Comments on: Reading 04: Psychology and HCI (due 10/12) https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/ Course web for CS679 Fall 2011 Thu, 31 Jul 2014 16:21:42 +0000 hourly 1 https://wordpress.org/?v=5.7.11 By: Lecture 10-12-11: HCI https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-112 Thu, 13 Oct 2011 18:34:39 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-112 […] Reading 4 (from DOET) was for today. […]

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By: Xixi https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-111 Thu, 13 Oct 2011 05:31:44 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-111 I’ve always been in love with my humidifier, especially in dry seasons. First of all it has great visibility, as it’ quite obvious where the moisture stream is coming out of, it has a round plate with a arrow and notation above it showing you can turn it on and off by twisting. It also has a good conceptual model as when I try to refill the watertank, the tank has a uniquely designed matching shape with the bottom part, makes it very easy to operate on even at the first time. The beak shaped moisture export conveys a good feedback mechanism, it makes the moisture stream compressed in the export that it looks white and very easy to determine the volume of stream. Good mapping is also an element that makes the humidifier a user friendly product, more specifically there’s a array of dots aligning from smallest to largest indicating the volume of moisture stream, when you twist the indicator towards the largers dots, naturally we expect to get bigger volume, and that is what happened.

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By: Jon Kusko https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-110 Thu, 13 Oct 2011 03:58:19 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-110 My item I use almost every day. A remote control.

Considering an almost complete reliance on this object, I am surprised it has not conformed to Norman’s principles very well. Every remote control I have encountered seems to have a different button mapping. Channel and volume buttons always seem to be in a different place or position and their configuration seems to place them parallel or perpendicular with no real conceptual consistency.
An older remote I had placed the numbers and button functions directly on the buttons. This worked fine until after some use all these characters rubbed off. I was left with a remote that only I could use because I remembered where the buttons were. Anyone who tried to use the remote would have no idea how to use it without conceptual consistence or visual representation.
The only reason I can conceive why this device is still around is it’s success with mappings and feedback. We use a remote control so we can stay on our couch and save about 5 seconds from getting off the couch. It’s instant feedback is the greatest lure of the remote. I know of people who will spend more time looking for the remote than to stand up and use the TV controls. This immediate gratification seems to supersede continued design complaints.

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By: Yiqing Yang https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-109 Thu, 13 Oct 2011 03:51:02 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-109 I would like to talk about my digital camera. Focusing on taking the
picture, there is actually a good affordance. There is only one way to
hold it comfortably, in which the index finger naturally puts on the
shutter. The camera has different modes such as scene, aperture-first,
shutter-first, etc. Each mode has an icon on the corresponding button
indicating the characteristic of it. This is an example of good
visibility. The mapping is also good regarding taking pictures: you
move it and the image you can see from the screen moves accordingly,
which also demonstrates the good feedback things. There is a rocker on
the camera to control zooming in or zooming out. At first you cannot
figure out whether to pull it to the left or to the right to get the
scene zoomed in. It’s not a natural mapping. However you learn it very
fast with the good feedback on the screen. The conceptual model
(still, only focus on taking photos) is just press the shutter and the
image will be displayed on the screen, as well as stored in the SD
card.

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By: phildo https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-108 Wed, 12 Oct 2011 19:57:18 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-108 Vim.

This is a large part by design, but for someone who doesn’t already know how to use it, it makes no sense. Its feedback is cryptic at best, yet gives no intuitive instruction as to how to do anything.

However, if one does know how to use it, the user is free of the clutter of a no-longer-needed intuitive/instructional interface. This gives the user more space on the screen with no distraction. Plus, the ‘unintuitive’ controls, once mastered, are extremely efficient.

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By: Sheng-peng Wu https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-107 Wed, 12 Oct 2011 19:16:19 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-107 I want to share with you 3 problems I had with my new HTC Android phone. Since I’ve played around with my friends’ iPhones and iPads before, I expected to have similar Concept Models on this one. But,

Situation 1: “How to reset the phone to its default settings?”
We’ve got 2 identical phones shipped in the same day, and I wrongly set up my Google account on my wife’s phone, and vice versa. Our phones began to synchronize and copy all contacts with their email addresses and phone numbers from our Gmail accounts to the mobile devices. When I tried to reset the phones, there’s no “reset” button or icon that could be easily found.

Situation 2: “How to move apps or widgets from one desktop to another?”
My wife accidentally moved her clock widget to another desktop. Since there are totally 7 desktops on the phone, and she still wanted the clock to be centered on the main desktop, I had to figure out how to do that. And the user manual did not help.

Situation 3: “How to do ‘copy & paste’ on an Android phone?”
On computers it’s easy to use a mouse to select a chunk of info, copy it, and paste it somewhere else. On my Android phone, I still haven’t figured out how to do that or if that is doable.

From Visibility perspective, it seems that touch screens are designed to be user-friendly, so every movement is natural. And there should be no Mapping problems because users simply use their hands and fingers as tools to tap, drag, expand, shrink, or tilt. However, I had to look for online resources for some Feedback and suggestions to solve problem 1 & 2. I guess the Affordances of mobile devices is great, but it is definitely not 100% intuitive and visible yet.

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By: Matt Asplund https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-106 Wed, 12 Oct 2011 19:13:07 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-106 An object that I think follows Normans principles very well is the program that I am currently using to write this post… Microsoft Word. Over the many iterations of Word it’s user interface has improved greatly. The main new feature that I think adds a lot to the usability of the application is the “ribbon”. There is now a very pretty layout of all the things you can do inside of work always at the top of the screen. Inside the ribbon there are very simple and easy to understand images that represent the tasks you can do. Two great examples are a simple picture of a photograph that represents the insert picture button, and the Picture of a bar graph that takes you to the create chart window! These images allow me to quickly get the general idea of what that button will do, and if I want more information I can simply hover over the button and it will give me a brief explanation of what this button does!

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By: Nick Pjevach https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-105 Wed, 12 Oct 2011 19:07:45 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-105 I ride the bus to campus every day because I unfortunately live quite far away from all of my class buildings. Figuring out which bus I needed to take was quite a process, before they integrated Google Maps.

Next time you need to get somewhere, but you don’t know how to get there, try using this: http://trip.cityofmadison.com/
Then utilize Google’s implementation: http://www.cityofmadison.com/metro/google/index.cfm

The real improvement is in visibility. The different steps to transfer buses need to be clearly illustrated, because getting on the proper bus is so vital to a good experience. Google’s implementation allows for quick changes and feedback, while affords users access to everything Google has to offer with a few mouse clicks. If I wanted to research different businesses with the Madison Metro website, I would have to open a new tab in my browser and probably use a search engine (Google?).

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By: James Merrill https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-104 Wed, 12 Oct 2011 18:50:53 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-104 I frequently use a small lamp on my bedside table.

As far as feedback is concerned, it is quite obvious when the lamp is functioning correctly. When it is active, I am able to see the lamp, my table and just about everything else in the room clearly, and then it is inactive I am unable to see anything.

The conceptual model of the lamp is very straightforward. Points of interest include an exchangeable light bulb, detachable lampshade and on/off switch. The switch maps to the activation/deactivation the lamp.

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By: dennispr https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-103 Wed, 12 Oct 2011 18:35:57 +0000 http://pages.graphics.cs.wisc.edu/679-11/2011/10/06/reading-04-psychology-and-hci-due-1012/#comment-103 When it comes to affordances, I can’t discount the role that videogame controllers have when playing. Once it is communicated to the player that game is of a certain genre there are control schemes that those games are required to follow. Perhaps one of the most rigid of these control schemes is that of the First Person Shooter. The xbox, playstation, and Wii all have controllers with triggers. During a first person shooter this is naturally the button that people press to fire because of the affordances that the controller conveys. Games that do not use these affordances in the way they are meant to be used are usually considered have bad control schemes.

Games, in my opinion, have the most to gain from the ideas presented by Norman. In fact, most successful games follow these ideas conventions already. Today, if the HUD does not convey the information needed players often become frustrated. If the player doesn’t understand that they lost life (by being hit by a bullet, or walking into an enemy), they won’t understand why they keep dying. In this case the information must be presented visually in a way the players understand. The feedback must also be instantaneous so that the player can determine what damaged them. This is perhaps why elements of good UI’s are stolen from one game and used in another.

In addition to good UI and feedback, games also rely heavily on the player’s understanding of Genre. I would argue that a Genre is a great example of a conceptual model. The first time a player plays a game they usually determine if it’s a Sidescroller, FPS, RPG, RTS etc. Once they understand what they’re playing they continue to draw on their prebuilt conceptual model in order to play it successfully. However, Games that stand the test of time are usually the games that take a preconceived conceptual model, and add a new form of interaction. Portal, for example, too the conceptual model of an FPS but added the ability to warp from place to place instantaneously using portals. Braid takes the conceptual model of a sidescroller and adds the ability to turn back time.

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