Lecture Topics in HCI, by Saul Greenberg | ||||
Contents for: | All Topics | CPSC 481 | SENG 609.05 | Industrial Course |
This topic considers the design of everyday things. It begins with examples of bad design. The goal here is to have students realize that human problems and errors when dealing with technology are usually a result of design failure, and that good design accounts for human capabilities. It then introduces concepts and design principles that help us analyze bad design and create good designs. Students usually enjoy this section. They bring their own encounters of bad design into the discussion, and often propose fixes as well.
The Strauss Mouse is a re-enactment of situations where people used a mouse in inappropriate ways. It is humorous, and reminds us that even very "familiar" computer objects may be a mystery to new users. All the Widgets shows the evolution of many widget designs, and I use snippets from it to illustrate how early (and poor) widget designs often failed to satisfy many of the design principles suggested by Norman, and how later ones do. The evolution of scrollbars is a good choice, as early versions are quite arcane. It is a good way to show how graphical widget design should follow the principles similar to the good design of everyday things.
I often bring in a bag to class full of everyday things. The bag includes staplers, scissors, tape-dispensers, alarm clocks, digital watches, floppy disks, CD-cases, and anything else I find lying around my office. When the discussion turns to design components of everyday things (e.g., visual affordances, constraints, etc.), I consider how well the items in my bag work.
I also try to find a real odd-ball device that is not familiar to most students. Examples in the past included an apple peeler and corer (which looks like an implement a torturer would use!) and a co-ax wire stripper. I pass it around for students to try and figure out what it is. We then discuss what visual clues helped them understand its function.
I give students the exercise. They analyze a GUI design, articulate its problems, and suggest redesigns.
Finally, I tell war stories about specific usability problems.