HCI Principles: User-Centered Design for Users, Tasks, and Interaction, Study notes of Design

The fundamental principles of Human-Computer Interaction (HCI) design, focusing on understanding users, tasks, and interaction styles. HCI principles are broader in scope than guidelines, requiring clarification and individual interpretation. principles like 'Know Thy User', 'Identify the Tasks', 'Choose an Interaction Style', and 'Golden Rules' from various HCI gurus. It also discusses user proficiency profiles, accommodating multiple user profiles, and integrating automation vs. control.

Typology: Study notes

2021/2022

Uploaded on 09/27/2022

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HCI Principles
Broader in scope than guidelines — “more
fundamental, widely applicable, and enduring”
On the other hand, this greater generality results in
the need for more clarification, or individual
interpretation by interaction designers
The upshot is — before applying HCI principles, get to
know the context of your users and applications very
well first
Many HCI gurus offer “their take” on design principles
— frequently overlapping, with individual highlights
Principle: Know Thy User
Corollary: if you think you know thy user, think again
Diversity across multiple dimensions: age, gender,
physical and cognitive abilities, education, culture or
ethnicity, training, motivation, goals, personality
Two types of user knowledge:
1. Interface — knowledge of the technology that
“presents” the system image
2. Domain — knowledge of the real-world activities
that your user interface seeks to accomplish
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HCI Principles

• Broader in scope than guidelines —^ “more

fundamental, widely applicable, and enduring”

• On the other hand,^ this greater generality results in

the need for more clarification, or individual interpretation by interaction designers

• The upshot is — before applying HCI principles,^ get to

know the context of your users and applications very well first

• Many HCI gurus offer^ “their take” on design principles

— frequently overlapping, with individual highlights

Principle: Know Thy User

• Corollary:^ if you think you know thy user,^ think again

• Diversity across multiple dimensions:^ age,^ gender,

physical and cognitive abilities, education, culture or ethnicity, training, motivation, goals, personality

• Two types of user knowledge:

  1. Interface — knowledge of the technology that “presents” the system image
  2. Domain — knowledge of the real-world activities that your user interface seeks to accomplish

User Proficiency Profiles

interface knowledge domain/task knowledge novice little to none; shallow little to none; shallow first-time little to none; shallow knowledgeable knowledgeable intermittent some, but not specific knowledgeable expert frequent expert expert

Accommodating Multiple

User Profiles

• Scope:^ are we designing for all profiles? (ideally yes)

Or just a subset? (implies vertical applications)

• Multi-layer ,^ level-structured ,^ or^ spiral^ interfaces

• Novices get^ “training wheels” — limited options,

but also fewer opportunities for error

• Increased proficiency enables increased functionality

• Multiple layers include both software and

documentation

• Not unlike progressing through a modern video game

Principle: “Golden Rules”

HCI gurus provide individual takes on the most important elements of good user interfaces. Here are Shneiderman’s Eight Golden Rules:

  1. Strive for consistency
  2. Cater to universal usability
  3. Offer informative feedback
  4. Design dialogs to yield closure
  5. Prevent errors
  6. Permit easy reversal of actions
  7. Support internal locus of control
  8. Reduce short-term memory load

Nielsen’s Take: Ten Usability

Heuristics

• Simple and natural dialog

• Speak the user’s language

• Minimize user memory load

• Consistency

• Feedback

• Clearly-marked exits

• Shortcuts

• Good error messages

• Prevent errors

• Help and documentation

Tognazzini’s Take: Sixteen

First Principles

Anticipation Defaults Human Interface Objects Protect the User’s Work Autonomy Efficiency of the User Latency Reduction Readability Color Blindness Explorable Interfaces Learnability — Limit Tradeoffs Track State Consistency Fitts’s Law Use of Metaphors Visible Navigation

Discerning Patterns in the

Rules

• Despite variations in phrasing and emphasis,^ certain

common themes emerge among these (and other) sets of golden rules — this should give you an idea for prioritization and generality

• One way to reason about these rules objectively is to

relate them to how they influence the five metrics of learnability, efficiency, memorability, errors, and subjective satisfaction

• It remains to be seen whether these rules will

converge into the “one, true HCI rulebook”

Principle: Integrating

Automation vs. Control

• Sanders and McCormick (1993) suggest that we play

to a human being’s strengths as opposed to a machine’s:

• Avoid routine,^ tedious,^ and error-prone tasks —

automation

• Focus on making decisions,^ dealing with the

unexpected, and planning for the future — control

• A corollary to control is^ predictability^ — we generally

don’t want the computer to “have a mind of its own”

• The FAA says it well:^ “improve system performance,

without reducing human involvement” and “train users when to question automation” (2003)

• Automation vs.^ control grows in significance as

anthropomorphic and adaptive user interfaces grow in popularity and sophistication

  • (^) Microsoft’s Office Assistants (or sometimes, Microsoft Office itself)
  • (^) Assorted “bots” and pseudo natural-language interfaces (online help, search engines)
  • (^) “Trained” spam filters
  • (^) Amazon and others’ “your store” or “your page” features