IMK Sess 1
IMK Sess 1
IMK Sess 1
Outline
Introduction Usability Goals and Measures Usability Motivations Universal Usability
Introduction
Human-Computer Interaction (HCI) is the discipline related to the design, evaluation, and implementation of interactive computer systems for use by humans, and studies of the phenomena associated with it. (Definition by ACM SIGCHI) Focus: of this course: Design and evaluation of user interface User interface is part of interactive computer system that allows human to interact with computer
Example
The desktop applications are now enabling broad user communities to prepare user generated content for millions of WWW users The web-based social networking and social media applications are accesible through billions of mobile devices User-interfaces produce the new ways to work, to compete, to collaborate, to battle in all aspects of the life
Example
The UPS courier brings no more portable but wearable computer The competitors become the partners, e.g. Toyota and Daihatsu, VW and Subaru The building walls are great display for animated advertisment The user intefaces enable to improve the usability
Usability
According to the ISO/IEC 9126 the usability is a set of attributes that bear on the effort needed for use, and on the individual assessment of such use, by a stated or implied set of users The attributes are understandability, Learn ability, Operability, and Attractiveness
Usability
1. 2. 3. 4. Understandability Learn ability Operability Attractiveness
Usability Motivations
Many interfaces are poorly designed and this is true across domains: Life-critical systems:
Air traffic control, nuclear reactors, power utilities, police & fire dispatch systems, medical equipment High costs, reliability and effectiveness are expected Length training periods are acceptable despite the financial cost to provide error-free performance and avoid the low frequency but high cost errors Subject satisfaction is less an issue due to well motivated users
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Universal Usability
Diversity of human abilities, backgrounds, motivations, personalities, cultures, and work styles is a challange for interface designers Understanding of differences between users is vital for participation by broadest set of users Mobile device use has begun to require for designs that are universal usable
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Long-term and semantic memory Short-term and working memory Problem solving and reasoning Decision making and risk assessment Language communication and comprehension Search, imagery, and sensory memory Learning, skill development, knowledge acquisition, and concept attainment
Arousal and vigilance Fatigue and sleep deprivation Perceptual (mental) load Knowledge of results and feedback Monotony and boredom Sensory deprivation Nutrition and diet Fear, anxiety, mood, and emotion Drugs, smoking, and alcohol Physiological rhythms
extroversion versus introversion sensing versus intuition perceptive versus judging feeling versus thinking
Universal Usability
Children another community of users is children, whose uses emphasize entertainment and education
Even pre-reader can use computer-controlled toys, music generator and art tools
Supporting Materials
www.useit.com/alertbox/20030825.html www.useit.com/alertbox/20030825.html www.aw-bc.com/DTUI3/chapters/ch1.html/
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Q&A
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