Date : 1 Nov 2011
The Human-Machine Interface (ak.a: Man-Machine Interface) is quite literally where the human and the machine meet. It is the area of the human and the area of the machine that interact during a given task. Interaction can include touch, sight, sound, heat transference or any other physical or cognitive function. For Examples: A typical computer station will have four human-machine interfaces, the keyboard (hand), the mouse (hand), the monitor (eyes) and the speakers (ears). Whenever a user pushes a button, turns a switch, clicks with a mouse, writes a command, or in any other way issues a command to a machine, there must be a feedback telling the user that the command has been understood. The feedback can be a sound, a lamp lighting, a text on a screen, etc. The ideal form of feedback is allowing the user to see things happen.
General Principles:
- Feedback to user
- The user should be in control
- Predictability
- Transparency
- Never interrupt the user
- Can I guess what the user wants?
- Error tolerance
- WYSIWYG
- Speak the user's language
- Avoid anthropomorphic interfaces
- Design should reflect the user's logic, not the constructor's logic
- The design of a button should reflect its importance
- Provide alternative ways out of a situation
- Accessibility to handicapped users
- Novices versus experienced users
- Standardization
- Open standards
How Interfaces Affect Usage and Users??
Expressive interfaces
• What makes us happy, sad, annoyed, anxious, frustrated, motivated, delirious and so on
– translating this into different aspects of the user experience
• Why people become emotionally attached to certain products (e.g. virtual pets)
• Can social robots help reduce loneliness and improve wellbeing?
• How to change human behavior through the use of emotive feedback
User-created expressiveness
• Users have created a range of emoticons - compensate for lack of expressiveness in text communication:
Happy :)
Sad :<
Sick :X
Mad >:
Very angry >:-(
• Also use of icons and shorthand in texting and instant messaging has emotional connotations, e.g.
“LOL, I 12 CU 2NITE “Frustrating interfaces
Causes:
-When an application doesn’t work properly or crashes
-When a system doesn’t do what the user wants it to do
-When a user’s expectations are not met
-When a system does not provide sufficient information to enable the user to know what to do
-When error messages pop up that are vague, obtuse or condemning
-When the appearance of an interface is garish, noisy, gimmicky or patronizing
-When a system requires users to carry out too many steps to perform a task, only to discover a mistake was made earlier and they need to start all over again
Anthropomorphism
-Attributing human-like qualities to inanimate objects (e.g. cars, computers)
-Well known phenomenon in advertising
(Dancing butter, drinks, breakfast cereals)
-Much exploited in human-computer interaction
(Make user experience more enjoyable, more motivating, make people feel at ease, reduce anxiety)
Criticism of anthropomorphism
-Well known phenomenon in advertising
(Dancing butter, drinks, breakfast cereals)
-Much exploited in human-computer interaction
(Make user experience more enjoyable, more motivating, make people feel at ease, reduce anxiety)
Criticism of anthropomorphism
• Deceptive, make people feel anxious, inferior or stupid
• People tend not to like screen characters that wave their fingers at the user and say:
– Now Chris, that’s not right. You can do better than that.Try again.”
• Many prefer the more impersonal:
– “Incorrect. Try again.”
• Studies have shown that personalized feedback is considered to be less honest and makes users feel less responsible for their actions (e.g. Quintanar, 1982)
Summary:
• Emotional interaction is concerned with how interactive systems make people respond in emotional ways
• Well-designed interfaces can elicit good feelings in users
• Expressive interfaces can provide reassuring feedback
• Badly designed interfaces make people angry and frustrated
• Anthropomorphism is the attribution of human qualities to objects
• An increasingly popular form of anthropomorphism is to create interface agents and robot pets
• Models of affect provide a way of conceptualizing emotional and pleasurable aspects of interaction design
Resource: Wikipedia, Compendium on user-friendly design by A. Fog, Copenhagen University College of Engineering, 2000., Interaction Design: beyond human-computer interaction (3rd edition)
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