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Direct Manipulation
Users interact with task objects as directly as possible, minimizing the gap between intentions and actions.
Invisible Interface
Users focus on the task rather than the interface; the goal is to achieve this through intuitive design from first use, not practice
Gulf of Execution
Gap between the user’s goal and the actions available to achieve it
Gulf of Evaluation
Gap between the system’s state and the user’s ability to perceive and understand it
Distance
Cognitive effort required to translate goals into actions and evaluate results
Semantic Distance
Difficulty mapping goals to the system’s available concepts and actions
Articulatory Distance
Difficulty expressing and executing an intended action through the system
Direct Engagement
Feeling of controlling task objects rather than the computer or its controls
Direct Manipulation requires both
low distance and direct engagement
Feedback cycle
Translate goals into intentions, intentions into actions, execute actions, interpret system output, and evaluate it against goals
Gesture-based interaction
support direct manipulation when they correspond naturally to actions on the task object; arbitrary mappings require learning
Feedback in direct manipulation
immediate, mapped feedback helps users understand action outcomes. visual and auditory feedback are easier to provide than physical resistance in VR
Invisible Interface Principles
Leverage prior expectations, provide rapid feedback, and align users’ mental models with the system
Novice vs Expert Design
first need natural discoverable interactions, second needs efficiency. Menus and keyboard shortcuts can support both
Usability Evaluation
Observe whether users focus on the task or discuss how to operate the interface. Attention to interface mechanics can indicate poor ____
Direct manipulation Design Principle
preserve directness of manual tasks when digitizing them; minimize unnecessary interaction steps and learning effort
Human Information Processing
Input (perception) → processing (cognition) → output (action)
Process Model
Models humans as systems that process information and act on it.
Central vs Peripheral Vision
First supports color and fine detail, second detects motion but has limited detail
Visual Acuity
Ability to perceive fine detail, generally declines with age
Auditory perception
sound characterized by pitch and loudness, hearing supports sound localization but is difficult to selectively ignore
tactile perception
detects contact based stimuli such as pressure, vibration, and temperature
Haptic feedback
touch based interface feedback; useful for discreet notifications and physical interaction
Multimodal interaction
combines visual, auditory, and haptic channels. feedback should complement other modalities and suit the user’s context
Context Aware Interfaces
Use sensor data to infer context and adapt behavior; senosor readingsare indirect evidence not certainty
perceptual store
brief sensory memory lasting less than a second
Working memory
temporary processing system comprizing: visuospatial sketchpad, phonological loop, episodic buffer, central executive
visuospatial sketchpad
working memory component for visual and spatial information
phonological loop
working memory component for verbal and auditory information
episodic buffer
working memory component for integrating information across systems and organizes it into episodes
central executive
working memory component for coordinating the other components
domain expertise
prior knowledge supports efficient recognition and processing of familiar patterns; the advantage may disappear with unfamiliar or random configurations
rehearsal
repeated mental processing helps retain information
short term memory capacity
approx 4-5 chunks
chunking
group information into meaninful units to reduce memory demands
recognition vs recall
the first identifies presented information; the second retrieves information without direct cues. The first is easier
Long term memory
large capacity storage requiring repeated exposure or rehearsal for effective encoding
Procedural Knowledge
knowing how to perform an action, can be automatic and difficult to explain
Declarative Knowledge
knowing facts that can be stated
Cognitive Load
mental resources required for a task. Stress, anxiety, and distractions compete for limited resources
Cognitive Offloading
use external tools or interfaces to reduce mental demands, such as displaying previously entered information or automatically checking code
distributed cognition
cognitive work is shared across people, tools, and external representations
cognitive load design principles
use complementary modalities, let users control pacing, emphasize essential content while reducing clutter, automate tasks, and externalize information users whould otherwise need to remember
motor system constraints
physical abilities, including movement speed and targeting precisison affect interaction
Motor Errors
Occurs when users understand the intented action but cannot accurately execute it under the circumstances or undo mechanisms
Error Tolerant Design
Reduce accidental activation through adequate target spacing, confirmation, or undo mechanisms
Domain dependent human factors
releveant abilities vary by application, for example motor control for wearables cogntion for educational technology, and perception for VR
Human Centered Design
Account for users’ perceptual, cognitive, and motor abilities within the context of user
Design Alternatives
Second design life cycle stage to generate many possible solutions then synthesize and narrow to a handful for prototyping
problem space
the problem and user needs to address
design space
the range of possible solutions, devices, and interact methods to address problem anduser needs
Premature Design Commitment
choosing a solution or technology before understanding the problem, limits exporlation and can produce inferior designs
divergent thinking
generate many diverse ideas before evaluating or selecting them. Discarded ideas can inform better solutions
Brainstorming principles
prioritize quantity, defer judgement, build on others’ ideas, stay focused, state ideas briefly, and encourage participation. Aim for at least 20 ideas
brainstorming techniques
individual brainstorming before group discussion; constrained brainstorming to encourage diversity; incubation (take breaks); divide and conquer (brainstorm subproblems seperately)
Social loafing in brainstorming
reduced individual effort, the tendency of individuals to put forth less effort and generate fewer ideas when working in a group compared to when they work alone
Conformity in Brainstorming
happens when group members change their ideas, censor themselves, or agree with others just to fit in or avoid standing out
Production Blocking in Brainstorming
When participants knowingly or unintentionally block the ideas of others usually due to difficulyt of those participants to speakp
Performance Matching in brainstorming
tendency for individuals to match their effort and performance to others in the group, tendency for excited and motivated participants to match less enthusiastic participants
Power Dynamics in Brainstorming
occur when formal authority (such as titles and rank) or informal influence (such as experience, status, or personality) shapes who speaks, whose ideas are valued, and how the group makes decisions
Effective Group Brainstorming
Make rules explicit, discuss each person’s ideas, keep groups small, limit speaking time, and defer final decisions
Personas
Fictional representations of real user types, including goals, motivations, behaviors, context, and emotions; use multiple personas to represent distinct users and stakeholders.
Formulaic user profiles
Systematically define user characteristics and their possible values to delineate the target audience and explore combinations of user types
User-model dimensions
Expertise, engagement, motivation, technological literacy, and usage frequency. Frequent users need efficiency; infrequent users need discoverability. Design can support both through visible controls and shortcuts.
Timelines
Map what a user does, thinks, and feels across the stages of a task, including triggers, preparation, task activities, and aftermath. Reveal needs and opportunities over time.
Scenarios
Describe a specific user interacting with a design in a particular context or situation. Useful for evaluating alternatives and identifying edge cases that routine-focused methods may miss.
Storyboards
Sequences of drawings illustrating how a scenario and interaction unfold. Video prototypes: Video mockups of interactions in real-world contexts
User Modeling
Compare how users accomplish goals across design alternatives, including task steps, cognitive demands, time, and efficiency.
GOMS
Model user interaction through Goals, Operators, Methods, and Selection rules to analyze task execution.
Personas support
empathetic understanding
user profiles define
target users systematically
timelines examine
experiences over time
scenarios test
specific situations and edge cases
user modeling supports
structured efficiency comparisons
Stakeholder diversity
Represent relevant stakeholder groups with personas and evaluate alternatives through scenarios affecting each group
Prototyping
Creating representations of design ideas for user evaluation; prototypes are for feedback, not necessarily deployment.
Design alternatives vs. prototype
Alternatives explore possible solutions; prototypes make solutions tangible and testable.
Fidelity
Prototype completeness and detail.
Low fidelity
is quick to build and revise
high fidelity
supports detailed evaluation but costs more resources.
Rapid, iterative prototyping
Repeatedly build, evaluate with users, and revise prototypes; each iteration may revisit needfinding, alternatives, or prototyping.
Progressive fidelity
Start with low-fidelity prototypes; increase fidelity when evaluation supports the design. Test early to reduce the cost of failed designs
Horizontal prototype
Broad coverage of many features with little detail; evaluates overall design.
Vertical prototype
Detailed implementation of a narrow feature; evaluates specific interactions.
Mixed-fidelity prototyping
Different system components can have different fidelity levels simultaneously
Bottom-up design
Design individual screens/components before integrating the overall experience.
Top-down design
Design the overall experience and navigation before individual screens/components.
Verbal prototype
Describes a proposed design; easy to create but may be difficult for users to evaluate accurately.
Paper prototype
Hand-drawn interface or control layout; supports rapid revision and early layout feedback.
Card-based prototyping
Represents screens on separate cards to simulate navigation and multistep interactions.
Wizard of Oz prototyping
A human simulates unimplemented system functionality, enabling realistic interaction testing before implementation; useful for voice and gesture interfaces.
Wireframe
A more formal visual representation of interface layout and appearance; useful for evaluating screen space, visual details, and remote feedback.
Physical prototype
Tangible representation of a physical design; evaluates size, shape, ergonomics, and interaction within users’ activities.
Look-and-feel prototyping
Evaluates user-impacting visual or sensory details, such as colors, fonts, and appearance.
Interaction simulation
Tests how a system responds to user actions and how users navigate between screens or interact physically.
Revisability
Ease of changing a prototype during evaluation in response to feedback, verbal,, paper, card, wizard
Design fixation
Excessive focus on building or refining a design rather than learning from users.
Prototype design principles
Keep prototypes easy to revise, visibly incomplete when appropriate, and focused on specific uncertainties; evaluate major risks early.
Verbal-prototype biases
Social desirability bias may discourage criticism; the novice-expert blind spot causes designers to overestimate users’ understanding. Analogies can clarify unfamiliar concepts.
Domain-specific prototyping
Adapt prototype formats to unfamiliar interaction modalities and real-world contexts, including mobility.