Mobile Human Computer Interaction (HCI)

 

Edward Tufte's critique of the iPhone interface:
http://www.youtube.com/watch?v=YslQ2625TR4

My vote for the best app of all time:
http://ocarina.smule.com/

Apple's UI Guidelines:
http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html

 

iPhone key constraints:

Apple's Human Interaction principles:

 

Examples of mobile user interfaces:
http://www.tappgala.com/


Traditional HCI guidelines:

 

Bruce Tognazzini's Basic First Principles of Interaction Design:
http://www.asktog.com/basics/firstPrinciples.html

ACM SIGCHI text on HCI:
http://hcibib.org/tcuid/

Bad User Interface Gallery:
http://www.buigallery.com/

 

1. Consistency

2. Simplicity

3. Human Memory Limitations (Cognitive Overload)

4. Cognitive Directness

5. Feedback

6. System messages

7. Modality

8. Attention

9. Display issues

10. Individual differences


Fitt's Law:

The time it takes to move from a starting position to the final target is determined by the distance to the target and the size of the target. Relates to icon size (bigger), button placement (edges of the screen) and contextual (pop-up) menus.

Hick's Law:

The time it takes for users to make decisions is based on the number of choices they have. User will make choices more quickly from 1 menu of 10 items than 2 menus of 5 items. Speed is also determined by familiarity of choices, and format of choices.

Magical Number 7:

The human mind is able to remember information best in chunks of 7 (plus or minus 2). For short-term memory, information is best presented in chunks of 5 to 9 pieces.


GUI guidelines

1. Icons: Clarity and Simplicity

Icons are a visual language, and should be simple and consistent in style.They must be recognizable from a distance, and they should scale well. Their color palette is limited, and their ability to show detail is low. A 50/50 balance of positive to negative space is usually the best design for readability.

One advantage of icon-driven interfaces is that they are non-verbal, overcoming lingual and literacy barriers. Consideration of cultural differences in interpreting icons is important in localizing software, however.

Icons are easily remembered. But non-literal concepts are hard to convey with icons. So icons are almost always used in conjunction with menu systems. Text aids, like cursor "tooltips" (which are like captions for icons), can also be used.

There are 3 general types of symbols:

Literal
Abstract
Arbitrary

2. Information, Controls, and Navigation: Layering and Separation

Visual comparisons are facilitated by layers of data

3. Use of Color

Used selectively, color can enhance computer interfaces and other information displays

Layer and Separate

Color is never perceived in isolation. Use strong colors in small quantities, against large areas of quiet colors. More saturated colors draw our attention immediately. Use them sparingly.

 


Summary

Designers must consider the constraints of the computer.

1. Picture plane

2. Colors

3. Fonts

4. Speed

Designing interactive applications is an art. There are, however, some tried and true guidelines:

Avoiding Common Design Blunders:

 


References

Hix, D. & Hartson, H.R. (1993) Developing User Interfaces: Ensuring usability through product and process, NY, Wiley. Chap. 2.

Cornell University Ergonomics Web (http://ergo.human.cornell.edu/)


Important links

ACM Special Interest Group on Computer Human Interaction (SIGCHI):
http://www.sigchi.org/

Interaction Design Association (IxDA)
http://www.ixda.org/

IDEO, a top international design firm:
http://www.ideo.com/

CMU Human-Computer Interaction Institute:
http://www.hcii.cmu.edu/

MIT Media Lab:
http://www.media.mit.edu/

Tutorials from the MobileHCI conferences:
http://www.comp.lancs.ac.uk/~rukzio/mobilehci2010tutorials/