Interface design 3:
Mobile and context-aware
computing
Lecture 10, Human–Computer Interaction CS-C3120, Autumn 2018, Periods I+II
Antti Salovaara
Contents of the lecture
Feedback from Assignment 9 Mobile computing
Introduction to Assignment 10 How to learn more about HCI
Exam type and reading requirements
Feedback from A9
Multimodal analysis of an app for bicycle messengers
Results
Point distribution: 0 fails 9 1-point answers 114 2-point answers 1-point assignments:Students have received feedback in the MyCourses’s comment field
Most admitted in the report that they had not been in the lecture and did not know what to do
Feedback/questions about this assignment?
Mobile computing
Learning objectives
Challenges of mobile interaction Design guidelines
Improving interaction by understanding user’s context
Challenges of mobile interaction
7 Output from
device:
Small screen
Poor audio (without headphones)
Input to device:
Low precision Low speed
Fewer input modes (no hovering, complicated “right click”) Physical context: Ambient light Ambient noise Limited attention* Social context: Interruptions by others Social awkwardness Device ecology: Connectivity and bandwidth Configuration Computing power Battery life Location Device orientation Better voice input Mobility Benefits
Corporate guidelines (from lecture #3)
Material.io (Google) Apple design guideline
General guidelines
“A Comprehensive Guide To Mobile App Design”
https://www.smashingmagazine.com/2018/02/comprehensive-guide-to-mobile-app-design/
See next slide
Pair exercise:
Find challenge–guideline matches
Minimize Cognitive Load
Decluttering Offload tasks
Break tasks into bite-sized chunks
Use familiar screens Minimize user input Anticipate users needs Use visual weight to convey importance Avoid jargon
Make the design consistent
Put the user in control
Keep interactive elements familiar and predictable The “back” button should work properly
Meaningful error messages
Design an accessible interface
Be aware of color-blindness
Make animations optional
Make the navigation simple
Use standard navigation components
Prioritize navigation options
Don’t mix navigation patterns
Make navigation visible Communicate current location
Use functional animation to clarify navigational transitions
Be careful with using gestures in the UI
Focus on the first-time experience
Avoid sign-in walls Design a good
onboarding experience
Don’t ask for set-up information up front
Avoid asking for
permissions right at the start
10
Make your app appear fast and responsive
Concentrate on
loading content in the visible area of the screen
Make it clear when loading is occuring Offer a visual
distraction
Skeleton screens Optimize content for mobile
Make text readable and legible
Hd-quality images and the right aspect ratio Video content is
optimized for portrait mode
Find a matching challenge for each guideline
Output from device:
Small screen
Poor audio (without headphones)
Input to device:
Low precision Low speed
Fewer input modes (no hovering, complicated “right click”)
Device ecology:
Connectivity and bandwidth Configuration Computing power Battery life Physical context: Ambient light Ambient noise Limited attention Social context: Interruptions by others Social awkwardness
Minimize Cognitive Load
Decluttering Offload tasks
Break tasks into bite-sized chunks Use familiar screens
Minimize user input Anticipate users needs
Use visual weight to convey importance
Avoid jargon
Make the design consistent
Put the user in control
Keep interactive elements familiar and predictable
The “back” button should work properly
Meaningful error messages
Design an accessible interface
Be aware of color-blindness
Improving interaction by understanding
user’s context
Two ways to consider user’s context
1. Context as a data structure:
2. Context as an interactively emerging “achievement”
13 Schilit et al. (1994). Context-aware computing applications. https://doi.org/10.1109/WMCSA.1994.16
Assumptions in the 1
stinterpretation
(“Context as a data structure”)
Context is a form of information
The necessary information can be specified in advance Contexts are stable
Context and activity are
separable CONTEXT
ACTIVITY
2. Context as an interactively emerging
“achievement”
The sociological viewpoint Context arises from activity and they are not separable Context is dynamic and
different contexts cannot be enumerated
=> {data1, … , datan} g contexti
15
CONTEXT ACTIVITY
Example of creation of context from
interaction
The nature of context clearly changes here, but why, and what is this about in general?
From Heritage, J. (1984). Garfinkel and Ethnomethodology. Cambridge, UK: Polity Press, p. 237.
Despite the difficulties of representing context:
How computers could use it for user’s
benefit?
17
Approach: focus on the action resources that that the device allows for users
Varying the resources offered for the user
1. Preparing resources
Predictive data search and preparation in the background
2. Optimizing resources
Intelligent selector for best wireless access point
3. Advising on the use of resources
Advisor of traffic jams and alternative driving routes
4. Manipulating resources
Automatic payments in public transportation
5. Inhibiting resources
In-car ignition interlock device
6. Finalizing resources
Intelligent hibernation in mobile phones
Salovaara, A. & Oulasvirta, A. (2004). Six modes of proactive resource management: A user-centric typology for proactive behaviors. INordiCHI 2004. https://doi.org/10.1145/1028014.1028022
Exercise: Invent more computer-based
resource adaptations
1. Preparing resources
Predictive data search and preparation in the background
2. Optimizing resources
Intelligent selector for best wireless access point
3. Advising on the use of resources
Advisor of traffic jams and alternative driving routes
4. Manipulating resources
Automatic payments in public transportation
5. Inhibiting resources
In-car ignition interlock device
6. Finalizing resources
Intelligent hibernation in mobile phones
Assignment 10
Prototyping two UIs for a music player app and planning a test for choosing between them
Marvel, a web-based prototyping tool
https://marvel app.com
A10: Prototyping two UIs for a music player
app and planning a test for choosing
between them
Simple music player for jogging
Step 1: Sketch two UI interaction alternatives with Marvel
Accordion-based interaction (demo) Swipe-based interaction (demo)
Step 2: Research design of an empirical test to choose between the two alternatives
Where + how to learn more
about HCI
HelsinCHI seminar Courses Study programs 23Theses
Bachelor’s thesis Master’s thesis
Courses
Spring 2019Emergent User Interfaces CS-E4200, Period III Prof Tapio Takala
Designing Interactive Systems CSM13402 (UH), Periods III-IV Dr. Salvatore Andolina
Usability Evaluation
CS-E5210, Period IV-V Dr Antti Salovaara
Information Visualization CS-E4840, Period IV Prof Kai Puolamäki
Autumn 2019 User Research ELEC-E7890, Period I Dr Jussi Jokinen Social Media CS-E5610, Period I Prof Risto Sarvas
User-Centered Methods for Product and Service Design
CS-E4900, Perios I-II Dr Mika Nieminen
Computational User Interface Design / Engineering for Humans
ELEC-E7851 or ELEC-D7010, Period II Prof Antti Oulasvirta
User Interface Construction CS-E5220, Period II
Master’s study programs
Major in HCI at A! SCI
Extent: Long or compact major (40-65 credits) Minor (20-25 cr) More information: https://into.aalto.fi/displ ay/enccis/Human-Computer+Interaction +2018-2020 Applications: https://into.aalto.fi/displ ay/enccis/How+to+app ly 3.12.2018 – 11.1.2019 Usability School With:
Aalto ARTS (School of Design) University of Helsinki (Cognitive Science) More information: http://uschool.aalto.fi Applications: May 2019 26
Major in ICT Innovation at EIT With: Several universities across Europe More information: https://www.aalto.fi/nod e/30431 Applications: 15.11.2018 - 2.1.2019
HelsinCHI research seminar
Monthly seminar for Helsinki-area research
Each meeting has 3 presentations of ongoing (=unfinished) research
Focus on peer support
Identification of early-stage failures in research
Followed with social after-seminar meeting at Fat Lizard More information:
Next HelsinCHI: 13 December, 14-16 @ TUAS TU6 Email: https://list.aalto.fi/mailman/listinfo/helsinchi-all
Facebook: https://www.facebook.com/groups/879710005488253/
About the exam
+ recommended reading
What the exam will contain (tentatively)
Term explanations (~8 points)
What the term means
What its relevance is for HCI and UCD
Interaction design challenge (~6 points)
Formulation as a problem
Presentation of a solution method
Presentation of a method or technique (~6 points)
What the method is and what is its purpose What are its limitations
What are its strengths
Exam time and place:
10 December 17:00–20:00 @ T1 (C202)
Reading material
Lectures
Assignments
+ Online sources (see the “For Aalto users” section in MyCourses)
Course feedback survey
Contains 7 questions
3 with free-text response
Will be opened on 3 December (at latest) You will receive an email about this