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Lecture 1 - Introduction To Hci Principles & Key Concepts - Edited

The document provides an introduction to human-computer interaction (HCI). It discusses how HCI has evolved from early computers that were difficult to use and operated by specialists to today's more intuitive and easy to use systems designed for mass use. The document outlines key concepts in HCI including usability, interaction paradigms, the multidisciplinary nature of HCI, and how design focuses on bringing together human needs and capabilities with technological possibilities. It also discusses the historical context and development of HCI as a field.
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0% found this document useful (0 votes)
231 views

Lecture 1 - Introduction To Hci Principles & Key Concepts - Edited

The document provides an introduction to human-computer interaction (HCI). It discusses how HCI has evolved from early computers that were difficult to use and operated by specialists to today's more intuitive and easy to use systems designed for mass use. The document outlines key concepts in HCI including usability, interaction paradigms, the multidisciplinary nature of HCI, and how design focuses on bringing together human needs and capabilities with technological possibilities. It also discusses the historical context and development of HCI as a field.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Human Computer Interaction

What is it all about ...


Fons J. Verbeek
LIACS, Imagery & Media
September 5, 2016

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

• Why are we teaching this course ...


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What is it about ...
• Humans
- Working
- Routines-Workflows
- Capabilities ~ Limitations
• Machines
- Used
- Mode of Operation
- Possibilities ~ Limitations
• INTERFACE,
- Man-Machine Interaction
- Human-Computer Interaction
- Embedded Systems

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It is about system development

Nearly half of entire software development effort


relates to the user interface.
(Myers and Rosson, 1992)

• This statement is still very true


• Not only user interface
• Interaction Architecture, Product Design
• Connectivity
• Service Design

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Human Computer Interaction
• As a Science
- Methods
- Formalisms
- Relations and Overlap diciplines
- Measurement
• As a Product
- Recipes
- Design
- Technology
- Measurement
• Strategies for Development
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Early Human Computer Interaction

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Beginnings - Computing in 1945

• 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 ...

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What Interactions did we See ...

• Mechanical
• Poor feedback
• Specialist use
• Process control
• Calculations
• No intention to address the mass market

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What is HCI ...
• Early computers: extremely difficult to use
- large & expensive
- by comparison: “people time” (labour) cheap
- used by specialists
- no knowledge about how to make use easier
• Today (This era)
- None of these conditions hold
- Development of PC’s major landmark
• Shift to other interaction paradigms
- Small & Handheld - Devices
- Robots
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Interaction Paradigms

• Batch processing • 1950’s


• Timesharing • 1960’s
• 1970’s
• Networking (1972 1st email)
• Graphical display • 1980’s
• Microprocessor
• WWW • 1990’s
• Ubiquitous Computing • 1995’s
• Grid/Cloud Computing • This era ͙

• Human Robot Interaction


• Tablet/Table Top Computing
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Initial outlook of human interaction
• Wide acceptance of computers (as of 1980ties)
• Consequence:
- Computers must be well-designed
- Interactions must be well-designed
• Users should not have to think about its use
- Intuitive
- Logical responses
- Safe
• Two crucial concepts
- Design
- Interaction
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Not thinking about its use …
• For example compare:
- CD-players

- Cars

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Interactions with Small Devices

Imagine what these devices can do com

human compu 18
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

• Robots get more human


- Android
- Geminoid Geminoid HI-1

- 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?”

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What Interactions did we See ...

• Sensor based
• Intention of rich feedback
• Specialist use
• Multi-purpose
• Intention to address the mass market
• Ubiquitous

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Design: Interdisciplinary Field
• HCI combines knowledge and methods
associated with professionals including:
- Computer Scientists
- Psychologists
• Experimental, Educational, Social and Industrial
- Designers
• Instructional and Graphical
- Technical Writers
- Human Factors and Ergonomics Experts
- Anthropologists and Sociologists
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Multi-disciplinarity in HCI

Booth, 1989, Preece et al, 2002; Zhang & Li 2004

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Disciplines contributing to HCI

Computer Cognitive Social &


Science Psychology Organizational
Psychology

Ergonomics
HCI

Artificial Graphics
Sociology
Intelligence Design

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Development of HCI
• Beyond and more than system’s capabilities
• 1970s: notion of User-Interface arises
• Also known as Man-Machine Interface
- “those aspects of the system that the user comes in
contact with” [Moran, 1981]

- “input language for user, an output language for


machine and a protocol for interaction” [Chi,1985]

- Man-Machine Interface: implies gender bias

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Early concepts in HCI
• Companies started to call their products:
- “user-friendly” [ today this is a Curse ]
• In practice:
- Just tidy up the screens
- Make them more aesthetically pleasing
- No Design decisions nor Interaction plan
• Meanwhile:
- Research focus on capabilities/limitations of people
- Different thing!
- Important focus on psychological factors
- Focus on aspects of ergonomics
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Design - Capabilties - Humans

Poet Doet
Donald A. Norman - Psychologist

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User Friendly

• What is User Friendly ?


• Can we measure it ?
• Criteria adhering to some standard ?

• Prototyping, Prototyping styles


• Usability, Usability criteria
• Evaluations, Evaluation techniques

• All are based in getting the User involved!


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Definitions of HCI

• A workable definition is:


“a set of processes, dialogues and actions through
which a human employs and interacts with a
computer” (comment: visa versa ?)

• A focus on the research themes:


“a discipline concerned with the design, evaluation,
and implementation of interactive computing
systems for human use and with the study of
major phenomena surrounding them”

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Dissect HCI definition
• Human,
- Users, single, group working together, sequence
- User(s) tries to complete a task.
• Computer,
- Technology, not just Desktop computer
- Systems:
• Large-scale computers,
• Process control,
• Embedded systems.
• Interaction,
- Communication, direct/indirect
- Dialogue + feedback/batch
- Task oriented
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Development Attitude

• Computing paradigms have shifted


- Early computing had no end users.
- “end users” are extremely important
- Natural focus is on the needs and capabilities of
these end users
- Interface Design
- Interaction Design
• “Nearly half of entire software development effort
relates to the user interface.” [Myers and Rosson, 1992]

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Design (1)
• ‘What is design?

It’s where you stand with a foot in two worlds -


the world of technology and the world of people
and human purposes - and you try to bring the
two together’.
Mitch Kapor (1996)

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Design (2)

• The term ‘design’ refers to:


both to the creative process of specifying
something new and to the representations
that are produced during the process.

• 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

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People and Technologies
• People and interactive systems are different:
this entails the fundamental challenge for
interactive systems designers is to deal with.

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Interface
• The interface to an interactive system is all those parts of the
system with which people come into contact with; physically,
perceptually and conceptually.
• Physically
• Pressing buttons, moving levers
• Interactive device might respond by providing feedback
• Perceptually
• Display things on a screen which we can see
• Make noises which we can hear.
• Conceptually
• Trying to work out what it does
• What we should be doing.
• Messages/Indicators designed to help us do this.
• The interface consists of
• Input
• Output
• HCI needs a (conceptual) model for this
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HCI: disaster stories
1988 :
Iran Air Flight 655 shot down by USS Vincennes
• F-14?? - 290 casualties
• Conclusion: ‘ egis had provided accurate data.
The crew had misinterpreted it.’
• Different radar screens displayed different aspects
of airplane
• Correlating information was difficult
• Vital data cluttered by trivial data
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Poor interface design
1. Increased mistakes in
• data entry
• system operation
2. Inaccessible functionality
3. User frustration
• low productivity and/or
• under-utilisation
4. System failure because of user rejection

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Software Quality (ISO 9126)

Metrics and Evaluation


- Functionality
- Reliability
- Usability
- Efficiency
- Maintainability
- Portability
- PM Accessibility (sometimes relevant, not ISO 9126)

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Definition of Usability (Nielsen 2003)

• Usability is a quality attribute that assesses


how easy user interfaces are to use.

• The word ‘usability’ also refers to methods for


improving ease-of-use during the design
process.

• Consequently, usability testing requires


interaction with representative users!

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Usability Components

• 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

• “10 minute rule?”


• optimize what the user already knows(͙ Nelson 1980)
• use the innate knowledge of the user (group)
to learn the software (study workflow)
• not for complex systems
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User Activities - Capabilities

• 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!

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Problems with ATMs
• Older people make much less use of ATMs
• 24 years : average 7 visits to an ATM per month
• Use drops off among those over 45
• 65+ years : two-thirds NEVER use an ATM
• Senior citizens often put off by ATMs
they find the machines
complicated, inconvenient and intimidating.
• Buttons that did not line up with commands
• Dimly lit screens hard to read in the glare of
daylight
• Sometimes confusing menu choices

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)

• Researchers + banks expected ATMs to be intuitively


easy to use
• Testing among senior citizens found only 20 percent
correct operation
• Usability suggestions:
• Simpler on-screen instructions
• More "undo" buttons
• Banks should provide training for any customers who need it

• remark a "large percentage" of people surveyed said


they would use ATMs if trained

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Learn how to use it ...

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Improvements with new Technology

Touch screen technology.


Has to be taught !
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Importance of Usability
Research machines 1950s Mathematicians Machine reliability
Scientists users do programming

Mainframes 1960s Data-processing Users of output (business


& professionals managers) grow
1970s disenchanted with delays,
costs and lack of flexibility

Minicomputers 1970s Engineering and Users must still do must


other non-computer programming; usability
professionals becomes a problem

Microcomputers 1980s Almost anyone Usability is the major


problem
Internet (WWW) 2000s Almost anyone Usability is big business
Shackle, 1991

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HCI has economic value ($, €, £)
Think about, strong competition on:
• Operating Systems
• Phones / Tablet Systems / Portable Devices

• Internet Browsers
• Word Processors
• Web-editing systems
• Photo-editing systems

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Beyond standard computing ...

• Control in modern cars - navigation systems

Tesla, car-console; How well tested ?

Direct and Indirect Interaction

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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

• Learn to communicate accross disciplines


• Learn about software design for Interaction
• Learn about graphic design for Interaction
• Learn about design of usefull Interaction
Open Mind
Understand context
Be prepared to throw away
Be adventurous

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