Lecture 1 - Introduction To Hci Principles & Key Concepts - Edited
Lecture 1 - Introduction To Hci Principles & Key Concepts - Edited
LECTURE 1
INTRODUCTION TO HCI
PRINCIPLES & KEY CONCEPTS
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Content
• What is HCI
• Historical context
• What are the scientific disciplines involved
• Interaction & Interactive Systems
• 1st Key concept: Usability
• Systems
• Examples
• Harvard Mark I
- Automatic Sequence Controlled Calculator (ASCC):
- IBM Automatic Sequence Controlled Calculator (aka Mark 1)
• 55 feet long, 8 feet high, 5 tons
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Learn about NORC ...
• Mechanical
• Poor feedback
• Specialist use
• Process control
• Calculations
• No intention to address the mass market
- Cars
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Future directions in HCI
Q1
Japan 2005, by Hiroshi Ishiguro, Osaka University.
• Human Robot Interaction
• Human Android Interaction
• Whole new range of interactions
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Machine Personal Relations
- Ubiquitous phenomena
• Interaction will be more
human
- Emotive response
- Personal relations (e.g. Mariage .
- “If the alternative is that you are lonely and sad and mise David Levy
is it not better to find a robot that claims to love you and acts
like it loves you?”
• Sensor based
• Intention of rich feedback
• Specialist use
• Multi-purpose
• Intention to address the mass market
• Ubiquitous
Ergonomics
HCI
Artificial Graphics
Sociology
Intelligence Design
Poet Doet
Donald A. Norman - Psychologist
• In Design:
both problem and solution need to evolve
during the design process; rarely complete
specification before some design work has
been done. Ergo: it is an interactive process.
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Design and Interactive Systems (1)
• Interactive system:
• Term used to describe the technologies that
interactive system designers work with.
• Term intends to cover components, devices,
products and software systems that are primarily
concerned with processing information.
• Things that deal with the transmission, display,
storage or transformation of information that
people can perceive.
• Devices and systems that respond dynamically to
people’s actions.
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Design and Interactive Systems (2)
• Examples
- Mobile phones:
transmit, store and transform information
- Websites:
store and display information and respond to
people’s actions
- Computer game controllers
dynamic response to actions
- Interactive Installations
transmit information, generate dynamic response
• Learnability
- Ease of learning the system, i.e. the basic tasks
- Skills retained over time (also Memorability)
• Throughput (also Efficiency)
- Speed of task performance
- Low user error rate
• Flexibility
- Suitability for intended user expertise
- Can system be customised?
• Attitude (also Satisfaction)
- User subjective satisfaction with system
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Usability & Goals
• Usability goals (criteria = objective)
• effectiveness, efficiency, learnability, safety, etc.
• User experience goals (quality = subjective)
• fun, motivating, aesthetically pleasing, supportive of
creativity, rewarding, helpful, satisfying, etc.
• Sometimes there are conflicts
• Activities
- Physical resources
• Devices that support interaction
- Cognitive resources
• Support of cognitive functions
• Memory
- Affective resources
• Pleasing
• Intelligent use of color and graphics
• activities are used to understand “Human”
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Usability & Transparency
Relationship between
• user’s goals
• required actions
• results
must be meaningful,
not arbitrary
ORDER of ACTIONS!
Source: http://cnn.com/TECH/9712/04/t_t/atms.seniors/index.html
Reporting on research by W. Rogers and A. Fisk, Georgia Institute of Technology
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Problems with ATM’s (Continued)
• Internet Browsers
• Word Processors
• Web-editing systems
• Photo-editing systems
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Aim - Approach for this Course
• Learn the major principles of HCI /Interaction
- Cognetics
- Affordance/Visability
- Usability
• Learn how people think, react, acquire
- Perception
- Cognetics
• Learn how to evaluate a system
- Development track
- Envisioning, Prototyping, Evaluating
- Research Based Approach - Empirical !
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Aim - End terms for this Course