiers reduces ambiguity and enhances usability by guiding user attention.

Examples & Analogies

Think of a 'PUSH' sign on a door; it's a clear signifier that directs you on how to interact with the door. Similarly, good digital interfaces use signifiers like arrows or highlighted buttons to guide users effectively.

Mapping

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Mapping describes the relationship between controls and their effects. Good mapping ensures that the operation of controls is logical and intuitive relative to the desired outcome.

Detailed Explanation

Mapping refers to the connection between user actions and their outcomes in a system. Good mapping makes it clear what action produces what result, ideally in a way that users can easily relate to real-world experiences. The aim is to minimize confusion, ensuring users don't have to guess how different controls affect the system.

Examples & Analogies

If the volume control on a remote increases sound when moved up, and decreases when moved down, that's intuitive mapping. It mirrors how we naturally understand actionsβ€”pushing up increases something, just like on a physical device, reducing the chances of user errors.

Constraints

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Constraints are limitations or restrictions on the possible actions that can be performed, which serve to guide users, prevent errors, and simplify interaction.

Detailed Explanation

Constraints are critical in guiding user actions by limiting the choices available in a system. This helps simplify user interactions, making it easier to avoid mistakes. By clearly defining what actions are permissible, constraints alleviate cognitive load and streamline the user experience.

Examples & Analogies

For instance, a plug that can only fit into an outlet in one specific way serves as a physical constraint. Similarly, in software design, if certain buttons are greyed out when inappropriate, users are prevented from making decisions that can't be executed, thus guiding them correctly.

Conceptual Models

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A conceptual model is the mental representation a user forms of how a system works. It's their internal understanding of its structure, functionality, and behavior.

Detailed Explanation

Conceptual models shape how users understand and predict the operation of a system. When users have a clear mental model of how an interface should perform based on design cues, they can interact more effectively. Designers aim to align the conceptual model of users with the actual model of the system to reduce confusion.

Examples & Analogies

Think of how you understand a physical filing cabinet with labeled drawers. This mental model is mirrored in software when files are organized in folders, making it easy for users to locate documents, effectively bridging real-world understanding with digital interaction.

Definitions & Key Concepts

Learn essential terms and foundational ideas that form the basis of the topic.

Key Concepts

  • Norman’s Principles: A set of design principles to enhance usability.

  • Nielsen’s Heuristics: Guidelines for assessing usability in interfaces.

  • Heuristic Evaluation: A method for expert review of interface usability.

  • Understanding Affordances and Signifiers: Important for interface intuitiveness.

Examples & Real-Life Applications

See how the concepts apply in real-world scenarios to understand their practical implications.

Examples

  • A toolbar in a word processor that clearly shows the 'Bold', 'Italic', and 'Underline' icons enhances discoverability.

  • Disabling a 'Print' button when no document is open exemplifies logical constraints.

Memory Aids

Use mnemonics, acronyms, or visual cues to help remember key information more easily.

🎡 Rhymes Time

  • Feedback quick and bright, shows what’s wrong or right.

πŸ“– Fascinating Stories

  • Imagine your friend trying to open a door. If it’s a push or pull, the handle tells you more!

🧠 Other Memory Gems

  • DCAST - Discover, Communicate, Afford, Signify, Tabulate (for Norman's Principles).

🎯 Super Acronyms

FARM - Feedback, Affordance, Recognition, Mapping.

Flash Cards

Review key concepts with flashcards.

Glossary of Terms

Review the Definitions for terms.

  • Term: Discoverability

    Definition:

    The ability of users to perceive what actions are possible within a system.

  • Term: Feedback

    Definition:

    Information that is communicated back to the user about their actions and the state of the system.

  • Term: Affordance

    Definition:

    A property of an object that suggests how it can be used.

  • Term: Signifier

    Definition:

    An indicator that communicates where and how an action can be performed.

  • Term: Mapping

    Definition:

    The relationship between controls and their effects in an interface.

  • Term: Constraint

    Definition:

    Limits on the possible actions that can guide users and prevent errors.

  • Term: Conceptual Model

    Definition:

    The internal representation a user forms regarding a system’s structure and functionality.

  • Term: Heuristic Evaluation

    Definition:

    A usability inspection method for identifying usability issues based on established principles.