Interaction Design. Task Analysis & Modelling

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Transcription:

Interaction Design Task Analysis & Modelling

This Lecture Conducting task analysis Constructing task models Understanding the shortcomings of task analysis

Task Analysis for Interaction Design Find out who the users are Find out what task they perform Create models of the task Create scenarios of use

Task Analysis: What? Hierarchical composition of knowledge Analyse what people do from a hierarchic perspective Task analysis is used mainly to investigate an existing situation Many techniques, the most popular is Hierarchical Task Analysis (HTA)

Task Analysis: Why? Understand how people currently perform work Inform design the system must match the user s tasks System will fail if: It does not do what the users want It is inappropriate for the user

Task Analysis: Activities Modelling the tasks What tasks are important/going to be supported? Identify goals Identify actions to meet goals Identify sequential dependencies

Creating a Task Model Task decomposition decompose the high level tasks and break them down into their constituent subtasks at a lower level show the task flows, decision processes and screen layouts Show the sequencing of activities by ordering them from left to right In order to break down a task, ask how is this task done? If a sub-task is identified at a lower level, it is possible to build up the structure by asking why is this done?

Creating a Task Model : Step-by-Step 1. Identify the task to be analysed 2. Break this down into subtasks 3. Draw the subtasks as a layered diagram ensuring that it is complete 4. Decide upon the level of detail into which to decompose 5. Continue the decomposition process keep it consistent 6. (alternatively) Present the analysis to someone else who has not been involved in the decomposition but who knows the tasks well enough to check for consistency

Task Flow Diagrams Documents the details of specific tasks Task flow diagrams will not only show the specific details of current work processes but may also highlight areas where task processes are poorly understood where task processes are carried out differently by different staff where task processes are inconsistent with the higher level task structure

Task Flow Diagrams : Why? Identify problems e.g. lack of closure Inform re(design) Example: ATM Initial design Final design

Example: Withdrawing Cash from ATM Withdraw cash with receipt Start transaction Choose service Choose amount End transaction Insert card Enter PIN Select cash with receipt Suggested amount Own amount Wait for card Wait for cash Wait for receipt hierarchy sequence Press number buttons Select shown amount Select other amount Enter amount Press enter optional optional

Relation Between Ideal Task and Task Realisation Example What are the interaction models for sending a text? How do they relate to sending a conventional letter?

Correspond by letter Get envelope Package letter Post letter Compose letter Put letter in envelope Address envelope Get paper Write letter Write text Write home address Write their address Sign letter

What is wrong with this task model? Correspond by letter Get envelope Package letter Post letter Compose letter Put letter in envelope Address envelope Get paper Write letter Write text Write home address Write their address Sign letter

Comparison: HTC Sensation Audio Beats Correspond by text Compose & package text Post text Enter text mode Write message Select To Press Send Select Apps Select Messages Select Compose Address text Enter number Search for number

Comparison Are there many more steps / decisions? Are there alternative steps? Can you use hidden controls? e.g. when searching for name

Task Model: Example Draw a task model for finding the weather prediction for 23:00 tonight using the Weather App you are developing

Critique of Task Model Does not scale well Does not allow for : modeling overlapping tasks modeling interruptions learning communication/ collaboration Tends to concentrate on how things are done already

Study Material & Reading BOOK: Preece, J., Rogers, Y. and Sharp, H. Interaction Design. Chapter: Establishing Requirements Hierarchical Task Analysis

Summary Tasks analysis models the structure of tasks Hierarchical composition Sequence of steps Idealised tasks Can identify problems e.g. long action sequences e.g. closure But, very fine grained level of analysis

Interaction Design Principles of Good Design

Interaction Design Iterative user centered design and development Requirements gathering Quick design Build prototype Evaluate and refine requirements Engineer product

This Lecture Understand the principles for good design Be able to distinguish between bad design and good design Follow the principles to create a good design

Good or Bad Design? Why? What happened the first time someone used this machine? Why? http://www.baddesigns.com/starbucks.html

Good vs. Bad Design Design suggestion http://www.baddesigns.com/starbucks.html

Good vs. Bad Design: How? Which questions do we need to ask to distinguish good design from bad design? How easily can you determine the function of the interface? How easily can you tell what actions are possible? How can you determine mapping from intent to physical movement? How easy is it to perform the action? How can you tell what state the system is in?

Good Design & Usability In interaction design we are concerned with the usability of the interfaces Usability Refers to how well users can learn and use a product to achieve their goals and how satisfied they are with that process

Usability The main reasons for users dissatisfaction related to usability are: Engineering aspects: The physical design is wrong The technology is wrong Human user aspects: It does not look good/feel good It does not work well It is frustrating Successful interfaces (i.e., addressing usability issues): Reliable User-profiled

Design Principles Generalizable abstractions for thinking about different aspects of design The do s and don'ts of interaction design What to provide and what not to provide at the interface Derived from a mix of theory-based knowledge, experience and common-sense

Common Design Principles & Examples

Visibility This is a control panel for an elevator How does it work? Push a button for the floor you want? Nothing happens. Push any other button? Still nothing. What do you need to do? It is not visible as to what to do www.baddesigns.com

Visibility you need to insert your room card in the slot by the buttons to get the elevator to work! How would you make this action more visible? make the card reader more obvious provide an auditory message, that says what to do (which language?) provide a big label next to the card reader that flashes when someone enters make relevant parts visible make what has to be done obvious www.baddesigns.com

What Do I do if I am Wearing Black? Invisible automatic controls can make it more difficult to use

Feedback Sending information back to the user about what has been done Includes sound, highlighting, animation and combinations of these e.g. when screen button clicked on provides sound or red highlight feedback: ccclichhk

Constraints Restricting the possible actions that can be performed Helps prevent user from selecting incorrect options Physical objects can be designed to constrain things e.g. only one way you can insert a key into a lock

Constraints: Example Logical or ambiguous design? Where do you plug the mouse? Where do you plug the keyboard? top or bottom connector? Do the colour coded icons help? www.baddesigns.com

Constraints: Example A provides direct adjacent mapping between icon and connector www.baddesigns.com B provides colour coding to associate the connectors with the labels www.baddesigns.com

Consistency Design interfaces to have similar operations and use similar elements for similar tasks Example: always use ctrl key plus first initial of the command for an operation ctrl+c, ctrl+s, ctrl+o Consistent interfaces are easier to learn and use

When Consistency Breaks Down What happens if there is more than one command starting with the same letter? e.g. save, spelling, select, style Have to find other initials or combinations of keys, thereby breaking the consistency rule e.g. ctrl+s, ctrl+sp, ctrl+shift+l Increases learning burden on user making them more prone to errors

Internal & External Consistency Internal consistency Designing operations to behave the same within an application Difficult to achieve with complex interfaces External consistency Designing operations, interfaces, etc., to be the same across applications and devices Very rarely the case, based on different designer s preference

External inconsistency: Example Keypad numbers layout (a) phones, remote controls (b) calculators, computer keypads 1 2 3 7 8 9 4 5 6 4 5 6 7 8 9 1 2 3 0 0

Affordances Refers to an attribute of an object that allows people to know how to use it e.g. a mouse button invites pushing, a door handle affords pulling Norman (1988) used the term to discuss the design of everyday objects Since has been much popularised in interaction design to discuss how to design interface objects e.g. scrollbars to afford moving up/down, icons to afford clicking on

Affordance for Interaction Design Interfaces are virtual and do not have affordances like physical objects Norman argues it does not make sense to talk about interfaces in terms of real affordances Instead interfaces are better conceptualized as perceived affordances Learned conventions of arbitrary mappings between action and effect at the interface Some mappings are better than others

Shneiderman s Golden Rules for Interface Design

Shneiderman's Eight Golden Rules 1. Consistency (terms, icons, data / command flow) 2. Universal Usability (novices intermittent users experts) 3. Informative feedback 4. Dialogs with closure (beginning end) 5. Prevent errors (highlight required actions, selection rather than freestyle typing, automatic completion, well-defined messages) 6. Reversal of actions (undo) 7. User in control (automated adaptability can cause confusion) 8. Reduce short term memory (keep displays simple) Further Reading: https://www.interaction-design.org/literature/article/shneiderman-s-eight-golden-rules-will-help-you-design-better-interfaces

Golden Rule 1: Consistency Strive for consistency in the way the system looks and works Terminology identical words/terms for prompts, menus and help screens Aesthetics Consistent colour codes, layout, fonts, etc. across windows Symbols Consistent use of icons, symbols, graphics Response The system must respond to input in the same way every time

Golden Rule 2: Universal Usability Allow frequent users to develop a clear idea of how the system works, and let them work faster Sometimes this takes the form of shortcuts, toolbars, and hotkeys

Golden Rule 3: Informative Feedback For every user action, there should be some feedback from the system Frequent and minor actions - response can be modest Major actions - response should be more substantial

Golden Rule 4: Dialogues with Closure Design interactions to have a beginning, middle and end For every user action, there should be some feedback from the system

Golden Rule 5: Error Prevention Try to design the system such that the users cannot make a serious error If they do make an error the system must be able to detect it and offer easy-to-understand instructions for recovery

Golden Rule 6: Reversal of Actions No matter how many times you warn people, they will always manage to do something catastrophic The famous Undo command! relieves anxiety The units of reversibility may be a single action, a data entry, or a complete group of actions can be done with logs - history viewers, or recovering the last thing

Golden Rule 7: Support Control Let the user feel in control of the system at all times This concept originates from the 1980s, when users went from responding to a computer to initiating actions The user should have control at every point in the execution of an application Example: ability to delete a print job stop an attempt to connect to a Web site call up the Windows Task Manager ctrl + alt + del

Balancing Automation & Human Control Tedious/routine tasks Give it to a robot Decision making/creative Give it to a human

Balancing Automation & Human Control

Golden Rule 8: Reduce Memory Load Average human can remember seven chunks of information, and too much information is confusing This requires that: displays are kept simple complexity is reduced sequences of actions to carry out a task are short commonly used operations are visible on the first screen

Good User Interfaces Are Easy to learn Minimal training required Easy to remember High transfer of learning Predictable Few errors Easy to recover from errors Aiding explorative learning Efficient Users perform tasks quicker Engaging

Practicals Use these lecture notes for Task 2 Create screen layouts to take into account the principles

Study Material & Reading BOOK: Preece, J., Rogers, Y. and Sharp, H. Interaction Design. Chapter: What is Interaction Design? section: Good and Poor Design