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1
Designing With the Mind
in Mind:
The Psychological Basis
for UI Design Guidelines
Jeff Johnson
UI Wizards, Inc.
2
UI Design Guidelines
(Shneiderman, 1987, 1998, …, 2010)
Strive for consistency
Cater to universal usability
Offer informative feedback
Design task-flows to yield closure
Prevent errors
Permit easy reversal of actions
Make users feel they are in control
Minimize short-term memory load
3
UI Design Guidelines
(Nielsen & Molich, 1993)
 Visibility of system status
 Match between system & real world
 User control & freedom
 Consistency & standards
 Error prevention
 Recognition rather than recall
 Flexibility & efficiency of use
 Aesthetic & minimalist design
 Help users recognize, diagnose, & recover from errors
 Provide online documentation & help
4
UI Design Guidelines
(Stone et al, 2005)
Visibility: First step to goal should be clear
Affordance: Control suggests how to use it
Feedback: Should be clear what happened or is
happening
Simplicity: as simple as possible & task-focused
Structure: content organized sensibly
Consistency: similarity for predictability
Tolerance: prevent errors, help recovery
Accessibility: usable by all intended users, despite
handicap, access device, or environmental
conditions
5
Applying Usability Guidelines
UI guidelines are based on how people
perceive, think, learn, act
UI guidelines are not rote recipes
 E.g., “minimize short-term memory load”
Applying them effectively requires
understanding their scientific basis
Determining rule applicability & precedence
Balancing trade-offs between competing rules
6
Facts about Human
Perception & Cognition
Perception
Our perception is biased
Our vision is optimized to see structure
We seek and use visual structure
Our color vision is limited
Our peripheral vision is poor
Visual search is linear unless target “pops”
Reading is unnatural
7
Facts about Human
Perception & Cognition (cont.)
Cognition
Our attention is limited; Our memory is imperfect
Limits on attention shape our thought & action
Recognition is easy; recall is hard
Learning from experience & learned actions are easy;
problem-solving & calculation are hard
Many factors affect learning
Our hand-eye coordination follows rules
Human decision-making is rarely rational
We have real-time requirements
8
Our perception is biased by:
Our experience
The context
Our goals
Our Perception is Biased
9
Our Perception is Biased
10
Our Perception is Biased
11
Our Perception is Biased
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Next Back
12
Our Perception is Biased
T E C T
13
Our Perception is Biased
Müller-Lyer illusion
14
Our Perception is Biased
All lines in this image are straight!
15
Our Perception is Biased
Red vertical lines are parallel!
16
Our Perception is Biased
Gray lines are horizontal, straight, and parallel!
17
Our Perception is Biased
Triangle sides are not bent inward!
18
Our Perception is Biased
Checkerboard does not bulge in middle!
19
We Perceive What We Expect
Video by Mark Mitton & Josh Aviner
20
Our Perception is Biased
Adults’ perception & attention focuses
almost totally on our goals
Tend not to notice things unrelated to goal
21
Our Perception is Biased
22
Our Vision is Optimized
to See Structure
Gestalt Principles of Visual Perception
Proximity
Similarity
Continuity
Closure
Symmetry
Figure/ground
Common fate
23
Gestalt Principle: Proximity
Items that are closer appear grouped
Left: rows Right: columns
24
Gestalt Principle: Proximity
Outlook dialog box
uses group boxes
to separate items
25
Gestalt Principle: Proximity
Good: Mozilla Thunderbird dialog box
26
Gestalt Principle: Proximity
Google
search-
results
27
Gestalt Principle: Proximity
Bad:
Fake
Google
search-
results
without
blank
space
28
Gestalt Principle: Proximity
Bad: Discreet Software Installer
29
Gestalt Principle: Closure
We tend to see whole, closed objects, not
collections of fragments
Overlapping circles & triangles,
not odd fragments
30
Gestalt Principle: Closure
We tend to see whole, closed objects, not
collections of fragments
Stacked letters, not odd bits of images
31
We tend to see simple figures rather than
complex ones
E.g., two overlapping diamonds;
not other, more complex combinations
Gestalt Principle: Symmetry
32
Gestalt Principle: Symmetry
Thagard: Coherence in Thought & Action
33
Gestalt Principle: Figure/Ground
When objects overlap, we see smaller as
figure on ground (larger)
Escher exploited figure/ground ambiguity
34
Gestalt Principle: Figure/Ground
35
Gestalt Principle: Common Fate
Items that move together appear grouped
36
Gestalt Principle: Common Fate
37
We Seek & Use Visual Structure
Structured info is easier to perceive
Unstructured:
You are booked on United flight 237, which
departs from Auckland at 14:30 and arrives
at San Francisco at 11:40 Tuesday 15 Oct.
Structured:
Flight: UA 237, Auckland => San Francisco
Depart: 14:30 Tue 15 Oct
Arrive: 11:40 Tue 15 Oct
38
We Seek & Use Structure
Visual hierarchy gets people to goal faster
39
We Seek & Use Structure
Structured info is easier to perceive
40
Structured Numbers
Are Easier to Scan and Read
Easy: (415) 123-4567
Hard: 4151234567
Easy: 1234 5678 9012 3456
Hard: 1234567890123456
41
Structured Numbers
Are Easier to Scan and Read
Bad: SFGov.org
Good: Democrats.org
42
Questions?
43
Our Color Vision is Limited
Our color vision is based on differences
44
Our Color Vision is Limited
Our vision is optimized to see contrasts --
edges & changes, not absolute levels
The inner bar is all one solid grey!
45
Our Color Vision Is Limited
Our vision is optimized to see contrasts --
edges & changes, not absolute levels
A:
B:
47
Our Color Vision is Limited
We have trouble discriminating:
pale colors
small color patches
separated patches
48
Our Color Vision is Limited
Federal Reserve Bank (Minn)
ITN.net
49
Our Color Vision is Limited
Some people have color-blindness
~ 8% of males
~ 0.5% of females
E.g., colors that would be hard for
red-green colorblind people to distinguish
Our Color Vision is Limited
Google: normal
Google: deuteranopia
50
51
Our Color Vision is Limited, so
Don’t rely solely on color
Use redundantly with other cues
E.g., Let’s improve ITN.net
How they improved it:
52
Our Color Vision is Limited, so
Avoid subtle color differences
Make colors differ in saturation as well as
hue
Should still look different in gray scale
E.g., FRB.org
53
Our Color Vision is Limited, so
Most distinctive colors:
Other distinctive colors:
54
Our Peripheral Vision is Poor
Client internal Web-app
55
Our Peripheral Vision is Poor
Reason 1. Pixels much denser in fovea
56
Our Peripheral Vision is Poor
Reason 2. Data from fovea uncompressed;
Data from periphery is compressed
57
Our Peripheral Vision is Poor
Reason 3. Half of visual cortex serves
fovea
58
Our Peripheral Vision is Poor
Reason 1. Pixels much denser in fovea
Reason 2. Data from fovea uncompressed;
Data from periphery is compressed
Reason 3. Half of visual cortex serves
fovea
Resolution at center is 300 dots/inch
What is resolution at vision’s edge?
59
Exercise: See Blind Spot in Retina
Draw this on a piece of paper:
+ @
Cover left eye.
Focus right eye on +.
Adjust distance of paper from eye.
Voila: the @ disappears!
60
Airborne.com
Our Peripheral Vision is Poor
61
Our Peripheral Vision is Poor, so
Common methods of getting seen
Put where users are looking
Put near the error
Use red for errors
Use error symbol
62
Our Peripheral Vision is Poor, so
Place error msg where users are looking
63
Our Peripheral Vision is Poor, so
Common methods of getting seen
Put where users are looking
Put near the error
Use red for errors
Use error symbol
Heavy artillery: use sparingly
Popup in error dialog box
Audio: beep
Flash or wiggle briefly (not continuously)
64
Our Peripheral Vision is Poor, so
Client internal web-app, improved
65
Our Peripheral Vision is Poor, so
iCloud, when login info is invalid
Visual Search is Linear
Unless Target “Pops”
Where’s
Waldo?
66
Visual Search is Linear
Unless Target “Pops”
67
Visual Search is Linear
Unless Target “Pops”
Linear: Find letter in pile of characters
L Q R B T J P L F B M R W S
F R N Q S P D C H K U T
G T H U J L U 9 J V Y I A
E X C F T Y N H T D O L L 8
G V N G R Y J G Z S T 6 S
3 L C T V B H U S E M U K
W Q E L F G H U Y I K D 9
68
Visual Search is Linear
Unless Target “Pops”
Nonlinear: Find font-style in pile of letters
G T H U J L U 9 J V Y I A
L Q R B T J P L F B M R W S
3 L C T V B H U S E M U K
F R N Q S P D C H K U T
W Q E L F G H B Y I K D 9
G V N G R Y J G Z S T 6 S
E X C F T Y N H T D O L L 8
69
Visual Search is Linear
Unless Target “Pops”
Linear: Counting letters in pile of letters
L Q R B T J P L F B M R W S
F R N Q S P D C H K U T
G T H U J L U 9 J V Y I A
E X C F T Y N H T D O L L 8
3 L C T V B H U S E M U K
G V N G R Y J G Z S T 6 S
W Q E L F G H U Y I K D 9
70
Visual Search is Linear
Unless Target “Pops”
Nonlinear: Counting colored symbols
W Q E L F G H U Y I K D 9
F R N Q S P D C H K U T
3 L C T V B H U S E M U K
G T H U J L U 9 J V Y I A
L Q R B T J P L F B M R W S
E X C F T Y N H T D O L L 8
G V N G R Y J G Z S T 6 S
71
Visual Search is Linear
Unless Target “Pops”
Nonlinear: Color “pops out”
72
Visual Search is Linear
Unless Target “Pops”
Nonlinear: Color “pops out”
73
Visual Search is Linear
Unless Target “Pops”
Nonlinear: Color “pops out”
74
Visual Search is Linear
Unless Target “Pops”
Nonlinear: Color “pops out”
75
Visual Search is Linear
Unless Target “Pops”
Nonlinear: Color “pops out”
76
Visual Search is Linear
Unless Target “Pops”
Non-linear: headings & bullets pop-out
77
• Prominence
Using Visual “Pop” to Help User
Spot Faulty Servers
78
Visual Search is Linear
Unless Target “Pops”
Linear: find item in
unfamiliar menu
With experience, people
learn item-positions, so
search becomes
non-linear
79
Visual Search is Linear
Unless Target “Pops”
Non-linear: alphabetical & some pop-out
80
Visual Search Slows with Age
81
Our Attention is Limited;
Our Memory is Imperfect
Short-term memory (STM or WM)
Long-term memory (LTM)
82
Our Attention is Limited;
Our Memory is Imperfect
Short-term memory (STM or WM)
Long-term memory (LTM)
83
84
Our Attention is Limited;
Our Memory is Imperfect
Short-term memory (STM)
Represents conscious mind
Attention: what we’re attending to NOW
Not a separate store; Foci of attention in LTM
Capacity: 3-5 unrelated items
“Magical number 7” was over-estimate
New items can “grab” attention from old
Easy to forget goals or info
85
Our Attention is Limited;
Our Memory is Imperfect
Short-term memory (STM) test:
Memorize: 3 8 4 7 5 3 9
Say your phone number backwards
Memorize: 3 1 4 1 5 9 2
Memorize: 1 3 5 7 9 11 13
Memorize: town river corn string car shovel
Memorize: what is the meaning of life
86
Our Attention is Limited;
Our Memory is Imperfect
Slate.com
Blooper:
Search terms
not shown
(short-term
memory)
87
Our Attention is Limited;
Our Memory is Imperfect
Microsoft Windows
Blooper: Instructions go away too soon
88
Our Memory is Imperfect
Long-term memory (LTM)
Memories = broad patterns of neural activity
Experiences trigger patterns corresponding to features
Similar experience triggers same pattern  recognition
Internal neural activity triggers pattern  recall
Stores a lifetime of experience, but…
error-prone, impressionist, free-associative, easily biased
Memories change when features are dropped or added
See whale-shark, remember whale
Seldom-followed routines hard to recall
Reason for written food recipes, pilot checklists, etc.
89
Our Memory is Imperfect
Long-term memory (LTM) test:
Was there a roll of tape in the toolbox?
What was your previous phone number?
Pollack painting
or dalmatian?
90
Our Memory is Imperfect, so…
Don’t burden long-term memory
91
Our Memory is Imperfect, so…
Provide external memory aids
92
Limits on Attention Shape Our
Thought & Action
We barely pay attention to computer tools
Focus attention on own goals, data
Think about computer, UI very superficially
Krug: Don’t Make Me Think (about your software)
Focused on achieving goal
Prefer familiar paths over exploration
User: “I’m in a hurry, so I’ll do it the long way.”
Very literal in following “scent” toward goal
93
Limits on Attention Shape Our
Thought & Action
Limits on Attention Shape Our
Thought & Action
Keeping track of features in STM is work
We track only features crucial to task
 We are often “blind” to changes
94
95
Limits on Attention Shape Our
Thought & Action
Keeping track of things in STM is work
When we reach goal, we often let everything
related to it fall out of STM
 We often forget “loose ends” of tasks:
Removing last page of document from copier
Turning car headlights OFF
Switching device or software back to normal mode
Therefore:
Systems should remind users of loose ends
Modes should revert to “normal” automatically
96
Recognition is Easy;
Recall is Hard
We evolved to recognize things quickly
We assess situations very fast
We recognize faces blindingly fast
We recognize complex patterns
97
Recognition is Easy;
Recall is Hard
We did not evolve to recall arbitrary facts
Tricks for memorizing use recognition to stimulate
recall, e.g., Greek “method of loci”
Developed writing to avoid memorizing
We rely on external memory aids, e.g., PDAs
Implication for UI design:
See & choose easier to learn than remember & type
Remove>
98
Questions?
System 1 and System 2
System 1: old brain + midbrain
Collection of automatic “zombie” processes
Can run many processes in parallel
Fast but approximate, “satisficing”
Doesn’t use working memory
Unconscious; governs most of our behavior
System 2: cerebral cortex (mainly frontal)
Slow but precise
Uses working memory
One serial processor; cannot multi-task
Conscious, self-aware; believes it governs our behavior
99
Example: System 1 vs. System 2
100
Copyright © Getty Images
Copyright © Getty Images
Example: System 1 vs System 2
A baseball and a bat together cost $110.
The bat costs $100 more than the ball.
How much does the ball cost?
System 1’s instant answer: $10 (wrong)
System 2 may reject that answer. Or not.
System 2 can calculate correct answer;
System 1 cannot.
101
Example: System 1 vs System 2
System 1’s perception of the dogs’ size is
biased by the lines; System 2’s is not.
102
Test: System 1 vs System 2
103
104
Easy: Performing Learned Routines
Examples:
Riding a bicycle after months of practice
Driving to same workplace after many years
Using a touchpad after a few days of practice
Reading & deleting message from your phone
Automatic: doesn’t use up STM / attention
System 1: “zombie” or “robotic” processes
Compiled mode, parallel processing
Many processors: Can multi-task
Hard: Performing Novel Actions
Examples:
Following a new cooking recipe
Driving somewhere you’ve never been
Writing with your non-dominant hand
Switching from Mac to Windows PC (or vice-
versa)
Controlled: consumes STM / attention
System 2: Runs mainly in cerebral cortex
Interpreted mode, serial processing
Only one processor: Cannot multi-task
105
106
Test: Exercising Systems 1 vs. 2;
Learned vs. Novel Actions
Recite alphabet, A – M
Recite alphabet backwards, M – A
Countdown from 10 to 1
Countdown from 21 to 1 by 3s
Hum first measure of “Twinkle, twinkle,
little star”
Hum it backwards
Human Decisionmaking is
Rarely Rational
System 1 usually controls decisions,
but is biased (Kahneman & Tversky):
Losses mean more than gains
Recent history & strong memories affect us
more than distant history & weak memories
Experiences of family & close friends more
influential than mountains of statistics
How choice is worded (framed) affects
decision
People avoid risk for potential gains;
take risks for potential losses
107
Human Decisionmaking is
Rarely Rational
108
Kahneman & Tversky: Fourfold Pattern
Human Decisionmaking is
Rarely Rational
Implications for Design:
Decision-support: helping System 2 override
System 1
Data visualization: harness System 1
(perception) to support System 2
Persuasion: seducing System 1 and
bypassing System 2
109
Decision-support: helping System
2 override System 1
110
Decision-support: helping System
2 override System 1
111
Decision-support: helping System
2 override System 1
112
Data visualization: harness
System 1 to support System 2
London Metro
113
Data visualization: harness
System 1 to support System 2
114
Persuasion: seducing System 1
and bypassing System 2
115
Persuasion: seducing System 1
and bypassing System 2
116
Our Hand-Eye Coordination
Follows Laws
Fitts’ Law
Steering Law
117
Fitts’s Law [Fitts, 1954]:
Time to hit a target w/pointer
T = time (duration) to move to target
D = distance from pointer to target
W = width of target (on axis of movement)
a = start/stop time of pointer/user
b = maximum speed of device/user
Formula:
Simpler: T = a + bI 118
Fitts’s Law:
Time to hit a target w/pointer
Movement starts fast; slows near target
Slows more at target if target is small
119
Fitts’s Law:
Time to hit a target w/pointer
120
Fitts’s Law:
Applies to almost all pointing
All pointing devices
Human hands, feet, even head movement!
All people: all ages, abilities, even if drugged
Just change parameters: a & b
T = a + bI
121
Pointing Slows with Age
122
Fitts’s Law:
Implications for Design
Make click-targets (e.g., buttons, links) big
Targets at top & edge of screen fast to hit
Essentially have infinite size
Menus: pop-up & pie menus faster than
pull-down
Less movement required
All faster than pull-right menus
123
Steering Law [Accot & Zhai, 1997]
Derived from Fitts’s Law: T = a + b(L/W)
Wider paths allow faster movement
Implications: allow wide paths for scrollbars
& pull-right menus
124
Steering Law
125
Blooper
Steering Law
126
Road Scholar Menus: 2012 vs. 2013
127
Human Real-Time Characteristics
Shortest audible silent gap in sound: 0.001 sec
Briefest visual stimulus that affects us: 0.005 sec
Threshold for auditory fusion of clicks: 0.02 sec
Threshold for visual fusion of images: 0.05 sec
Speed of (involuntary) flinch reflex: 0.08 sec
Lag in full awareness of visual event: 0.1 sec
Limit on perception of cause/effect: 0.14 sec
128
Human Real-Time Characteristics
Time for skilled reader to comprehend a word: 0.15 sec
Time to subitize 1-5 items: 0.2 sec
  
Time to identify (name) visual object: 0.25 sec
Time to count items in visual field: 0.5 sec/item
        
Minimum visual-motor reaction time: 0.7 sec
Average conversational gap: 1 sec
Length of unbroken attention to task: 5-30 sec
129
Clicks Need Immediate Feedback
Controls must react immediately (0.1 sec)
to clicks or we assume we missed
Click Me!Click Me!
130
Display “Whole” Quickly
Fill in Detail Later
131
Display “Whole” Quickly
Fill in Detail Later
132
Animation:
Preserve 16 frames/sec
InXight Cone Tree
133
Questions?
134
Conclusion: Applying Design Rules in
UI Designs is Not Simple & Mindless
UI design is a skill; not something anyone
can do by following guidelines
Knowing cognitive basis helps us prioritize
Recognize which rules to follow in each
design situation
135
Now, Maybe those UI
Design Rules Make More
Sense
136
UI Design Guidelines
(Shneiderman, 1987, 1998, …, 2010)
Strive for consistency
Cater to universal usability
Offer informative feedback
Design task-flows to yield closure
Prevent errors
Permit easy reversal of actions
Make users feel they are in control
Minimize short-term memory load
137
UI Design Guidelines
(Nielsen & Molich, 1993)
 Visibility of system status
 Match between system & real world
 User control & freedom
 Consistency & standards
 Error prevention
 Recognition rather than recall
 Flexibility & efficiency of use
 Aesthetic & minimalist design
 Help users recognize, diagnose, & recover from errors
 Provide online documentation & help
138
UI Design Guidelines
(Stone et al, 2005)
Visibility: First step to goal should be clear
Affordance: Control suggests how to use it
Feedback: Should be clear what happened or is
happening
Simplicity: as simple as possible & task-focused
Structure: content organized sensibly
Consistency: similarity for predictability
Tolerance: prevent errors, help recovery
Accessibility: usable by all intended users,
despite handicap, access device, or
environmental conditions
Designing with The Mind in Mind,
2nd Edition
139
140
The End
Questions?

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Pre-Conference Course: Designing with the Mind in Mind: The Psychological Basis for UI Design Guidelines - Jeff Johnson

  • 1. 1 Designing With the Mind in Mind: The Psychological Basis for UI Design Guidelines Jeff Johnson UI Wizards, Inc.
  • 2. 2 UI Design Guidelines (Shneiderman, 1987, 1998, …, 2010) Strive for consistency Cater to universal usability Offer informative feedback Design task-flows to yield closure Prevent errors Permit easy reversal of actions Make users feel they are in control Minimize short-term memory load
  • 3. 3 UI Design Guidelines (Nielsen & Molich, 1993)  Visibility of system status  Match between system & real world  User control & freedom  Consistency & standards  Error prevention  Recognition rather than recall  Flexibility & efficiency of use  Aesthetic & minimalist design  Help users recognize, diagnose, & recover from errors  Provide online documentation & help
  • 4. 4 UI Design Guidelines (Stone et al, 2005) Visibility: First step to goal should be clear Affordance: Control suggests how to use it Feedback: Should be clear what happened or is happening Simplicity: as simple as possible & task-focused Structure: content organized sensibly Consistency: similarity for predictability Tolerance: prevent errors, help recovery Accessibility: usable by all intended users, despite handicap, access device, or environmental conditions
  • 5. 5 Applying Usability Guidelines UI guidelines are based on how people perceive, think, learn, act UI guidelines are not rote recipes  E.g., “minimize short-term memory load” Applying them effectively requires understanding their scientific basis Determining rule applicability & precedence Balancing trade-offs between competing rules
  • 6. 6 Facts about Human Perception & Cognition Perception Our perception is biased Our vision is optimized to see structure We seek and use visual structure Our color vision is limited Our peripheral vision is poor Visual search is linear unless target “pops” Reading is unnatural
  • 7. 7 Facts about Human Perception & Cognition (cont.) Cognition Our attention is limited; Our memory is imperfect Limits on attention shape our thought & action Recognition is easy; recall is hard Learning from experience & learned actions are easy; problem-solving & calculation are hard Many factors affect learning Our hand-eye coordination follows rules Human decision-making is rarely rational We have real-time requirements
  • 8. 8 Our perception is biased by: Our experience The context Our goals Our Perception is Biased
  • 11. 11 Our Perception is Biased Page 1 Back Next Page 2 Back Next Page 3 Back Next Page 4 Next Back
  • 12. 12 Our Perception is Biased T E C T
  • 13. 13 Our Perception is Biased Müller-Lyer illusion
  • 14. 14 Our Perception is Biased All lines in this image are straight!
  • 15. 15 Our Perception is Biased Red vertical lines are parallel!
  • 16. 16 Our Perception is Biased Gray lines are horizontal, straight, and parallel!
  • 17. 17 Our Perception is Biased Triangle sides are not bent inward!
  • 18. 18 Our Perception is Biased Checkerboard does not bulge in middle!
  • 19. 19 We Perceive What We Expect Video by Mark Mitton & Josh Aviner
  • 20. 20 Our Perception is Biased Adults’ perception & attention focuses almost totally on our goals Tend not to notice things unrelated to goal
  • 22. 22 Our Vision is Optimized to See Structure Gestalt Principles of Visual Perception Proximity Similarity Continuity Closure Symmetry Figure/ground Common fate
  • 23. 23 Gestalt Principle: Proximity Items that are closer appear grouped Left: rows Right: columns
  • 24. 24 Gestalt Principle: Proximity Outlook dialog box uses group boxes to separate items
  • 25. 25 Gestalt Principle: Proximity Good: Mozilla Thunderbird dialog box
  • 28. 28 Gestalt Principle: Proximity Bad: Discreet Software Installer
  • 29. 29 Gestalt Principle: Closure We tend to see whole, closed objects, not collections of fragments Overlapping circles & triangles, not odd fragments
  • 30. 30 Gestalt Principle: Closure We tend to see whole, closed objects, not collections of fragments Stacked letters, not odd bits of images
  • 31. 31 We tend to see simple figures rather than complex ones E.g., two overlapping diamonds; not other, more complex combinations Gestalt Principle: Symmetry
  • 32. 32 Gestalt Principle: Symmetry Thagard: Coherence in Thought & Action
  • 33. 33 Gestalt Principle: Figure/Ground When objects overlap, we see smaller as figure on ground (larger) Escher exploited figure/ground ambiguity
  • 35. 35 Gestalt Principle: Common Fate Items that move together appear grouped
  • 37. 37 We Seek & Use Visual Structure Structured info is easier to perceive Unstructured: You are booked on United flight 237, which departs from Auckland at 14:30 and arrives at San Francisco at 11:40 Tuesday 15 Oct. Structured: Flight: UA 237, Auckland => San Francisco Depart: 14:30 Tue 15 Oct Arrive: 11:40 Tue 15 Oct
  • 38. 38 We Seek & Use Structure Visual hierarchy gets people to goal faster
  • 39. 39 We Seek & Use Structure Structured info is easier to perceive
  • 40. 40 Structured Numbers Are Easier to Scan and Read Easy: (415) 123-4567 Hard: 4151234567 Easy: 1234 5678 9012 3456 Hard: 1234567890123456
  • 41. 41 Structured Numbers Are Easier to Scan and Read Bad: SFGov.org Good: Democrats.org
  • 43. 43 Our Color Vision is Limited Our color vision is based on differences
  • 44. 44 Our Color Vision is Limited Our vision is optimized to see contrasts -- edges & changes, not absolute levels The inner bar is all one solid grey!
  • 45. 45 Our Color Vision Is Limited Our vision is optimized to see contrasts -- edges & changes, not absolute levels A: B:
  • 46.
  • 47. 47 Our Color Vision is Limited We have trouble discriminating: pale colors small color patches separated patches
  • 48. 48 Our Color Vision is Limited Federal Reserve Bank (Minn) ITN.net
  • 49. 49 Our Color Vision is Limited Some people have color-blindness ~ 8% of males ~ 0.5% of females E.g., colors that would be hard for red-green colorblind people to distinguish
  • 50. Our Color Vision is Limited Google: normal Google: deuteranopia 50
  • 51. 51 Our Color Vision is Limited, so Don’t rely solely on color Use redundantly with other cues E.g., Let’s improve ITN.net How they improved it:
  • 52. 52 Our Color Vision is Limited, so Avoid subtle color differences Make colors differ in saturation as well as hue Should still look different in gray scale E.g., FRB.org
  • 53. 53 Our Color Vision is Limited, so Most distinctive colors: Other distinctive colors:
  • 54. 54 Our Peripheral Vision is Poor Client internal Web-app
  • 55. 55 Our Peripheral Vision is Poor Reason 1. Pixels much denser in fovea
  • 56. 56 Our Peripheral Vision is Poor Reason 2. Data from fovea uncompressed; Data from periphery is compressed
  • 57. 57 Our Peripheral Vision is Poor Reason 3. Half of visual cortex serves fovea
  • 58. 58 Our Peripheral Vision is Poor Reason 1. Pixels much denser in fovea Reason 2. Data from fovea uncompressed; Data from periphery is compressed Reason 3. Half of visual cortex serves fovea Resolution at center is 300 dots/inch What is resolution at vision’s edge?
  • 59. 59 Exercise: See Blind Spot in Retina Draw this on a piece of paper: + @ Cover left eye. Focus right eye on +. Adjust distance of paper from eye. Voila: the @ disappears!
  • 61. 61 Our Peripheral Vision is Poor, so Common methods of getting seen Put where users are looking Put near the error Use red for errors Use error symbol
  • 62. 62 Our Peripheral Vision is Poor, so Place error msg where users are looking
  • 63. 63 Our Peripheral Vision is Poor, so Common methods of getting seen Put where users are looking Put near the error Use red for errors Use error symbol Heavy artillery: use sparingly Popup in error dialog box Audio: beep Flash or wiggle briefly (not continuously)
  • 64. 64 Our Peripheral Vision is Poor, so Client internal web-app, improved
  • 65. 65 Our Peripheral Vision is Poor, so iCloud, when login info is invalid
  • 66. Visual Search is Linear Unless Target “Pops” Where’s Waldo? 66
  • 67. Visual Search is Linear Unless Target “Pops” 67
  • 68. Visual Search is Linear Unless Target “Pops” Linear: Find letter in pile of characters L Q R B T J P L F B M R W S F R N Q S P D C H K U T G T H U J L U 9 J V Y I A E X C F T Y N H T D O L L 8 G V N G R Y J G Z S T 6 S 3 L C T V B H U S E M U K W Q E L F G H U Y I K D 9 68
  • 69. Visual Search is Linear Unless Target “Pops” Nonlinear: Find font-style in pile of letters G T H U J L U 9 J V Y I A L Q R B T J P L F B M R W S 3 L C T V B H U S E M U K F R N Q S P D C H K U T W Q E L F G H B Y I K D 9 G V N G R Y J G Z S T 6 S E X C F T Y N H T D O L L 8 69
  • 70. Visual Search is Linear Unless Target “Pops” Linear: Counting letters in pile of letters L Q R B T J P L F B M R W S F R N Q S P D C H K U T G T H U J L U 9 J V Y I A E X C F T Y N H T D O L L 8 3 L C T V B H U S E M U K G V N G R Y J G Z S T 6 S W Q E L F G H U Y I K D 9 70
  • 71. Visual Search is Linear Unless Target “Pops” Nonlinear: Counting colored symbols W Q E L F G H U Y I K D 9 F R N Q S P D C H K U T 3 L C T V B H U S E M U K G T H U J L U 9 J V Y I A L Q R B T J P L F B M R W S E X C F T Y N H T D O L L 8 G V N G R Y J G Z S T 6 S 71
  • 72. Visual Search is Linear Unless Target “Pops” Nonlinear: Color “pops out” 72
  • 73. Visual Search is Linear Unless Target “Pops” Nonlinear: Color “pops out” 73
  • 74. Visual Search is Linear Unless Target “Pops” Nonlinear: Color “pops out” 74
  • 75. Visual Search is Linear Unless Target “Pops” Nonlinear: Color “pops out” 75
  • 76. Visual Search is Linear Unless Target “Pops” Nonlinear: Color “pops out” 76
  • 77. Visual Search is Linear Unless Target “Pops” Non-linear: headings & bullets pop-out 77 • Prominence
  • 78. Using Visual “Pop” to Help User Spot Faulty Servers 78
  • 79. Visual Search is Linear Unless Target “Pops” Linear: find item in unfamiliar menu With experience, people learn item-positions, so search becomes non-linear 79
  • 80. Visual Search is Linear Unless Target “Pops” Non-linear: alphabetical & some pop-out 80
  • 81. Visual Search Slows with Age 81
  • 82. Our Attention is Limited; Our Memory is Imperfect Short-term memory (STM or WM) Long-term memory (LTM) 82
  • 83. Our Attention is Limited; Our Memory is Imperfect Short-term memory (STM or WM) Long-term memory (LTM) 83
  • 84. 84 Our Attention is Limited; Our Memory is Imperfect Short-term memory (STM) Represents conscious mind Attention: what we’re attending to NOW Not a separate store; Foci of attention in LTM Capacity: 3-5 unrelated items “Magical number 7” was over-estimate New items can “grab” attention from old Easy to forget goals or info
  • 85. 85 Our Attention is Limited; Our Memory is Imperfect Short-term memory (STM) test: Memorize: 3 8 4 7 5 3 9 Say your phone number backwards Memorize: 3 1 4 1 5 9 2 Memorize: 1 3 5 7 9 11 13 Memorize: town river corn string car shovel Memorize: what is the meaning of life
  • 86. 86 Our Attention is Limited; Our Memory is Imperfect Slate.com Blooper: Search terms not shown (short-term memory)
  • 87. 87 Our Attention is Limited; Our Memory is Imperfect Microsoft Windows Blooper: Instructions go away too soon
  • 88. 88 Our Memory is Imperfect Long-term memory (LTM) Memories = broad patterns of neural activity Experiences trigger patterns corresponding to features Similar experience triggers same pattern  recognition Internal neural activity triggers pattern  recall Stores a lifetime of experience, but… error-prone, impressionist, free-associative, easily biased Memories change when features are dropped or added See whale-shark, remember whale Seldom-followed routines hard to recall Reason for written food recipes, pilot checklists, etc.
  • 89. 89 Our Memory is Imperfect Long-term memory (LTM) test: Was there a roll of tape in the toolbox? What was your previous phone number? Pollack painting or dalmatian?
  • 90. 90 Our Memory is Imperfect, so… Don’t burden long-term memory
  • 91. 91 Our Memory is Imperfect, so… Provide external memory aids
  • 92. 92 Limits on Attention Shape Our Thought & Action We barely pay attention to computer tools Focus attention on own goals, data Think about computer, UI very superficially Krug: Don’t Make Me Think (about your software) Focused on achieving goal Prefer familiar paths over exploration User: “I’m in a hurry, so I’ll do it the long way.” Very literal in following “scent” toward goal
  • 93. 93 Limits on Attention Shape Our Thought & Action
  • 94. Limits on Attention Shape Our Thought & Action Keeping track of features in STM is work We track only features crucial to task  We are often “blind” to changes 94
  • 95. 95 Limits on Attention Shape Our Thought & Action Keeping track of things in STM is work When we reach goal, we often let everything related to it fall out of STM  We often forget “loose ends” of tasks: Removing last page of document from copier Turning car headlights OFF Switching device or software back to normal mode Therefore: Systems should remind users of loose ends Modes should revert to “normal” automatically
  • 96. 96 Recognition is Easy; Recall is Hard We evolved to recognize things quickly We assess situations very fast We recognize faces blindingly fast We recognize complex patterns
  • 97. 97 Recognition is Easy; Recall is Hard We did not evolve to recall arbitrary facts Tricks for memorizing use recognition to stimulate recall, e.g., Greek “method of loci” Developed writing to avoid memorizing We rely on external memory aids, e.g., PDAs Implication for UI design: See & choose easier to learn than remember & type Remove>
  • 99. System 1 and System 2 System 1: old brain + midbrain Collection of automatic “zombie” processes Can run many processes in parallel Fast but approximate, “satisficing” Doesn’t use working memory Unconscious; governs most of our behavior System 2: cerebral cortex (mainly frontal) Slow but precise Uses working memory One serial processor; cannot multi-task Conscious, self-aware; believes it governs our behavior 99
  • 100. Example: System 1 vs. System 2 100 Copyright © Getty Images Copyright © Getty Images
  • 101. Example: System 1 vs System 2 A baseball and a bat together cost $110. The bat costs $100 more than the ball. How much does the ball cost? System 1’s instant answer: $10 (wrong) System 2 may reject that answer. Or not. System 2 can calculate correct answer; System 1 cannot. 101
  • 102. Example: System 1 vs System 2 System 1’s perception of the dogs’ size is biased by the lines; System 2’s is not. 102
  • 103. Test: System 1 vs System 2 103
  • 104. 104 Easy: Performing Learned Routines Examples: Riding a bicycle after months of practice Driving to same workplace after many years Using a touchpad after a few days of practice Reading & deleting message from your phone Automatic: doesn’t use up STM / attention System 1: “zombie” or “robotic” processes Compiled mode, parallel processing Many processors: Can multi-task
  • 105. Hard: Performing Novel Actions Examples: Following a new cooking recipe Driving somewhere you’ve never been Writing with your non-dominant hand Switching from Mac to Windows PC (or vice- versa) Controlled: consumes STM / attention System 2: Runs mainly in cerebral cortex Interpreted mode, serial processing Only one processor: Cannot multi-task 105
  • 106. 106 Test: Exercising Systems 1 vs. 2; Learned vs. Novel Actions Recite alphabet, A – M Recite alphabet backwards, M – A Countdown from 10 to 1 Countdown from 21 to 1 by 3s Hum first measure of “Twinkle, twinkle, little star” Hum it backwards
  • 107. Human Decisionmaking is Rarely Rational System 1 usually controls decisions, but is biased (Kahneman & Tversky): Losses mean more than gains Recent history & strong memories affect us more than distant history & weak memories Experiences of family & close friends more influential than mountains of statistics How choice is worded (framed) affects decision People avoid risk for potential gains; take risks for potential losses 107
  • 108. Human Decisionmaking is Rarely Rational 108 Kahneman & Tversky: Fourfold Pattern
  • 109. Human Decisionmaking is Rarely Rational Implications for Design: Decision-support: helping System 2 override System 1 Data visualization: harness System 1 (perception) to support System 2 Persuasion: seducing System 1 and bypassing System 2 109
  • 110. Decision-support: helping System 2 override System 1 110
  • 111. Decision-support: helping System 2 override System 1 111
  • 112. Decision-support: helping System 2 override System 1 112
  • 113. Data visualization: harness System 1 to support System 2 London Metro 113
  • 114. Data visualization: harness System 1 to support System 2 114
  • 115. Persuasion: seducing System 1 and bypassing System 2 115
  • 116. Persuasion: seducing System 1 and bypassing System 2 116
  • 117. Our Hand-Eye Coordination Follows Laws Fitts’ Law Steering Law 117
  • 118. Fitts’s Law [Fitts, 1954]: Time to hit a target w/pointer T = time (duration) to move to target D = distance from pointer to target W = width of target (on axis of movement) a = start/stop time of pointer/user b = maximum speed of device/user Formula: Simpler: T = a + bI 118
  • 119. Fitts’s Law: Time to hit a target w/pointer Movement starts fast; slows near target Slows more at target if target is small 119
  • 120. Fitts’s Law: Time to hit a target w/pointer 120
  • 121. Fitts’s Law: Applies to almost all pointing All pointing devices Human hands, feet, even head movement! All people: all ages, abilities, even if drugged Just change parameters: a & b T = a + bI 121
  • 123. Fitts’s Law: Implications for Design Make click-targets (e.g., buttons, links) big Targets at top & edge of screen fast to hit Essentially have infinite size Menus: pop-up & pie menus faster than pull-down Less movement required All faster than pull-right menus 123
  • 124. Steering Law [Accot & Zhai, 1997] Derived from Fitts’s Law: T = a + b(L/W) Wider paths allow faster movement Implications: allow wide paths for scrollbars & pull-right menus 124
  • 126. Steering Law 126 Road Scholar Menus: 2012 vs. 2013
  • 127. 127 Human Real-Time Characteristics Shortest audible silent gap in sound: 0.001 sec Briefest visual stimulus that affects us: 0.005 sec Threshold for auditory fusion of clicks: 0.02 sec Threshold for visual fusion of images: 0.05 sec Speed of (involuntary) flinch reflex: 0.08 sec Lag in full awareness of visual event: 0.1 sec Limit on perception of cause/effect: 0.14 sec
  • 128. 128 Human Real-Time Characteristics Time for skilled reader to comprehend a word: 0.15 sec Time to subitize 1-5 items: 0.2 sec    Time to identify (name) visual object: 0.25 sec Time to count items in visual field: 0.5 sec/item          Minimum visual-motor reaction time: 0.7 sec Average conversational gap: 1 sec Length of unbroken attention to task: 5-30 sec
  • 129. 129 Clicks Need Immediate Feedback Controls must react immediately (0.1 sec) to clicks or we assume we missed Click Me!Click Me!
  • 134. 134 Conclusion: Applying Design Rules in UI Designs is Not Simple & Mindless UI design is a skill; not something anyone can do by following guidelines Knowing cognitive basis helps us prioritize Recognize which rules to follow in each design situation
  • 135. 135 Now, Maybe those UI Design Rules Make More Sense
  • 136. 136 UI Design Guidelines (Shneiderman, 1987, 1998, …, 2010) Strive for consistency Cater to universal usability Offer informative feedback Design task-flows to yield closure Prevent errors Permit easy reversal of actions Make users feel they are in control Minimize short-term memory load
  • 137. 137 UI Design Guidelines (Nielsen & Molich, 1993)  Visibility of system status  Match between system & real world  User control & freedom  Consistency & standards  Error prevention  Recognition rather than recall  Flexibility & efficiency of use  Aesthetic & minimalist design  Help users recognize, diagnose, & recover from errors  Provide online documentation & help
  • 138. 138 UI Design Guidelines (Stone et al, 2005) Visibility: First step to goal should be clear Affordance: Control suggests how to use it Feedback: Should be clear what happened or is happening Simplicity: as simple as possible & task-focused Structure: content organized sensibly Consistency: similarity for predictability Tolerance: prevent errors, help recovery Accessibility: usable by all intended users, despite handicap, access device, or environmental conditions
  • 139. Designing with The Mind in Mind, 2nd Edition 139