Module 1. Lesson 1 & 2 HCI
Module 1. Lesson 1 & 2 HCI
What is a HCI?
A basic goal of HCI is to improve the interactions between users and computers and
by making computers more usable and receptive to the user's needs.
A long term goal of HCI is to design systems that minimize the barrier between the
human's cognitive model of what they want and to accomplish and the computer's
understanding of the user's task.
Interaction refers to an abstract model by which humans interact with the computing
device for a given task, and an interface is a choice of technical realization (hardware
or software) of such a given interaction model.
Interaction is a concept to be distinguished from another similar term, interface. The
letter I in HCI refers to both interaction and interface, encompassing the abstract model
and the technological methodology.
High usability means that the resulting interfaces are easy to use, efficient for the
task, ensure safety, and lead to a correct completion of the task. Usable and efficient
interaction with the computing device in turn translates to higher productivity.
This principle simply states that the interaction and interface should cater to the needs
and capabilities of the target user of the system in design. This overall concept was well
captured by the phrase, “Know thy user,” coined by Hansen in 1971.
Designing interaction with as little memory load as possible is a principle that also has a
theoretical basis. Humans are certainly more efficient in carrying out tasks that require
less memory burden, long or short term.
Keeping the user’s short-term memory load light is of particular importance with regard
to the interface’s role as a quick and easy guidance to the completion of the task. The
capacity of the human’s short-term memory (STM) is about 5–9 chunks of information (or items
meaningful with respect to the task), famously known as the “magic number”.
In the longer term, one way to unburden the memory load is to keep consistency. This
applies to both within an application and across different applications and both the
interaction model and interface implementation. One way the Microsoft Windows®–
based applications maintain their competitiveness is by promoting consistent and
familiar interface.
Any significant task will involve the use of memory, so another good strategy is to
employ interfaces that give continuous reminders of important information and thereby
refresh the user’s memory. The human memory dissipates information quite quickly,
and this is especially true when switching tasks in multitasking situations (which is a
very prevalent form of interaction these days).
• Naturalness
The final major HCI principle is to favor “natural” interaction and interfaces. Naturalness
refers to a trait that is reflective of various operations in our everyday life. For instance, a
perfect HCI may one day be realized when a natural language– based conversational
interface is possible, because this is the prevalent way that humans communicate.
However, it can be tricky to directly translate real-life styles and modes of interaction to and
for interaction with a computer.
– what people want and expect, physical limitations and abilities people possess,
--how information processing systems work,
The user interface is to the part of a computer and its software that people can see,
hear, touch, talk to, or otherwise understand or direct. The user interface has essentially
two components: input and output.
Input is how a person communicates his / her needs to the computer. Some common input
components are the keyboard, mouse, trackball, one's finger, and one's voice.
Output is how the computer conveys the results of its computations and requirements to
the user. Today, the most common computer output mechanism is the display screen,
followed by mechanisms that take advantage of a person's auditory capabilities: voice and
sound. The use of the human senses of smell and touch output in interface design still
remain largely unexplored.
Proper interface design will provide a mix of well-designed input and output
mechanisms that satisfy the user's needs, capabilities, and limitations in the most
effective way possible. The best interface is one that it not noticed, one that permits the
user to focus on the information and task at hand, not the mechanisms used to present
the information and perform the task.
It was visually cluttered, and often possessed a command field that challenged the user
toremember what had to be keyed into it. Ambiguous messages often required referral
to a manual to interpret. Effectively using this kind of screen required a great deal of
practice and patience. Most early screens were monochromatic, typically presenting
green text on black backgrounds.
At the turn of the decade guidelines for text-based screen design were finally made
widely available and many screens began to take on a much less cluttered look through
concepts such as grouping and alignment of elements, as illustrated in Figure 1.2. User
memory was supported by providing clear and meaningful field captions and by listing
commands on the screen, and enabling them to be applied, through function keys.
Messages also became clearer. These screens were not entirely clutter-free, however.
Instructions and reminders to the user had to be inscribed on the screen in the form of
prompts or completion aids such as the codes PR and Sc. Not all 1980s screens looked
like this, however. In the 1980s, 1970s-type screens were still being designed, and
many still reside in systems today.
The advent of graphics yielded another milestone in the evolution of screen design, as
illustrated in Figure above, while some basic "design principles did not change,
groupings and alignment, for example, Borders were made available to visually
enhance groupings, and buttons and menus for implementing commands replaced
function keys.
Multiple properties of elements were also provided, including many different font sizes
and styles, line thicknesses, and colors. The entry field was supplemented by a
multitude of other kinds of controls, including list boxes, drop-down combination boxes,
spin boxes, and so forth. These new controls were much more effective in supporting a
person's memory, now simply allowing for selection from a list instead of requiring a
remembered key entry. Completion aids disappeared from screens, replaced by one of
the new listing controls. Screens could also be simplified, the much more powerful
computers being able to quickly present a new screen.
In the 1990s, our knowledge concerning what makes effective screen design continued
to expand. Coupled with ever-improving technology, the result was even greater
improvements in the user-computer screen interface as the new century dawned.
• Faster learning
• Easier remembering
• More natural
• Provides context
• Fewer errors
• Immediate feedback
• More attractive
DISADVANTAGES
• Production limitations
• Hardware limitations
Visual presentation is the visual aspect of the interface. It is what people see on the screen.
The sophistication of a graphical system permits displaying lines, including drawings and
icons. It also permits the displaying of a variety of character fonts, including different sizes
and styles. The display of 16 million or more colors is possible on some screens. Graphics
also permit animation and the presentation of photograph and motion video. The
meaningful interface elements visually presented to the user in a graphical System include
windows (primary, secondary, or dialog boxes), menus (menu bar, pull down, popup,
cascading), icons to represent objects such as programs or files, assorted screen-based
controls (text boxes, list boxes, combination boxes, settings, scroll bar and buttons), and a
mouse pointer and cursor. -- The objective is to reflect visually on screen the real world of
the user as realistically, meaningfully, simply, and clearly possible.
The array of alternatives available to the user is what is presented on the screen or may
be retrieved through what is presented on the screen, nothing less, nothing more. This
concept fostered the acronym WYSIWYG.
Pick-and-Click Interaction:
Elements of a graphical screen upon which some action is to be performed must first
identified. The motor activity required of a person to identify this element for a proposed
action is commonly referred to as pick, the signal to perform an action as cue. The primary
mechanism for performing this pick-and-click is most often the mouse and its buttons. The
user moves the mouse pointer to the relevant element (pick) and the action is signaled
(click). Pointing allows rapid selection and feedback. The hand and mind seem to work
smoothly and efficiently together. The secondary mechanism for performing these selection
actions is the keyboard most systems permit pick-and-click to be performed using the
keyboard as well.
Visualization:
Object Orientation:
A graphical system consists of objects and actions. Objects are what people see on screen.
They are manipulated as a single unit. Objects can be composed of sub objects. For
example, an object may be a document. The document's sub objects may be a paragraph,
sentence, word, and letter. A collection is the simplest relationship-the objects sharing a
common aspect. A collection might be the result of a query or a multiple selection of
objects. Operations can be applied to a collection of objects.
constraint is a stronger object relationship. Changing an object in a set affects some other
object in the set. A document being organize into pages is an example of a constraint. A
composite exists when the relationship between objects becomes so significant that the
aggregation itself can be identified as an object. Examples include a range of cells
organized into a spreadsheet, or a collection of words organized into a paragraph.
container is an object in which other objects exist. Examples include text in a document or
documents in a folder.
A container often influences the behavior of its content. It may add or suppress certain
properties or operations of objects placed within it, control access to its content, or
control access to kinds of objects it will accept. These relationships help define an
object's type. Similar traits and behaviors exist in objects of the same object type.
Another important object characteristic is persistence.
Lesson 2
Interaction Design
A central concern of interaction design is to develop interactive products that
are usable.
By this we mean products that are generally easy to learn, effective to use, and
provide an enjoyable user experience. A good place to start thinking about how
to design usable interactive products is to compare examples of well-designed
and poorly designed ones. Through identifying the specific weaknesses and
strengths of different interactive products, we can begin understand what it
means for something to be usable or not.
The interfaces for everyday consumer items, such as cameras, microwave ovens,
toasters, and washing machines, which used to be physical and the realm of product
design, are now predominantly digitally based, requiring interaction design (called
consumer electronics). The move toward transforming human-human transactions into
solely interface-based ones has also introduced a new kind of customer interaction.
Self-checkouts at grocery stores and libraries are now the norm where it is
commonplace for customers to check out their own goods or books themselves, and at
airports, where passengers check in their own luggage. While more cost-effective and
efficient, it is impersonal and puts the onus on the person to interact with the system.
Furthermore, accidentally pressing the wrong button or standing in the wrong place at a
self-service checkout can result in a frustrating, and sometimes mortifying, experience.
John Thackara viewed it as “the why as well as the how of our daily interactions
using computers” (2001, p. 50), while
Dan Saffer emphasized its artistic aspects: “the art of facilitating interactions
between humans through products and services” (2010, p. 4).
A number of terms have been used since to emphasize different aspects of what is
being designed, including user interface design (UI), software design, user-centered
design, product design, web design, user experience design, and interactive system
design.
Interaction design is generally used as the overarching term to describe the field,
including its methods, theories, and approaches. UX is used more widely in industry to
refer to the profession. However, the terms can be used interchangeably. Also, it
depends on their ethos and brand.
Figure 1.2 Relationship among contributing academic disciplines, design practices, and
interdisciplinary fields concerned with interaction design (double-headed arrows mean
overlap
Interaction design is ideally carried out by multidisciplinary teams, where the skill sets of
engineers, designers, programmers, psychologists, anthropologists,
sociologists, marketing people, artists, toy makers, product managers, and others
are drawn upon. It is rarely the case, however, that a design team would have all of
these professionals working together. Who to include in a team will depend on a
number of factors, including a company’s design philosophy, size, purpose, and product
line.
One of the benefits of bringing together people with different backgrounds and training
is the potential of many more ideas being generated, new methods developed, and
more creative and original designs being produced. However, the downside is the costs
involved. The more people there are with different backgrounds in a design team, the
more difficult it can be to communicate and make progress with the designs being
generated. Why? People with different backgrounds have different perspectives and
ways of seeing and talking about the world. What one person values as important
others may not even see (Kim, 1990). Similarly, a computer scientist’s understanding of
the term representation is often very different from that of a graphic designer or
psychologist.
Jesse Garrett (2010, p. 10), “Every product that is used by someone has a user
experience: newspapers, ketchup bottles, reclining armchairs, cardigan
sweaters.”
More specifically, it is about how people feel about a product and their pleasure and
satisfaction when using it, looking at it, holding it, and opening or closing it. It includes
their overall impression of how good it is to use, right down to the sensual effect small
details have on them, such as how smoothly a switch rotates or the sound of a click and
the touch of a button when pressing it. An important aspect is the quality of the
experience someone has, be it a quick one, such as taking a photo; a leisurely one,
such as playing with an interactive toy; or an integrated one, such as visiting a museum
(Law et al., 2009).
It is important to point out that one cannot design a user experience, only design for a
user experience. In particular, one cannot design a sensual experience, but only create
the design features that can evoke it. For example, the outside case of a smartphone
can be designed to be smooth, silky, and fit in the palm of a hand; when held, touched,
looked at, and interacted with, that can provoke a sensual and satisfying user
experience. Conversely, if it is designed to be heavy and awkward to hold, it is much
more likely to end up providing a poor user experience—one that is uncomfortable and
unpleasant.
Don Norman (2004) has stressed for many years, “It is not enough that we build
products that function, that are understandable and usable, we also need to build
joy and excitement, pleasure and fun, and yes, beauty to people’s lives.”
There are many aspects of the user experience that can be considered and many ways
of taking them into account when designing interactive products. Of central importance
are the usability, functionality, aesthetics, content, look and feel, and emotional
appeal.
Jack Carroll (2004) stresses other wide-reaching aspects, including fun, health, social
capital (the social resources that develop and are maintained through social
networks, shared values, goals, and norms), and cultural identity, such as age,
ethnicity, race, disability, family status, occupation, and education.
Accessibility can be achieved in two ways: first, through the inclusive design of
technology, and second, through the design of assistive technology.
Within each type is a complex mix of people and capabilities. For example, a person
might have only peripheral vision, be color blind, or have no light perception (and be
registered blind). All are forms of visual impairment, and all require different design
approaches. Color blindness can be overcome by an inclusive design approach.
Designers can choose colors that will appear as separate colors to everyone. However,
peripheral vision loss or complete blindness will often need an assistive technology to
be designed.
• Safe to use (safety) - involves protecting the user from dangerous conditions
and undesirable situations.
• Having good utility (utility) - refers to the extent to which the product provides
the right kind of functionality so that users can do what they need or want to do.
Design Principles
Design principles are used by interaction designers to aid their thinking when designing for
the user experience. These are generalizable abstractions intended to orient designers
toward thinking about different aspects of their designs. A well-known example is feedback:
Products should be designed to provide adequate feedback to the users that informs them
about what has already been done so that they know what to do next in the interface.
Another one that is important is findability (Morville, 2005). This refers to the degree to
which a particular object is easy to discover or locate—be it navigating a website, moving
through a building, or finding the delete image option on a digital camera. Related to this is
the principle of navigability: Is it obvious what to do and where to go in an interface.
Design principles are derived from a mix of theory-based knowledge, experience, and
common sense. They tend to be written in a prescriptive manner, suggesting to
designers what to provide and what to avoid at the interface—if you like, the dos and
don’ts of interaction design.
A number of design principles have been promoted. The best known are concerned with
how to determine what users should see and do when carrying out their tasks using an
interactive product. Here we briefly describe the most common ones: visibility, feedback,
constraints, consistency, and affordance.
Visibility - The more visible functions are, the more likely it is that users will be able to
know what to do next.
Consistency - This refers to designing interfaces to have similar operations and use
similar elements for achieving similar tasks.
Affordance - This is a term used to refer to an attribute of an object that allows people
to know how to use it. At a simple level, to afford means “to give a clue”’ (Norman,
1988). When the affordances of a physical object are perceptually obvious, it is easy to
know how to interact with it.