Understanding Interaction: Errors, HCI Laws, and Ergonomics in Human-Computer Interaction, Study notes of Information Technology

An overview of interaction in human-computer interaction (hci), focusing on ergonomics, errors, and hci laws. Topics include the symptoms and injuries caused by computer usage, ways to reduce risk and prevent injury, and the concept of hci laws such as the power law of practice and fitts' law. Students will learn about different types of errors, including slips and modes, and design implications for minimizing errors.

Typology: Study notes

2010/2011

Uploaded on 12/09/2011

milosrujevic
milosrujevic 🇺🇸

2.8

(4)

43 documents

1 / 54

Toggle sidebar

This page cannot be seen from the preview

Don't miss anything!

bg1
ERRORS, HCI LAWS, &
ERGONOMICS
Week 4 – What Do We Know About Interaction?
Tuesday (7/12)
1Summer 2011: INFO 110 - Human-Computer Interaction I
pf3
pf4
pf5
pf8
pf9
pfa
pfd
pfe
pff
pf12
pf13
pf14
pf15
pf16
pf17
pf18
pf19
pf1a
pf1b
pf1c
pf1d
pf1e
pf1f
pf20
pf21
pf22
pf23
pf24
pf25
pf26
pf27
pf28
pf29
pf2a
pf2b
pf2c
pf2d
pf2e
pf2f
pf30
pf31
pf32
pf33
pf34
pf35
pf36

Partial preview of the text

Download Understanding Interaction: Errors, HCI Laws, and Ergonomics in Human-Computer Interaction and more Study notes Information Technology in PDF only on Docsity!

ERRORS, HCI LAWS, &

ERGONOMICS

Week 4 – What Do We Know About Interaction? Tuesday (7/12)

OVERVIEW OF TODAY’S CLASS

  • (^) Ergonomics: A Practical Introduction
    • (^) HW#3 – Ergonomics of Computer Usage
  • (^) Review
  • (^) Errors
    • (^) Slips and mistakes
  • (^) HCI Laws
    • (^) Power Law of Practice, Hick’s Law, Fitts’ Law
  • (^) Group Activity: Fitts’ Law Quizzo

WHY ERGONOMICS?

  • (^) Musculoskeletal disorders (MSDs), often referred to as ergonomic injuries, accounted for 28% of all workplace injuries and illnesses requiring time away from work in 2009. (Occupational Safety and Health Administration, OSHA)
  • (^) Ergonomic injuries cost an average of $12.7 billion annually for workers compensation. (Liberty Mutual Insurance, 2008)
  • (^) 76% of American households have one or more computers; 52% own a laptop. (Pew Internet & American Life Project, 2010)

ERGONOMIC RISKS

  • (^) Computer work presents ergonomic risks due to:
    • (^) Fixed and often awkward postures that are often maintained for too long.
    • (^) Repetitive and sometimes forceful movements.
    • (^) Compression on hard or sharp edges of work surfaces.
    • (^) High pace of movements that does not allow sufficient recovery time from the effects of these movements.
  • (^) Computer ergonomic hazards are related to workstation design, job design and work practices, repetitive motion, posture, etc.

REDUCE YOUR RISK AND PREVENT INJURY

  • (^) Positioning the Screen
  • (^) Positioning Reference Documents
  • (^) Mouse Use and Position

WORKSTATION SETUP

HW#

  • (^) Submit checklist in class on Thursday
  • (^) Submit written summary to Blackboard Assignments folder by 9:15am on Thursday (7/14) - (^) Don’t forget the academic honesty statement!

REVIEW What have we learned so far?

WEEK 2: WHAT IS GOOD DESIGN?

  • (^) When people make errors with technology, they often blame themselves; in reality, most errors are the result of bad design. - (^) If people can’t figure out what to do, there is a gulf of execution - (^) If people can’t figure out if they did the right thing, there is a gulf of evaluation
  • (^) Good design uses knowledge in the world to take advantage of the speed and efficiency of users’ STM and help them recognize what to do.
  • (^) However, designers can also use knowledge in the head to take advantage of the storage capacity of users’ LTM and help them recall what to do.

WEEK 3: WHAT DO WE KNOW ABOUT USERS?

  • (^) Users’ attention is selective, limited and influenced by the importance of stimuli. - (^) Take advantage of what we know about cognition by using Gestalt Principles of Perception to visually organize information.
  • (^) Users develop mental models to represent their underlying understanding of how a system works.
  • (^) To help users develop more accurate models, designers can use constraints to limit the number of possibilities.
  • (^) Novices become experts via exploratory , automatic , and/or transfer of learning.

TWO TYPES OF ERRORS

  • (^) People make errors routinely, especially when it comes to using technology.
  • (^) Errors come in two forms:
    • (^) Slips result from automatic behavior
      • (^) Form the right goal but perform the wrong action
    • (^) Mistakes result from conscious deliberations
      • (^) Form the wrong goal

SLIPS

  • (^) You know how to complete the task but you somehow get off track while doing it - (^) Show up frequently in skilled behavior - (^) Typically due to lack of attention - (^) Remember, attention is selective and limited! - (^) Usually easy to detect
  • (^) 6 types of slips:
    • (^) Capture errors
    • (^) Description errors
    • (^) Data-driven errors
    • (^) Associative activation errors
    • (^) Loss-of-activation errors
    • (^) Mode errors

SLIPS: DESCRIPTION ERRORS

When the correct action is performed on the wrong object.

  • (^) Typically occur when the intended action has much in common with other possible actions, especially when the right and wrong objects are physically near each other.
  • (^) Everyday examples:
  • (^) Pouring orange juice into your cereal
  • (^) Throwing laundry into the toilet
  • (^) Technology examples:
  • (^) Pressing “Cancel” instead of “OK”
  • (^) Putting your password into the username box

SLIPS: DATA-DRIVEN ERRORS

When actions are driven by the arrival of attention-grabbing sensory data.

  • (^) Typically occur when an intended action is automatic; external data can be unconsciously processed to interfere with the intended action.
  • (^) Everyday example:
  • (^) Start going straight when the turn arrow lights up green
  • (^) Saying the name of a nearby object instead of what you intended
  • (^) Technology example:
  • (^) Putting the name of the person you’re talking to in the “to” field instead of the person you’re e-mailing
  • (^) Clicking the “OK” button on a pop-up window without reading what it says