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Human-Computer Interaction Basics

The document discusses key concepts in human-computer interaction including affordances, mappings, constraints, conventions, causality, and conceptual models. It provides examples to illustrate each concept. The key points are: 1) Affordances refer to possible actions a user can take based on an object's perceived properties. Mappings connect controls to their system effects using physical analogies. Constraints limit possible actions. 2) Conventions are cultural constraints that can vary across societies. Causality links events but users may perceive false causality. 3) Conceptual models represent a user's understanding of how a system works, which impacts their interactions. Designers should ensure the system image supports the intended conceptual model.

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0% found this document useful (0 votes)
37 views39 pages

Human-Computer Interaction Basics

The document discusses key concepts in human-computer interaction including affordances, mappings, constraints, conventions, causality, and conceptual models. It provides examples to illustrate each concept. The key points are: 1) Affordances refer to possible actions a user can take based on an object's perceived properties. Mappings connect controls to their system effects using physical analogies. Constraints limit possible actions. 2) Conventions are cultural constraints that can vary across societies. Causality links events but users may perceive false causality. 3) Conceptual models represent a user's understanding of how a system works, which impacts their interactions. Designers should ensure the system image supports the intended conceptual model.

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Muhammad Qasim
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© © All Rights Reserved
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HUMAN COMPUTER

INTERACTION
(Lecture2)
Engr. Rabia Afzal Minhas

Department of Software Engineering


Capital University of Science and Technology
Affordance
• Range of possible (physical) actions by a user on an
artifact:
• Perceived Affordance:
• actions a user perceives to be possible
• Real World Affordance:
• actions actually possible
Affordance
Affordance
Perceived Affordance Problems
Mappings
• Mappings are the relationships between
controls and their effects on a system.
• Natural mappings take advantage of physical
analogies and cultural standards.
• Examples:
• Turn steering wheel clockwise to turn a
car right. Actually, there are two
mappings here:
• which control affects steering,
• which direction to turn it.
• Move a control up to move an object up.
• Use a louder sound to mean a greater
amount.
Types of Mapping
Constraints
• The difficulty of dealing with a novel situation is directly
related to the number of possibilities.
• Types:
• Physical constraints such as pegs and holes limit possible
operations.
• Semantic constraints rely upon our knowledge of the situation and
of the world.
• Cultural constraints rely upon accepted cultural conventions.
• Logical constraints exploit logical relationships. For example a
natural mapping between the spatial layout of components and
their controls.
• Where affordances suggest the range of possibilities,
constraints limit the number of alternatives.
Constraints Example
• Constraints in Lego Motorbike
• Motorbike toy with 12 parts. Constraints make its construction
simple, even for adults!
• Physical: Front wheel only fits in one place.
• Semantic: The rider sits on the seat facing forward.
• Cultural: Red is a rear light, yellow a front light.
• Logical: Two blue lights, two white pieces, probably go together.
Conventions
• Conventions are cultural constraints.
• Initially arbitrary, but evolve and become accepted over
time.
• They can however still vary enormously across different
cultures, for example:
• Light switches:
• America down is off
• Britain down is on
• Water taps:
• America anti-clockwise is on
• Britain anti-clockwise is off
Conventions- Example
• The color red:
• America danger
• Egypt death
• India life
• China happiness
The Principle of Causality
• Causality is the relation between two events, cause and
effect, where the second occurs as a consequence of the
first.
• Apparent causality is when something which happens
immediately after an action, appears to have been caused
by that action.
• We associate the effect with the apparent cause.
False causality
• There are two kinds of false causality:
• Coincidental effects lead to superstition:
• Touch a computer terminal just before it fails, and you are apt to
believe you caused the failure.
• Start an unfamiliar application, just before the computer crashes.
False Causality
• Invisible effects lead to confusion
• When an action has no apparent result, you may conclude it was
ineffective (and repeat it).
• For example, repeatedly clicking the “Stop” button when the
system is unresponsive. Or sending a print command waiting for
your print
The Structure of Human Memory
• Short-Term Memory (STM)
• Short-term memory is the memory of the present, used as working
or temporary memory
• Long Term Memory (LTM)
• Long-term memory is the memory of the past.
• It takes time to put stuff into LTM and time and effort to get stuff out
• Capacity is estimated at about 100 million items
GUI Hall of Shame and Human Memory
Knowledge in the Head and in the World
• Not all of the knowledge required for
precise behavior has to be in the
head. It can be distributed:
• Partly in the head
• Partly in the world
• Partly in the constraints of the world
Placing Knowledge in the World
• Having knowledge in the world reduces the load on
human memory:
• An example of the input format can be provided in the
interface:
• Please enter the date (yyyy/mm/dd):
To Err is Human
• People make errors routinely, you must design for error.
• Assume that any error, that can be made, will be made!
• You can never anticipate all the ways which users will
(attempt to) use your interface.
Categories of Error
• Two fundamental categories of error:
• Slips result from automatic behavior, when subconscious actions
toward a correct goal go wrong

• Mistakes result from conscious deliberations, which formed an


inappropriate goal.
Conceptual Models
• A conceptual model is a mental model of how something
works, which is formed inside a person’s head.
• A user’s conceptual model is built up and influenced by
numerous factors, including:
• familiarity with similar devices (transfer of previous experience)
• affordances
• mapping
• constraints
• causality
• instructions
• interacting with the device.
• Conceptual models may be wrong, particularly if the above
factors are misleading.
A Conceptual Model of a Fridge Freezer
• A fridge-freezer with two compartments:
• the fridge for fresh food at the bottom
• the freezer for frozen goods at the top,
• The two control dials suggest a particular conceptual
model for operating the fridge freezer.
• Unfortunately, the apparent conceptual model does not
match the way the fridge freezer actually works
Figure
Activity( 16th March 2021)
• Write down your own conceptual model of how cash
machine (ATM) works
• Answer the following questions:
• What happens to prevent you taking out more than the
limit by using several machines in turn?
• What information is on the card itself, and how is it used.
• Why are there pauses between steps.
• What happens to the card while in the machine.
• Do you count the money? Why or why not?
Deduction
• The designer expects the user’s model to be the same as
the design model, however all communication takes place
through the system image.
• The system image should make the design model clear and
consistent.

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