Lesson7 HCI Merged
Lesson7 HCI Merged
WELCOME MESSAGE
LECTURER
John Doe
https://www.interaction-design.org/
WIA2010 HUMAN-COMPUTER INTERACTION 4
BEGINNER HCI
Beginner
HCI
The Interaction Design Foundation (IDF) is an
independent non-profit initiative established in
2002 in Denmark. Its purpose is to democratize
knowledge of User Experience, product design and
human-computer interaction at a low-cost and high
quality. There are around 30 courses available, they
are organized as a beginner, intermediate and
advanced.
WIA2010 HUMAN-COMPUTER INTERACTION 5
Alan Dix
Professor
This book has been adopted by the Interaction Design Foundation (IDF) for HCI course and of the authors,
Profession Alan Dix narrated in the video for the online classes.
6
Design basics
• process, evaluation, experience
Implementation
• architecture, prototypes
DESIGN – THREE
“USE” WORDS
#01 USEFUL
Functional, does things
USABLE
#02
Easy to do things, does the right
things, enjoyable, user experience
#03 USED
Attractive, available, acceptable to organization
WIA2010 HUMAN-COMPUTER INTERACTION 14
Domestic use
Global networks
Ubiquitous devices
1.4 DIALOGUE
WITH THE
COMPUTER &
WORLD
Now
• Internet shopping, communities, home
• Experience and enjoyment
• More decision points
1
HUMAN-COMPUTER INTERACTION
DR. NAZEAN JOMHARI
John Doe
WIA2010 HUMAN-COMPUTER INTERACTION 2
INTERACTION
DESIGN BASIC
Overview
1. Design
2. The design process
3. User
4. Scenarios
Interaction Design
5. Navigation Basic
6. Screen Design
Design The design
7. Iteration & prototypes (Overview) process
What it is, interventions, What happens when
goals, constraints
4
Interaction Design
Basic
Scenarios Navigation Screen design Iteration &
User prototypes
Who they are, what they Rich stories of design Finding your way What goes where, Never get it right
are like around a system and what it looks first time!
like
WIA2010 HUMAN-COMPUTER INTERACTION 5
WHAT IS DESIGN?
Goals – purpose
• Who is it for, why do they want it
Constraints
• Materials, platforms
Trade-offs
6
WHAT ARE WE
DESIGNING?
7
interactions…
8
GOLDEN RULE OF
DESIGN
Understand your materials
Understand computers
• Limitations, capacities, tools, platforms
Understand people
• Psychological, social aspects
• Human error
Human error vs
Design error
Air crash? Industrial accident? Hospital mistake?
CENTRAL MESSAGE
User
WI A 2 0 1 0 H u ma n C o mputer I nte ra c t i o n1
Dr. Nazean
INTERACTION
DESIGN BASIC
Overview
1. Design
2. The design process
3. User
4. Scenarios
Interaction Design
5. Navigation Basic
6. Screen Design
Design The design
7. Iteration & prototypes (Overview) process
What it is, interventions, What happens when
goals, constraints
3
Interaction Design
Basic
Scenarios Navigation Screen design Iteration &
User prototypes
Who they are, what they Rich stories of design Finding your way What goes where, Never get it right
are like around a system and what it looks first time!
like
4
5
• Observe people
• Interview people
• Look at existing
solutions
7
• SORTING
• ORDERING
• STRUCTURING
11
But I must explain to you how all this mistaken idea of denouncing pleasure and praising pain was born and I will give you a complete account of the
system, and expound the actual teachings of the great explorer of the truth, the master-builder of human happiness. No one rejects, dislikes, or avoids
pleasure itself, because it is pleasure, but because those who do not know how to pursue pleasure rationally encounter consequences that are extremely
painful.
12
Card Sorting
Activity
Fund 13
Newslett Photo Join our
raise for About us
er Gallery society
us
Organizat
Backgrou Get Post Ongoing
ional Vision
nd involved event event
Chart
WELCOME MESSAGE
https://material.io/desi
gn
20
About
Us
Home Get
Involved
Donate
Now
23
Student
Form
24
Parent
Form
25
Teacher
Form
26
27
28
PRIORITIZE
31
32
PRIORTIZE
USER FOCUS
34
USER FOCUS
• TALK TO THEM
• WATCH THEM
• IDENTIFY QUESTIONS TO ASK
• EMPATHY – PUT YOURSELF IN
THEIR SHOE
35
36
37
38
39
reflection
42
Reflection
- Learn how nursing home operates
- Story behinds the nursing career
- Routine of an elder in nursing home
- Learn how to design based on needs of organization
43
We feel that the old folks need some entertainment such as video game or watching
movie.
During the visitation, we feel empathy and we want to do our best to help the
community.
We learnt that it is important to have interaction with human.
we think that even though we were busy with our work, we should take care of parents
ourselves. With that, the old folks will have family activity that can entertain them.
44
PERSONA
44
LESSON 4
1. User focus – Probes
2. Scenarios
3. Introduction & Structure
4. Navigation Design (4 Golden Rules)
5. Navigation Design - Global: Between Screens, within the Application
1. USER FOCUS – PROBES
Probes -> meaning “It serves as a means of gathering inspirational data about
people's lives, values and thoughts”
https://www.youtube.com/watch?v=bqgQrSuesGU
1. TECHNOLOGY – PROBES
New Technology
Design
Designer
Item
User
System
2. SCENARIOS
• Basic principles
• 1. Ask : What is the user doing?
• 2. Think: What information, comparisons, order
• 3. Design: Form follows function
2. Design & Layout
• Available Tools
1. Grouping of items
2. Order of items
3. Decoration – Fonts, boxes etc
4. Alignment of items
5. Whitespace
2. Design & Layout
2. Order of items
• Think what is natural order
• Should match screen order : use box,
space, set up tabbing
• Instructions: Beware the cake recipe
syndrome: mix milk and flour, add fruit
after beating them
2. Design & Layout
3. Decoration
• Use box to group logical items
• Use fonts for emphasis, headings
• But not too many!
2. Design & Layout
4. Alignment - Text
• You read from left to right (Malaysian,
English)
• Scanning - Make it easy to recognize
• Numbers: Align decimal points or right
align integers
3. Whitespace
• Matches the function
• Space to separate
• Space to highlight
4. Physical Devices Too
• Order of items
• Grouping of items
1. Type of heating
2. Temperature
3. Time to cook
4. Start
4. Physical Devices Too
• Decoration
• Different colours for different
functions
4. Physical Devices Too
• Alignment
• Centre text in button
4. Physical Devices Too
• Whitespace
• Gaps to aid grouping
1. User Action & Control
2. Appropriate Appearance
Entering Information
Knowing what to do
Affordances
1. User Action & Control
Entering Information
Forms, dialogue boxes – Presentation + data input
Logical layout – task analysis, grouping natural
order for entering information
1. User Action & Control
Presenting Information
Aesthetics and utility
Colour and 3D
Localisation and internationalisation
1. Appropriate Appearance
Purpose matters – sort order, text vs diagram,
scatter graph vs histogram
Presenting information
End of Interlude
It is rare that the color choices for Web pages are left
entirely in the hands of a developer or designer. In most
cases, the client will already have some colors in mind,
based on a corporate logo, a school insignia or personal
preference. Color harmonies provide options for
choosing colors that are compatible with the client’s
wishes. Applying guidelines for text and background
color will foster readability. Finally, using color to
organize text and focus attention will result in easier
navigation.
COMPUTATIONAL ANALOGY:
INPUT → PROCESSING → OUTPUT
THE FIVE SENSES
HCI
THE FIVE SENSES AND SOME MORE
PERCEPTION OF OUTSIDE
THE FIVE SENSES AND SOME MORE
• HEADACHES
• HUNGER PERCEPTION OF INSIDE
• PROPRIOCEPTION
THE MOST USED SENSE!
EYE & VISION
HCI
SIGHT
• MAJOR SENSE
• HALF OUR BRAIN DEDICATED TO VISION
• MAJORITY OF COMPUTER OUTPUT
THE EYE
CONES RODS
• CENTRAL • PERIPHERAL
• COLOUR (3 KINDS) RGB • GREY ONLY
• DETAIL • MOVEMENT
• BRIGHT LIGHT • DIM LIGHT
FOCUS & ATTENTION
SENSATION
• DIRECT IMPACT OF LIGHT ON RETINA
PERCEPTION
• WHAT WE FEEL WE SEE
• NOT THE SAME – OPTICAL ILLUSIONS
OPTICAL ILLUSIONS
FOOLED?
OPTICAL ILLUSIONS
• OFTEN ODD EYE POSITIONS, UNUSUAL IMAGES
PERCEPTION
• DESIGNED FOR THE REAL WORLD
• OUR BRAIN TRIES TO ‘MAKE SENSE’ OF SENSATION
FOR DESIGN?
EAR & SOUND
HCI
SOUNDS
• SECOND SENSE?
• PARTICULARLY IMPORTANT FOR SPEECH
• SOUND VARY IN
• PITCH (FREQUENCY)
• VOLUME
• TIMBRE … (THE ‘SHAPE’) GUITAR VS PIANO
• VIOLIN VS BIG BASS DRUM
THE EAR
• BINAURAL HEARING
• DISTANCE BETWEEN EARS ~30
• SPEED OF SOUND ~340 MS
• DELAY LEFT-RIGHT ~1 MS
TIME AND SPACE
• WAVELENGTHS
• FOR EXAMPLE MIDDLE C PIANO
• FREQUENCY: 261.6 HZ
• WAVELENGTH ~1.3 METRES, 4.5
FEET
S H O R T- T E R M M E M O RY
SHORT-TERM MEMORY
MEMORY CAPACITY
MEMORY
L O N G - T E R M M E M O RY
LONG-TERM MEMORY
TYPES OF EXPLICIT – LONG-TERM MEMORY
ASSOCIATIVE
M E Z Z A N I N E M E M O RY
MEZZANINE MEMORY
WHERE STUDIED
• Reading
– Long-term working memory
SEMANTIC NOT PHOTOGRAPHIC
EMOTION & EXPERIENCE
EMOTION MATTERS!
NOT NEW?
BUSINESS VALUE
WHY USER EXPERIENCE?
MASLOW’S HIERARCHY OF NEEDS
…AND FOR USER INTERFACES?
EMOTION IN INTERFACES
SYSTEM & EMOTION INPUT/OUTPUT
KINDS OF EMOTION
KINDS OF EMOTION (2)
KINDS OF EMOTION (3)
REASON AND EMOTION
THE HAPPY MEAN
THE HAPPY MEAN
EXPERIENCE & ENCHANTMENT
EXPERIENCE & ENCHANTMENT (2)
BAKED BEAN VS MARS BAR DESIGN
BAKED BEAN VS MARS BAR DESIGN
WHO WINS?
WHO WINS?
HOW TO DESIGN FOR PEAK EXPEREINCE
WHEN TO SEEK PEAK EXPERIENCE