Computer Science Honours 2011
Computer Science Honours 2011
The way humans interact with computers
Th h i t t ith t
Methodologies and processes for designing interfaces
(i.e., given a task and a class of users, design the best
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possible interface within given constraints, optimizing
for a desired property such as learnability or efficiency
of use)
Methods for implementing interfaces (e.g. software
toolkits and libraries; efficient algorithms)
Techniques for evaluating and comparing interfaces
Developing new interfaces and interaction techniques
Developing descriptive and predictive models and
th i f i t
theories of interaction
ti
Goal of this class is for you to be able to
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undertake a research project of your own
design
1. learning by example – revisiting “greatest
h
hits” of HCI.
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What kind of work has been done
How to go about it
2. undertake own project – learn most when
doing it ourselves
21 March 22 23 24 25
28 29 30 41 1 April
4‐8 April
11 12 133 14
4 155
18 19 20 21 22
2 assignments
1 practical
Exam
ALL material discussed in lectures is examinable.
60% of total mark
Human Computer Interaction in following
H C I i i f ll i
areas of research:
IIntroduction to HCI concepts
t d ti t HCI t
Seminal work
Vision based interaction
Multi‐modal interaction
Ubiquitous computing
Augmented Reality / Virtual Reality
Mobile interaction
With a terrible interface / interaction
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technique, even the most expertly designed
system will not be used.
ll b d
We learn principles of designing user interfaces
We learn how to test / evaluate interfaces
Darnell, M. J. (2006). Bad Human Factors Designs. www.baddesigns.com
http://ps2.gamezone.com/gamesell/screens/s23631.htm
“there are events where the gameplay is anything but self‐explanatory. The rings
event in the gymnastics section of the game is easily the most egregious
example, because it revolves around no fewer than four distinctly different
example because it revolves around no fewer than four distinctly different
gameplay mechanics, all of which are packed into a single, fairly abstract ring
interface.”
“when the gameplay
g p y in Athens 2004 isn't weirdly archaic, it errs toward simple or
4 y , p
derivative. The dashes and the swimming races all require you to alternate
between the X and circle buttons at high speeds. The hurdles, long jump, triple
jump, and pole vault events also depend on this button‐mashing proficiency,
though they also throw a few well‐timed taps of the L1 button in for good
measure. In fact, almost all of the events in Athens 2004 boil down to hitting
I f t l t ll f th t i Ath b il d t hitti
buttons fast. So although what you're seeing on screen changes, you don't get
much sense of variety in the actual gameplay between these events. On top of
this, constantly attacking the X and circle buttons can be an absolute nightmare on
the fingers; few other games these days are so demanding of continuous, rapid
the fingers; few other games these days are so demanding of continuous, rapid‐
fire button pressing, so if you're not used to this type of mechanic, you may well
find yourself with sore fingers after playing Athens 2004. “
“Athens 2004 certainly looks better than past Olympic Games, but the gameplay
it lf h
itself honestly doesn't improve much on the button mashing and timing‐based
tl d 't i h th b tt hi d ti i b d
gameplay that Konami built Track & Field on more than 20 years ago.”
http://uk.videogames.games.yahoo.com/ps2/reviews/athens‐2004‐52dba3.html
A multi dimensional property of a product:
A l i di i l f d
Learnability: how easy s it to accomplish basic
tasks the first time
Efficiency: how quickly can they perform tasks
once design has been learned
Memorability: After not using a product for a
time, how easily can re‐establish proficiency
Errors: how many, how severe, how easy to
recover
S i f i h l
Satisfaction: how pleasant is it to use the product
i i h d
the perceived and actual properties of the
h i d d l i f h
object
strong clues to the operation of objects
t l t th ti f bj t
when simple things need pictures, labels, or
, g
instructions, the design has failed.
The information sent to the user confirming
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that the action has been done or describing
the result of an action
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1. Forming the goal
discrepancy between what
2. Forming the intention users want to do and what
‐‐‐ Gulf of execution ‐‐‐
lf f they are allowed to do
3. Specifying an action
4. Executing the action
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5. Perceiving the state of the world
discrepancy between what
6. Interpreting the state of the world
h f h the users thought would
ld
happen and what did
‐‐‐ Gulf of evaluation ‐‐‐ happen
7. Evaluating the outcome
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Don Norman defines four fundamental design
D N d fi f f d t l d i
principals:
make it easy to determine what actions can be done
y
and when.
make things visible: conceptual model of the system,
alternative actions, results of actions
make it easy to evaluate the current state of the
system
follow natural mappings between:
f ll t l i b t
▪ intentions and required actions
▪ actions and effect
▪ information that is visible and interpretation of system state
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D. Norman (2002) “The Design of Everyday Things”. New York: Basic Books (Perseus)
Considers interaction as communication between
C id i t ti i ti b t
user and technology:
1. Address: how do I address one (or more) of
many possible devices?
2. Attention: how do I know the system is ready
and attending to my actions?
3. Action: how do I effect a meaningful action,
control its extent and possibly specify a target
or targets for my action
4. Alignment: how do I know the system is doing
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the right thing?
5. Accident: how do I avoid mistakes?
1. Address: how do I address one of many possible devices?
Address how do I address one of many possible devices?
Keyboard, mouse, social control over physical access
2. Attention: how do I know the system is ready and
attending to my actions?
Flashing cursor, cursor moves with mouse
3. Action: how do I effect a meaningful action, control its
extent and possibly specify a target or targets for my
action
Click on objects / drag cursor over area around objects…
4
4. Alignment: how do I know the system is doing the right
thing?
Character appears as you type, icon moves to new position
55. Accident: how do I avoid mistakes?
cc de t o do a o d sta es
Stop / cancel, undo, delete
1. Address: how do I address one of
many possible devices?
2. Attention: how do I know the
system is ready and attending to
my actions?
3. Action: how do I effect a
meaningful action, control its
extent and possibly specify a
target or targets for my action?
g g y
4. Alignment: how do I know the
system is doing the right thing?
5 Accident: how do I avoid
5.
mistakes?