week 2 notes: design principles and feedback cycles

lesson 2.1: introduction to principles

 Interfaces: Between Users and Tasks 

  • To design a good interface, we need to understand both the user's goals and the tasks they're trying to accomplish. 

  • Understanding the task is really important. 

  • One of the mistakes many novice designers make, is jumping too quickly to the interface, without understanding the task. 

  • by focusing on the task instead of just the interface, we can come up with more revolutionary designs 


5 tips identifying task
    HCI research methods are largely about understanding users, their motivations, and their tasks. 

Usefulness and Usability 

  • The ultimate goal of design in HCI is to create interfaces that are both useful and useable. 

  • Biggest concern is usability 


Views of the User: Processor 

  • In looking at human-computer interaction, it's important that to understand the role that we expect the human to play in this overall system. 

  • there are three different possible types of roles the human can play: 

    • Processor--> They take input in, and they spit output out. 

    • If we are designing with this role in mind, then our main concern is that 

    • These are things like what humans can sense, what they can store in memory, and what they can physically do in the world. 

    • In this case, usability means that the interface is physically usable. 

    • we evaluate our interfaces with quantitative experiments. 

    • That means we take numeric measurements on how quickly the user can complete some tasks or how quickly they might react to some incoming stimulus. 



    views of the user: predictor

    Here, we care deeply about the human's knowledge, experience, expectations, and their thought process. 

  • That's why we call them the predictor. 


views of the user: participant

Views of the User and Psychological Schools of Thought 

  • The 3 different views come from psychology 

  • > The processor view of the user goes back to the behaviorist school of psychology--> behaviorism 

  • - Behaviorism was the dominant school of thought in psychology throughout the late 19th century. 

  • > The predictor view of the user goes back to the next major school of thought in psychology, Cognitive psychology 

  • - While Behaviorism was only concerned with what we could observe, Cognitivism is concerned with what goes on inside the mind. 

  • > the participant view resembles the functionalism view of psychology, which emphasizes examining mental behaviors in the context of broader environments.


designing with the three views
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Conclusion to Intro to Design Principles 

  • basic things we need to understand before talking about design principles. 

  • > the idea that interfaces mediate between users and tasks, and the best interfaces are those that let the user spend as much time thinking about the task as possible. 

  • > the idea of usability and how you have to keep in mind the efficiency and user satisfaction of the interface. 

  • > three views of the user and how those different views affect how we define usability and evaluation. 

  • the user experience does not exist just at the user level but also at group and even societal levels. 


lesson 2.2: feedback cycles


Feedback cycles are fundamental  

  • Feedback cycles are incredibly ubiquitous, whether or not there's a computational interface involved.  

  • We find that nearly all of HCI can be interpreted in some ways as an application of feedback cycles, whether between a person and a task, a person and an interface, or systems comprised of multiple people and multiple interfaces. 


gulfs of execution: 5 tips
gulf of evaluation: 5 tips
Normans feedback cycle stages 

Feedback cycles conclusion 

  • We describe feedback cycles for our purposes as the exchange of input and output between a user and a system to accomplish some goal. 

  • gulf of execution ---> the distance between knowing what they want to accomplish and actually executing the steps necessary to accomplish it. 

  • gulf of evaluation ---> the distance between making some change in the system and evaluating whether or not the goal was accomplished.









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