UNIVERSITY OF BRISTOL FACULTY OF ENGINEERING Second Year Examination for the Degrees of Bachelor and Master of Engineering May/June 2008 2 Hours HUMAN-COMPUTER INTERACTION COMS21301 This paper contains four questions. Answer any three questions. All questions carry 20 marks each The maximum for this paper is 60 marks Q1 You are an HCI consultant who has been hired to help in the redesign of a graphical user interface for a drawing program. There is one function in the program that is used very frequently, and the company has decided to make this function available as a button on the interface. The company has hired you to determine which of the following designs for the button, D1 and D2, will result in shorter movement time for the user: D1: a small (1 cm diameter) button placed close (8 cm) to the main work area D2: a larger (2 cm diameter) button placed further (32 cm) from the main work area The company has done some preliminary testing with the interface, summarized in the table below: Distance 8 cm 64 cm Target Diameter 8 cm 2 cm Average Movement Time 0.25 sec 1.0 sec Using the following formulation of Fitts’ Law equations, answer the questions below: ID = log2(2A/W), where A is the amplitude, and W is the width MT = a + b*ID, where MT is movement time, a the intercept, and b the slope (a) Calculate the index of difficulty for the two targeting tasks that are implied by the two proposed designs. You may estimate log values using the table given. (2 marks) 20 = 1 25 = 32 21 = 2 26 = 64 22 = 4 27 = 128 23 = 8 28 = 256 24 = 16 29 = 512 D1: ID = log2(2*8 / 1) = 4 (1 mark) D2: ID = log2(2*32 / 2) = 5 (1 mark) (b) Determine the predictive model of movement time that can be used in this situation. Make sure you state values for the intercept a and the slope b. (4 marks) 0.25 = a + 4b (1 mark) 1 = a + 5b (1 mark) a= 0.1, b=0.15 (1 mark) MT = 0.1 + 0.15*ID (1 mark) (c) Using your model, predict the movement time for the two targeting tasks that are implied by the two proposed designs (2 marks) D1: MT = 0.1 + 0.15 * 4 = 0.7 sec (1 mark) D2: MT = 0.1 + 0.15 * 4 = 0.85 sec (1 mark) (d) The company want to know whether to design their application for a Windows or Mac platform, and have some concerns about which operating system offers 2 the best scroll bar functionality for the drawing program. Design an experiment to test whether horizontal application menu bars found in Microsoft Windows are faster to access than the horizontal application menu bars found on the Mac OS. You may assume a generic application which has menu bar items such as File, Edit, View and Help. Note that there are many possible solutions, so concisely motivate your design using the following headings: Participants, Null hypothesis, Variables, Conditions, Task description (instructions, time limits etc.) and Type of statistical analysis. (12 marks) Any suitable answer will gain marks, 2 available for each heading. Most obvious and simple design is one between subjects to avoid learning effects with a mac and windows condition assigned to each group separately. Dependent variables could be time to select a range of menu items from a range of menus and maybe distance travelled with mouse cursor as well to measure any movement redundancy. Issues to consider should include controlling where the mouse starts and what learning effects there are between data points as well as between subjects (may require counterbalancing). The most likely analysis would be a comparison of means using a t-test. Q2 (a) Give two reasons why good interface designs can fail to become successful. Explain both reasons and give corresponding real-world examples for both. (8 marks) A number of possible reasons why good designs fail were discussed in course – any two would be accepted with up to four marks available for each. For example: • A good design may fail to become successful because consumers purchase things based on a number of factors, not just usability or good design. For example, a good design may fail because it is more expensive, or is packaged unattractively, or is less well advertised. Real-world examples: Macintosh computers had a more usable design, but were more expensive than IBM PC clones; higher-quality home telephones that are easier to use are also more expensive. • A good design may fail to become successful because there is already an entrenched or de facto standard, and there would be additional costs involved with switching. Real-world examples: Macintosh vs. Windows, Beta vs. VHS, Dvorak keyboard layouts vs. QWERTY layouts. • A good design may fail to become successful because even when people are willing to make purchasing decisions based on usability, it is difficult to test usability on the showroom floor. This reason generally affects larger items with a higher purchase effort. Real-world example: home appliances (e.g. washers, stoves) that cannot be used realistically in the store. • A good design may fail to become successful because it is “ahead of its time.” That is, some other societal variable is not yet in place to make people believe that they can use the device. Real-world examples: Apple Newton, Xerox Star. • A good design may fail to become successful because people have become suspicious of the technology after early failures. That is, the “once bitten twice shy” rule. Real-world examples: Talking vending machines, voice recognition in consumer appliances. • A good design may fail to become successful because there are not enough people with that specific need to comprise a market. Commercial products generally need a certain minimum market size in order to survive. Real-world example: Iridium satellite phones (cell coverage was good enough for most people, so too few people bought the technology). • A good design may fail to become successful because different people have different definitions of “good.” That is, there may be design pressure in directions that take away from usability. Real world example: John Denver’s plane was a good design in terms of fire risk, but not as good from a usability perspective. (b) Describe in detail the problems that can face an ethnographer who wishes to explore whether an existing design will suit a particular situation. You should mention at least two practical and two methodological challenges. (12 marks) 3 Examples below, up to 3 marks available for each point. Broadly practical issues involve working out the best way of keeping the data ‘naturalistic’ because ethnography is behavioural rather than behaviourist. Methodological issues involve balancing the demands of particular design constraints against the desire to only describe what is observed rather than what might be sought and interpreted. Access Getting in Gatekeepers can be managerial sections, admin staff, shop floor’ workers Some areas might be regarded as off-limits to observers Observer might be associated with vested interests Ethnographers must gain acceptability - open and honest, showing respect Gaining credibility may include working shifts, sharing conditions, a non-intrusive demeanour (without being too self-effacing), sharing dress codes Initial phase familiarising yourself with the organisation make notes on everything that you see and hear, on what you’re told directly and on what you hear on the other side of the room sketch plans of office spaces and desktops; glance at official documents and scribbled notes tape record anything that you can start anywhere you can hard to work out where you should be looking Focus of the study Choice between the innocent ethnography and informed ethnography How theoretically, strategically (etc.) informed should you be at the outset? One choice is progression from one to the other Full participation or observation only? Duration of the Study Effective ethnographers can grasp key aspects in a relatively short time o some aspects of the work may not be routine but exceptional o Knowing what problems occur, how frequently, and what their significance is, how they are dealt with and with what degree of 'competence' can provide very useful information There are no obvious completeness rules o Flattening of the learning curve o Knowing what you don’t know Q3 (a) Describe the two alternative strategies for assigning participants (or ‘subjects’) to conditions in quantitative evaluation. List two benefits and two drawbacks for each alternative. (6 marks) Within subjects (1 mark) One group of testers who use both systems Advantages: (0.5 mark each) Much more significance for a given number of test subjects. Need fewer subjects for significant differences when using small number of conditions. Disadvantages: (0.5 mark each) Users have to use both systems (two sessions). Order and learning effects (can be minimized by experiment design). Between subjects (1 mark) Two groups of testers, each use 1 system Advantages: (0.5 mark each) Users only have to use one system (practical). No learning effects. Disadvantages: (0.5 mark each) Per-user performance differences confounded with system differences: Much harder to get significant results (many more subjects needed). Harder to even predict how many subjects will be needed (depends on subjects). 4 (b) A manufacturer introduces a new kind of cell phone. He wishes to claim with 95% confidence that the average time it takes to charge the phone is c minutes. For this purpose, he tests 20 cell phones and observes the following times to charge: 78 83 82 70 84 79 75 85 80 81 86 84 74 73 87 91 82 73 77 77 Use an independent one-sample t-test to find the optimum value of c. You may assume that the time to charge the cell phones is normal, and the resulting t value is 2.09. Note that the degrees of freedom measure used in this test is equal to the sample size minus one. (14 marks) mean = 80.05 variance = 78-80.05^2 + 82-80.05^2 + … + 77-80.05^2 / 19 = 29.62 standard deviation = root(29.62) = 5.44 standard error = 5.44/sqrt(20) = 1.217 t = mean-testvalue/standard error testvalue ’c’ = mean - standard error*t = 80.05 – 2.09*1.17 = 77.51 Turn Over Q4 (a) According to Shneiderman (1998), an icon is “an image, picture or symbol representing a concept.” Describe the conceptual metaphors which icons contributed to resulting in the graphical user interface revolution. (4 marks) Icons were first developed as a tool for making computer interfaces easier for novices to grasp in the 1970s at the Xerox Palo Alto Research Center facility as part of their Graphical User Interface (GUI) creation (1 mark), the desktop metaphor that is so prevalent in modern personal computing today (1 mark). No longer would the display be simply lines of code and commands, it would be graphical with a true representation of typefaces and images. The bitmapped GUI display helped promote the concept of WYSIWYG (what you see is what you get, 1mark) allowing people to laser print exactly what they saw on the screen. Icon-driven interfaces were then later popularized by the Apple Macintosh and Microsoft Windows operating environments. The Macintosh, released in 1984, was the first commercially successful product to use a GUI. A desktop metaphor was used, in which icons were created so files looked like pieces of paper (1 mark); directories looked like file folders; there were a set of desk accessories like a calculator, notepad, and alarm clock that the user could place around the screen as desired; and the user could delete files and folders by dragging them to a trash can icon on the screen. (b) Define and give an example of an auditory icon. Why are auditory icons useful, and how they differ from Brewster’s (1995) implementation of ‘earcons’? Include in your answer one example of each. (8 marks) Sighted users often supplement the graphical user interface with sounds that represent certain events carried out by their computer, for example emptying the recycle bin sounds like paper being screwed up and thrown away could be auditory icons associated to this event (1 mark). These sounds become familiar relatively quickly because they tend to sound similar to the action they represent and are often accompanied by a visual prop (warning message or dialogue box). (1 mark) Auditory Icons are “everyday sounds mapped to computer events by analogy with everyday sound-producing events. Auditory icons are like sound effects for computers” (1 mark). Developed by Gaver (1989). Auditory icons rely on an analogy between the everyday world and the model world of the computer. Natural sounds have associated semantics which can be mapped onto similar meanings in the interaction (1 mark) - e.g. throwing something away ~ the sound of smashing glass (1 mark for example) 5 - Additional information can also be presented: Muffled sounds if object is obscured or action is in the background Use of stereo allows positional information to be added Items and actions on the desktop have associated sounds o Folders have a papery noise o Moving files – dragging sound o Copying – a problem…sound of a liquid being poured into a receptacle, rising pitch indicates the progress of the copy - Big files have louder sound than smaller ones Auditory icons tend to be intuitive, but not all computer operations can have associated sounds which are representative of those computer operations. This is where earcons can be used, however they have to be “learnt” to have meaning. Earcons are defined as “non-verbal audio messages that are used in the computer/user interface to provide information to the user about some computer object, operation or interaction” (Blattner et al, 1989) (1 mark). Stephen Brewster (Brewster et al, 1995) successfully implemented earcons for the sonification of specific interface elements, such as graphical buttons and scrollbars. (1 mark) - Synthetic sounds used to convey information (1 mark for any example) - Structured combinations of notes (motives) represent actions and objects - Motives combined to provide rich information o Compound earcons o Multiple motives combined to make one more complicated earcon - Family earcons o Similar types of earcons represent similar classes of action or similar objects: the family of “errors” would contain syntax and operating system errors - Earcons easily grouped and refined due to compositional and hierarchical nature - Harder to associate with the interface task since there is no natural mapping (c) Define what a tacton is, and explain why tactons are useful, including an example of one in your answer. Describe how crossmodal icons and how other senses such a taste and smell may in the future have their own icons associated with them. (8 marks) Tactons are structured vibrotactile messages which can be used to communicate information non-visually (1 mark). They are used for communication in situations where vision is overloaded, restricted, or unavailable, such as navigation systems for blind people, or in mobile/wearable computers. (1 mark) Tactons are similar to Braille in the same way that visual icons are similar to text, or earcons are similar to synthetic speech. For example, visual icons can convey complex information in a very small amount of screen space, much smaller than for a textual description. (1 mark) Earcons convey information in a small amount of time as compared to synthetic speech. Tactons can convey information in a smaller amount of space and time than Braille. An encoded tactile message may be able to communicate its information in fewer symbols. The user feels the Tacton then recalls its meaning rather than having the meaning described in Braille (or speech or text). (1 mark) The icon is also (in principle) universal: it means the same thing in different languages and the Tacton would have similar universality. 6 Examples (1 mark) include putting your phone to silent – most allow a vibration mode which just vibrates if you get a message or have a call but we can varying the vibration pulse depending on who is calling. Or copying – an earcon might use a filling up a jug noise, for a tacton we could increase the frequency of the vibrations till it goes silent – thus in vibrations you know the item has been copied. For tactons several elements can be altered: - Frequency, Waveform, Duration, Rhythm, Body Location, Spatiotemporal patterns Crossmodal icons = earcons + visual icons + tactons. (1 mark) Future research will show which form of iconic display is most suitable for which type of information. Visual icons are good for spatial information, earcons for temporal, tactons operate both spatially and temporally so they can complement both icons and earcons.… smellcons… tastecons… (1 mark) As have icons, earcons and tactons associated sight, sound and touch events to them both smell and taste could be used in the future for example maybe you receive an email from a friend who wears a particular perfume as you read the email a device releases a small puff of their perfume or it could be used by supermarkets to tempt people with the smell of fresh bread when they are doing their online food shopping. Smells trigger very powerful and deep-seated emotional responses, and this additional element to the internet could enhance users' online experience by adding that crucial third dimension, bringing an extra whiff of realism to the internet. (1 mark) 7