User errors are design errors

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1 User errors are design errors HCI-Design an Hand von The Design of Everyday Things (Donald A. Norman) Beiträge zum Software Engineering Seminarvortrag Yannick Schütt 16. Januar 2014

2 Gliederung Motivation für HCI-Design Definition & Einordnung HCI Der Mensch als informationsverarbeitendes System wichtige Begriffe Norman s 7 Prinzipien 2

3 Motivation Geschichte des Computers Persönliche Erfahrungen Quelle: blogimages/36/wordalltlnotaskpane.gif 3

4 Motivation Geschichte des Computers Persönliche Erfahrungen Quelle: blogimages/36/wordalltlnotaskpane.gif 3

5 Geschichte des Computers Quelle: hout/nethistory/sage.jpg Quelle: /10/Kindle-Fire-for-Kids.jpg 4

6 Persönliche Erfahrung Dokumentation aus einem.net Kompilat zu erzeugen mit Sandcastle Quelle: SandcastleConceptual/Introduction.png 5

7 Definition & Einordnung Alan Dix et al

8 Def. Human-Computer Interaction nach Dix et al. User: one individual user, a group of users or a sequence of users, each dealing with some part of the task or process Computer: any technology ranging from the general desktop computer to a large-scale computer system, a process control system or an embedded system. The system may include non-computerized parts, including other people Interaction: any communication between a user and a computer, be it direct or indirect The important thing is that a user is interacting with the computer in order to accomplish something 7

9 Human-Computer Interaction Quelle: ACM SIGCHI Curriulum

10 Human-Computer Interaction Quelle: ACM SIGCHI Curriulum

11 Human-Computer Interaction Quelle: ACM SIGCHI Curriulum

12 Human-Computer Interaction Quelle: ACM SIGCHI Curriulum

13 Human-Computer Interaction Quelle: ACM SIGCHI Curriulum

14 Einordnung nach Dix et al. Psychology Ergonomics Cognitive Science Human-Computer Interaction Business Graphic Design Technical Writing 9

15 Der Mensch als informationsverarbeitendes System CMN-Modell 10

16 Der Mensch als informationsverarbeitendes System CMN-Modell 10

17 CMN-Modell Ursprünglicher Name: Model Human Processor Stuart Card, Thomas Moran, Allen Newell Quelle: 11

18 CMN-Modell Ursprünglicher Name: Model Human Processor Stuart Card, Thomas Moran, Allen Newell Quelle: 11

19 CMN-Modell Ursprünglicher Name: Model Human Processor Stuart Card, Thomas Moran, Allen Newell Quelle: 11

20 CMN-Modell Ursprünglicher Name: Model Human Processor Stuart Card, Thomas Moran, Allen Newell Quelle: 11

21 CMN Experimente (1/2) 12

22 CMN Experimente (1/2) Motor System 70 ms 12

23 CMN Experimente (2/2) 13

24 CMN Experimente (2/2) Working Memory 5 ± 2 chunks 13

25 The Design Of Everyday Things Donald A. Norman 1988! 14

26 Visibility & Superstition Quelle: Well-designed objects are easy to interpret and understand. They contain visible clues to their operation.[...] Visibility indicates the mapping between intended actions and actual operations. False causality is the basis for much superstition. Quelle: 15

27 Affordances Affordances provide strong clues to the operations of things. Plates are for pushing. Knobs are for turning. Slots are for inserting things into. [...] When affordances are taken advantage of, the user knows what to do just by looking: no picture, label, or instructions is required. Quelle: 16

28 Conceptual Model A good conceptual model allows us to predict the effects of our actions. Quelle: 17

29 7 stages of action (1/2) The action [we want to take] itself has two major aspects: doing something and checking. Call these execution and evaluation. Quelle: 18

30 7 stages of action (2/2) Quelle: ifi7159.files.wordpress.com/ 2012/10/7_stages_of_action.j peg%3fw%3d450 19

31 Gulfs Quelle: ifi7159.files.wordpress.com/ 2012/10/7_stages_of_action.j peg%3fw%3d450 20

32 How to avoid the gulfs: Mappings Quelle: icons8-metro-style/512/very-basic-cursor-icon.png Mapping is a technical term meaning the relationship between two things, in this case between the controls [...] and the results in the world. [...] Natural mapping, by which I mean taking advantage of physical analogies and cultural standards, leads to immediate understanding. Quelle: 21

33 How to avoid the gulfs: Constraints Affordances suggest the range of possibilities, constraints limit the number of alternatives. The thoughtful use of affordances and constraints together in design lets a user determine readily the proper course of action, even in a novel situation. Quelle: 22

34 Knowledge in the world and in the head There is a tradeoff between the amount of mental knowledge and the amount of external knowledge required in performing tasks. People are free to operate variously in allowing for this tradeoff. 23

35 Decision Structure Wide " Deep Quelle: uniximages/248baumstruktur.jpg Quelle: 24

36 Forcing Functions Forcing functions are a form of physical constraint: situations in which the actions are constrained so that failure at one stage prevents the next step from happening. 25

37 Norman s 7 Prinzipien The Design Of Everyday Things 1988 Quelle: remember-saidaonline.jpg 26

38 Make things visible Quelle: 27

39 Get the mappings right Quelle: people.mozilla.org/ ~faaborg/files/ windowcontrols/all.png 28

40 Use constraints Quelle: mac_menu_volume_bar.jpg 29

41 Simplify the structure of the tasks Quelle: 30

42 Use both knowledge in the world and knowledge in the head Quelle: Keynote 31

43 Design for error Quelle: github/datepicker.png 32

44 When all else fails, standardize 33

45 Zsfg.: Norman s 7 golden rules Make things visible Get the mappings right Use constraints Simplify the structure of the task Use both knowledge in the world and in the head Design for error When all else fails, standardize 34

46 Literatur (1/2) DIX, Alan et al. (2004): Human-Computer Interaction. Third Edition. Pearson Education Limited NORMAN, Donald A. (1988): The Design Of Everyday Things. Basic Books ACM SIGCHI (1992): Definitions. (aufgerufen am ) 35

47 Literatur (2/2) FITTS, Paul/POSNER, Michael (1967): Human Performance. Wadsworth CARD, Stuart/MORAN, Thomas/NEWELL, Allen (1983): The Psychology of Human Computer Interaction. Lawrence Erlbaum Associates 36

48 Vielen Dank für die Aufmerksamkeit! Are user errors design errors? 37

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