User Modeling in UCSD
User Modeling in UCSD
User Model is a psychologically valid way of depicting the people who will use the systems, and whose needs and preferences will be considered when designing those systems; it
should be able to represent or in part their psychological processes, individual differences, social context, cultural factors and lifestyles, and task objectives.
Types of User Model
1. Psychological Theories as User Models
There are a number of powerful models to capture key parameters of system users. Such models require its users to be a Cognitive Psychologist; students and teachers find them
inaccessible and intractable.
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fledged theory.
MHP provides a simple architecture of human cognition, including perceptual and responsive components, short-term and long-term memory plus cognitive processing.
This model has always been criticized by a lot of Psychology experts due to the fact that it is not made for study theory but to solve common IT issues. However, it is perhaps true that
MHP is past its sell-by date. Although it still inspires new approaches and designs.
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Simplistic Theories combines psychological theory with system design practice with easy to understand concept.
It has two distinct features:
o Defined formally, a simplistic theory is intended to provide a powerful conceptual framework within which complex theories and research findings can be located, and
o It has the ability to be repackaged to provide an overall depiction that can be used by designers and practical computer scientists as a guide, without requiring them to become
psychologists.
We will focus on the Simplex Theory (Adams and Langdon, 2003) as representative of the current state of knowledge about user models.
Simplistic One as a Simplistic Theory
Constructed as five zones or modules of cognition which are partially independent of each other. Each module possesses both memory and local processing capacity, each of which is
acting as a von Neumann machine, allowing the overall system a level of parallel processing and autonomous self-diagnosis.
Provides a simple, yet elegant, framework for the Interactive System designer or computer scientist to apply to the solution of real-world computing problems.
The Simplex One Theory with 5 components representing von Neumann's original model.
Hardware and software manufacturers produce commercial style guides and corporate style guides are developed by companies for their own internal use; it enhance usability of a
product through consistency; the maintenance of look and feel across many product lines is observed.
Guidelines are not prescriptive in the way that rules are, but it describes the usability concepts that help us judge designs, and gain a stronger understanding of usability as a concept.
They tend to be based on more general usability principles; they cover a wide range of interface features and concepts. Lets now look at some of the well-known design principles:
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Learnability we tend to learn system through understanding and generalizing about the system as a whole when we try new features.
Predictability the user needs to be aware of all options that the system allows, and be able to work out which ones they will need for their desired action.
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Consistency the look and feel of the system should be consistent, it allows users to easily navigate and explore new features and systems.
Flexibility it is in the way a user and the system exchange information in many ways.
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Recoverability a lot of users learn through exploration. It is vital that the system that can undo actions and let the user recover from their mistakes.
Responsiveness it is the rate of communication between the system and a user.
Perception (input) the ability to take in new information from the senses, to analyze and store information and to relate currently held information to it.
Response (output) the ability to select, organize, time and implement appropriate responses.
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Abstract working memory to take, hold and process task-relevant memories while they are needed to support action.
Long-term memory the warehouse of long-term memory, which stores the occurrence of key events and symbols.
a. Episodic memory you remember the scene, episode or situation you were in.
b. Semantic memory this is a store of our world knowledge where we have not retained the context.
Example: We ate at Mang Inasal last Monday.
Episodic: They ate at Mang Inasal.
Semantic: Mang Inasal has a delicious food. (You just know that the food there is delicious, without even realizing that you know it or where you got the idea).
5. Executive Functions this is where information is switched between the foregoing four psychological modules of the theory, where consequences of such transfers are
organized, where the functions of the different modules are mediated and where task requirements are organized and monitored.
Normans 7 Principles
Visibility The more visible functions are, the more likely users will be able to know what to do next. Incontrast, when functions are "out of sight," it makes them more difficult to
find and know how to use.
Feedback Feedback is about sending back information about what action has been done and what has been accomplished, allowing the person to continue with the activity.
Various kinds of feedback are available for interaction design-audio, tactile, verbal, and combinations of these.
Constraints The design concept of constraining refers to determining ways of restricting the kind of user interaction that can take place at a given moment. There are various
ways this can be achieved.
Mapping This refers to the relationship between controls and their effects in the world. Nearly all artifacts need some kind of mapping between controls and effects, whether it is
a flashlight, car, power plant, or cockpit. An example of a good mapping between control and effect is the up and down arrows used to represent the up and down movement of the
cursor, respectively, on a computer keyboard.
Consistency This refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks. In particular, a consistent interface is one that
follows rules, such as using the same operation to select all objects. For example, a consistent operation is using the same input action to highlight any graphical object at the
interface, such as always clicking the left mouse button. Inconsistent interfaces, on the other hand, allow exceptions to a rule.
Affordance is a term used to refer to an attribute of an object that allows people to know how to use it. For example, a mouse button invites pushing (in so doing acting clicking)
by the way it is physically constrained in its plastic shell. At a very simple level, to afford means "to give a clue" (Norman, 1988). When the affordances of a physical object are
perceptually obvious it is easy to know how to interact with it.
making interpretations and judgments. The heuristic simply reminds you of the need to look for stuff. Heuristics are normally used as a checklist of things to look for: from
relatively simple judgments (is there an undo facility?) to harder judgments about the way that the system is designed.
We have a lot of design principles to be taken into account including Normans seven principles (1988), Schneidermans eight golden rules (1998), Tognazzinis
interaction design principles (1992) and Neilsens ten heuristics (2001).
Here is the most recent proposed heuristics by Neilsen:
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Visibility of System Status always keep the user informed about what is going on through providing appropriate feedback in a reasonable time.
Match between system and real world speak the users language, using words, phrases and concepts, rather than system-oriented terms.
User control and freedom provide ways of allowing users to easily escape from places they unexpectedly find themselves, by using clearly marked emergency exits.
Consistency and standards avoid making users wonder if different words, situations or actions mean the same thing.
Error prevention where possible, prevent errors occurring in the first place.
Helping users recognize, diagnose and recover from errors use plain language to describe the nature of the problem and suggest some way of solving it.
Recognition rather than recall make objects, actions and options visible.
Flexibility and efficiency of use provide accelerators that are invisible to novice users, but allow more experienced users to carry out tasks more quickly.
Aesthetic and minimalist design avoid using information that is irrelevant or rarely needed.
Help and documentation provide information that can be easily searched and provides help in a set of concrete steps that can easily be followed.