Alexander Logan

Social Informatics

Contents


The User

Modelling Individual User Behaviour

Perceptual, Motor, and Cognitive sub-systems can be characterised by storage capacity, decay time, and processor cycle time. Performance can depend on the conditions of the task.

Long Term Memory (LTM)

Working Memory (WM)

Chunks refer to individual meaningful blocks - for example long numbers may be split into smaller blocks, allowing them to be remembered.

Motor Sub-System

Factors Affecting Performance

Data, task, and environment:

This has implications for when designing systems:

Keystroke Level Modelling

The following times have been seen in typical users:

Operator Time (s)
Keystroke 0.10-1.20
Point with Mouse 1.10 avg. (Fitt’s Law)
Mouse Button Press 0.10 down/up, 0.20 click
Home Hands 0.40
Mentally Prepare 1.35
Response Time Calculated ($n$)

An example of a Keystroke Level Model is as follows:

The selection rule may reflect either experience or where the user’s hands happen to be before performing the task.

Cognitive Modelling Limitations

Knowledge, Errors, and Behaviour

Primary Knowledge

Knowledge contains information about:

Studies have found that having device model information (knowledge about how a process works) can improve performance when using a system.

Secondary Knowledge

Secondary knowledge includes:

Secondary knowledge may encourage analogical mapping - the use of metaphor in UI design.

Problems with Interface Metaphors

Affordances - Knowledge in the World

Errors

Design Implications

Empirical Studies of User Behaviour

Re-Enactment Protocol involves having a user interact with a system, videoing this interaction, and then showing the user a reply of the video and asking them to comment on their actions.


Usability

Principles and Guidelines

Usability principles are generic rules for user interface design. Usability guidelines are more specific advice for how a usability principle might be achieved in practice.

Guidelines often require careful interpretation with respect to context and may conflict.

Principles of Universal Design

Usability Principles Basics

Time Affordances

The following affordances can be used:

Guidelines for Menus

Consider the ordering of items:

For hierarchical menus, empirical studies suggest the optimum number of entries per level is 8 - consistent with the idea of working memory capacity. Guideline is minimise depth to reduce the chance of getting lost. May be difficult to implement if it means ignoring natural categories.

More recently, gesture interfaces have begun to abandon existing principles. There are a lack of established guidelines for gesture control, which some argue has led to usability problems.

Evaluation Without Users

Evaluation without users broadly has two forms:

Metrics

Usability Objective Effectiveness Measure Efficiency Measure Satisfaction Measure
Task Conformance Percentage of Goals Achieved Time to Complete a Task Rating Scale for Satisfaction
Appropriate for Trained Users Number of Power Features Used Relative Efficiency compared with Expert User Rating Scale for Satisfaction with Power Features
Learnability Percentage of Functions Learned Time to Learn Criterion Rating Scale for Ease of Learning
Error Tolerance Percentage of Errors Corrected Successfully Time Spent on Correcting Errors Rating Scale for Error Handling

Guideline-Based Evaluation

Guidelines to consider are:

Expert Heuristic Evaluation

Cognitive Walkthrough

In general, we can assume a four-stage model:

  1. Goal - Is the current goal valid for the task and the interface?
  2. Search - Is the desired action visible at the interface?
  3. Select - Will users be able to select the desired action from others currently visible.
  4. Perform - Will users understand the feedback after the action is performed.

The forms used for task plans follow the following basic structure:

  1. Task Acquisition/Goal.
  2. Planning/Search.
  3. Action Specification/Selection.
  4. Action Execution.
  5. Perception of Outcome.
  6. Interpretation of Outcome.
  7. Evaluation of Outcome.

Actions/choices should be ranked according to the the number of users who have experienced problems (0 = none, 3 = most).

Comparison of Techniques

  Advantages Disadvantages
Expert Heuristic Evaluation Identifies many more problems.
Identifies more serious problems.
Requires UI expertise.
Requires several evaluators.
Non-expert, Guideline-based Evaluation Identifies recurring problems.
Can be used by interface developers.
Misses some severe problems.
Cognitive Walkthrough Helps define users’ goals and assumptions.
Can be used by interface developers.
Need task definition methodology.
Tedious.
Misses recurring problems.

The overall advantages of evaluation without users are:

The overall disadvantages are:

Evaluation With Users

Interviews

Can be unstructured or structured:

There are two main types of interview questions:

Closed questions are easier to analyse but of course may lack detail.

When running an interview, the basic structure should roughly follow:

  1. Introduction - Introduce yourself, explain goals, ethical obligations etc.
  2. Warm-Up - Make first questions easy and non-threatening.
  3. Main Body - Present questions in logical order.
  4. Cool-Off Period - Include some easy questions to defuse tension at the end.
  5. Closure - Thank interviewee etc.

Questionnaires

As with interviews, questions can be closed or open. Can be disseminated to large populations, though sampling can be a problem if the size of the population is unknown (as is the case with online surveys).

There are several considerations to take into account when designing a questionnaire:

Response rates to questionnaires vary, but good response rate can be encouraged by:

Laboratory Studies

In a typical lab usability test, a user attempts to complete a task or set of tasks, each which has a specified goal with effectiveness, efficiency, and satisfaction identified in the specified context of use.

When designing a study, you should consider:

Setting Usability Targets
Statistical Tests

Parametric tests assume normal distribution, and are robust. Non-Parametric tests do not assume normal distribution, are less powerful, but are more reliable as fewer assumptions are made about the data.

Test Independent Variable Dependent Variable Parametric?
t-Test 2 valued Normal Yes
ANOVA Discrete Normal Yes
Wilcoxon 2 valued Continuous No

Web Analytics

Tools can be used for optimising web usage by looking at web data. Typically focuses on number of visitors and page views.

For example, Google Analytics.

Cooperative Evaluation

The procedure to follow with cooperative evaluation is:

  1. Get users to ask for help when they get stuck.
  2. Ask users what the commands mean.
  3. After users read tasks, ask them how they might solve it.
  4. As users consider each command, ask what they think it does.
  5. When users have entered a command, ask what they think it has done and what the response indicates.

Ethnographic Methods

Planning and Conducting Observation
Guiding Observation

Interpreting Results

Some important factors to consider when interpreting results are:

Summary of Advantages & Disadvantages

Method Advantages Disadvantages
Analytical Usable early.
Few resources required.
High potential return.
Narrow focus.
Broad assumptions of users’ cognitive behaviour.
Cannot capture real behaviour.
Observational Quickly highlights problems.
Valuable, rich data source.
Can affect user performance.
Analysis can be time-consuming.
Survey Addresses opinions and understanding.
Can be used on large groups.
Low response rates.
Possible interviewer bias.
Time-consuming.
Laboratory Studies Powerful, quantitative data.
Good reliability and repeatability.
High resource demands.
Time-consuming.
Artificial - questionable validity.

User Interfaces

Basic Guidelines

Physiological Guidelines

Cognitive Guidelines

Guidelines for Text

Icons

Consider:

Layout

Interactivity

Animation

Sound

Neilsen’s Ten Good Deeds

  1. Place name and logo on every page and make logo link to home page.
  2. Provide search if site has more than 100 pages.
  3. Write straightforward and simple headlines and page titles that clearly explain what page is about and that will make sense when read out-of-context.
  4. Structure page to facilitate scanning and help users ignore large chunks of page in single glance.
  5. Don’t cram everything into single, infinite page - use hypertext to structure content space.
  6. Use product photos, but avoid cluttered and bloated product family pages with lots of photos.
  7. Use relevance-enhanced image reduction when preparing small photos and images.
  8. Use link titles to provide users with preview of where each link will take them, before they have clicked on it.
  9. Ensure all important pages are accessible for users with disabilities.
  10. Do the same as everyone else.

Design Patterns Paradigms

There are a number of menu interface styles: flat lists, drop-down, pop-up, contextual, expanding, scrolling, cascading.

Expanding Menus
Radial Menus

Icons

Design Guidelines

Interface Patterns

Command Line

GUIs

Challenges now are to design GUIs best suited for tablet, smartphone, and smartwatch interfaces.

Guidelines for Small Devices

‘Dark’ Patterns

A ‘dark’ pattern is a solution that should be avoided, because it has been proven to represent a bad practice. Nevertheless, some of these patterns are now common (usually shady things regarding privacy settings etc…).

Emerging Paradigms

Gesture

Agent-Based Interaction

Speech Interfaces

Augmented and Mixed Reality

Virtual Reality

Other


Interaction, Work, and Technology

Technology Acceptance Model

Theoretical model of effect of system characteristics on user acceptance of IT systems. The aims are:

The claim is this can be used to predict potential IT usage by measuring users’ beliefs after they are exposed to the system.

Based on the assumption that two important user beliefs influence the use of IT:

Method

Measuring Perceived Usefulness

Four items most commonly used are:

  1. ‘Using the application increases my productivity.’
  2. ‘Using the application increases my job performance.’
  3. ‘Using the application enhances my effectiveness on the job.’
  4. ‘Overall, I find the application useful in my job.’

Measuring Perceived Ease of Use

Four items most commonly used are:

  1. ‘Learning to operate the application is easy for me.’
  2. ‘I find it easy to get the application to do what I want to do.’
  3. ‘The application is rigid and inflexible to interact with.’
  4. ‘Overall, I find the application easy to use.’

However, some studies have shown perceived ease of use has no significant effect on attitude and perceived usefulness. Might suggest ‘no amount of perceived ease of use will compensate for low usefulness’.

Critiques of TAM

Alternative Conceptualisations

Organisational Factors

Social Shaping

Gartner ‘Hype Cycle’

  1. Technology Trigger - Product launch.
  2. Peak of Inflated Expectations - Over-enthusiasm, unrealistic projections.
  3. Trough of Disillusionment - Technology becomes unfashionable because of failure to live up to expectations.
  4. Slope of Enlightenment - Experimentation and hard work produces realistic understanding of applicability, risks, and benefits.
  5. Plateau of Productivity - Potential to produce real-world benefits is maximised.

Technological Determinism

Social Determinism

Understanding Innovation

Social Shaping of Technology

Technologies have affordances - evident, inherent properties:

Ethnography and Design

Ethnomethodology - Study of how social order is accomplished in situ, with emphasis on uncovering work as set of social, collaborative practices.

For interactive systems design, relevance is for understanding the social context in which work of individuals is typically embedded and how this influences its accomplishment. The Ethnographer’s role is to ‘bring users back to designers’.

Lessons of Ethnography for Design

Ethnography and Design

However, Ethnographic enquiry is often lengthy and therefore expensive. There may also be problems getting access to some settings because people may feel uncomfortable while being observed.

ETHICS Methodology

Aim was to find ways to design and use technology that is ethically acceptable.

ETHICS Principles

Participatory Design (PD)

Involves direct participation of these whose working lives will change as a consequence of introduction of the new system. PD potentially relates to all aspects, phases, and activities:

There are political and pragmatic arguments to consider:

Challenges for Participatory Design


Socio-Technical Systems

Internet of Things

Has several potential application domains:

The internet of things also presents some challenges:

Net Neutrality

Net Neutrality is the principle that internet service providers should treat all internet traffic equally and not discriminate or charge differently by user, content, website, platform, application, type of attached equipment, or method of communication.

Disruptive Technologies

Disruptive technologies can be defined as:

  1. An innovation that creates a new market and value network and eventually disrupts an existing market and value network, displacing established market leading firms, products and alliances.
  2. An innovation that creates ‘significant social impact’.

Technologies have affordances - evident, inherent properties. Social and economic factors may have strong influence on innovation outcomes.

eCommerce

Uber

Airbnb

General ‘Rule Book’

Somewhat controversially…

Artificial Intelligence

Challenges for ‘Platform Workers’

Data and Ethics

Dataveillance

Rumour and Fake News

Fake News

Impact
Response