CSC 484 Lecture Notes Week 1
Introduction to the Course
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Relevant reading.
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Textbook Chapter 1.
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Paper of the week (covering both weeks 1 and 2, due to short week 1):
    
    Investigating attractiveness in web user interfaces
by Hartmann, Sutcliffe, and De Angeli, from the University of Manchester.
 
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Go over first-day handouts:
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Syllabus.
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Questionnaire on areas of project interest and expertise.
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Assignment 1.
 
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Introduction  to  the class subject matter, and the text book (Preface, Chapter
1, Section 1.1).
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To a large extent, the organization of the book will provide the framework  for
the lectures.
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Following  a  recommendation in the book's preface, we will start with Chapters
1,9, and 12.
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Subsequently, we will proceed in order of the remaining chapters.
 
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On good and poor design (Section 1.2).
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"Good" means an interactive product has certain important traits, such as
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easy to learn
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effective to use
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provides an enjoyable user experience.
 
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There are some systematic ways to measure such traits.
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We can rely on experts' judgment in the design and evaluation process.
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We can conduct controlled experiments with users of a finished product.
 
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The bottommost line is  know  the  user  of  whatever
interactive  artifact  you're  developing  --  before,  during,  and  after the
development.
 
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High-level interaction design principles (Section 1.2.1).
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Again, know your audience (cf. the bulleted items on Page 6 of the book).
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The users RULE.
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Know what they're good at and bad at.
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Understand what they know and don't know.
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Provide interface contexts they're familiar with.
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Know how they currently do things.
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Know what they like and dislike.
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Listen to them and involve  them  fully  in  the  interaction
design process.
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If   in  doubt,  do  things  electronically  the  way  they're  are  done  non-
electronically.
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Always ask the user what's "aesthetically pleasing" and "elegant".
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For example, the book authors did not know me very well as  a  user  when  they
decided to cite the marble phone answering system as an example of good design.
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I find the marble-based design childish and inelegant.
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I would much prefer  a  digital  screen  with  the  instructions  "You  have  3
messages; press the 'Listen' button to hear them."
 
 
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The principle of least astonishment.
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Simple tasks should be performable quickly, in a few number of steps.
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More  complicated tasks should be performable in some form, but it's OK if they
take longer.
 
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Use "real-world" metaphors judiciously.
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Treasure simplicity.
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Be prepared to work with people who may have vastly different  views  than  you
do.
 
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Interaction design compared to software engineering (Section 1.3).
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Everybody wants their own particular discipline to "run the show".
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Software  engineers  may think that they're role is central, or over-arching in
the process of building a usable software product.
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Interaction designers may well think the same thing.
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In practice, having a product  manager  run  the  show  can  be  quite
effective.
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The  product manager carries the "vision thing" for what the product should be.
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This person oversees and coordinates all  of  the  people  from  the  different
disciplines shown in Figure 1.4.
 
 
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Interaction design (ID) and other disciplines (Sections 1.3.1 - 1.3.2).
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As  we'll  see  next  week,  there  is a good deal of similarity between the ID
process and the SE process.
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In both cases, product end-users should play a key role in  the  steps  of  the
process that involve the design of the end-user interface.
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The  analogy  to  building  architects and engineers is apt, from page 9 of the
book:
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Interaction designers are analogous to building architects --  they  deal  with
people who'll use the product.
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Software engineers are an analogous to civil engineers -- they deal with proper
product construction.
 
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While today's software engineers may see they're job as both of  these  things,
not everyone else does.
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Overall,  the  book  is good for computer scientists and software engineers, to
help us broaden our perspectives.
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CS and SE practitioners must keep in mind that software artifacts are  deployed
in   many   different   settings  these  days,  beyond  desktop  and  web-based
applications.
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That said, the focus of 484 is necessarily more on the HCI aspects of ID,  than
on its other aspects.
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Ideally,  484  could  involve  genuinely  multi-disciplinary teams, but this is
logistically infeasible given the current course structure.
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There may well be some role playing in the 484 team  projects,  where  selected
team members will assume the duties of domain experts from areas outside of the
computing disciplines.
 
 
 
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The elusive "user experience" (Section 1.4).
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It's highly subjective and very personal.
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There is yet no established science to measure, categorize, or analyze it.
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In 484, you'll get a chance to describe yours,  and  try  to  capture  that  of
others.
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You'll start in Assignment 1.
 
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The process of interaction design -- ID (Section 1.5).
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This  is  very  much like the user-centered requirements acquisition process we
followed in CSC 308.
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When the book talks about "design", they're referring to the interface  design,
not the underlying software model or program design.
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When  they  refer  to  "building  interactive  versions  of  the  design", they
generally mean prototyping the behavior, rather than  building  an  operational
product.
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The  idea that the activities "inform one another and are repeated" is the same
concept as iteration in a software development process.
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A key difference between the ID process and the SE requirements process is that
ID  typically involves more explicit steps to analyze usability, throughout the
process.
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In the parlance of Fisher's 308 process, usability analysis can be considered a
pervasive step of the ID process.
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Usability analysis is covered in Chapters 9-12, and will be a recurring subject
of 484 assignments.
 
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Another part of the ID process  often  missing  from  SE  is  the  analysis  of
cognitive  and  social  aspects  of  human behavior that affect the interactive
experience.
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This follows the "know your users" design principles.
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Chapters 3-5 of the book focus on issues of understanding users.
 
 
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ID goals (Section 1.6).
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Usability goals -- how the product behaves
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User experience goals -- how the user feels about it
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Design principles -- how to achieve the goals
 
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Usability goals (Section 1.6.1).
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Effectiveness -- how well does an interactive product do its thing?
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Efficiency measures -- how long does it take to get something done?
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The number of discrete interactions required to accomplish a task.
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The amount of real time that elapses from initiation to completion of a task.
 
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Safety -- how well  does  the  product  protect  the  user  for  doing
(dangerously) erroneous things.
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For software products, "dangerous" can include more mundane aspects of behavior
than physical harm, such as loss of critical data.
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In some cases, software can in fact be unsafe, in that  its  failures  lead  to
physical property damage or harm to humans.
 
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Utility -- the product does (just) what it's supposed to do.
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No missing critical features.
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No clearly superfluous features.
 
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Learnability -- how easy is the product to learn initially?
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Memorability -- how easy is it to remember how to use, once learned?
 
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User experience goals.
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These are highly subjective and personalized among users.
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There is a laundry list of them on the top of Page 26 in the book.
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The  importance of such goals had been historically downplayed in HCI usability
studies, until rather recently.
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This is likely do to the difficulty in quantifying  such  subjective  usability
characteristics,  compared to the more specific usability goals like efficiency
and utility.
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Even Donald Norman, a pioneer of cognitive science  and  user-centered  design,
has changed his way of thinking in this regard.
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New HCI research braves this frontier, such as this week's 484 research reading
on "attractiveness".
 
 
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Design principles -- "dos and don'ts" of ID (Sections 1.6.3, and 15.2).
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Those listed in Chapter 1 are quite intuitive:
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Visibility -- what you see is what you can do.
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Feedback -- let the user know what the heck is going on.
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Constraints -- limit interactions based on context.
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Consistency -- don't do the same thing two different ways.
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Affordance -- let the user know how to use something by its  structure
or layout.
 
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From  Chapter 15, Nielson's usability heuristics are a more specific version of
the general design principles, and are the ones you'll use in Assignment 1:
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Visibility of system status
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Match between system and the real world
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User control and freedom
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Consistency and standards
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Help users recognize, diagnose and recover from errors
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Error prevention
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Recognition rather than recall
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Flexibility and efficiency of use
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Aesthetic and minimalist design
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Help and documentation
 
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There are lots of examples online, accompanied by lots of opinion.
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Nielson's site is
useit.com.
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Another site mentioned in the book is
asktog.com
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There's also
baddesigns.com
 
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Looking at lots of examples, and gaining your own experience by "doing" are how
you'll get good at ID.