HCI 2 - Module 1 (Lesson 1 - HCI & UX) - Notes
HCI 2 - Module 1 (Lesson 1 - HCI & UX) - Notes
Bihis
ITEC 101 Instructor
Module 1: Introduction
LESSON 1: HUMAN COMPUTER
INTERACTION
Learning Objectives:
Describe the Human Computer
Interaction (HCI).
H - Human
C - Computer
I - Interaction
Human Computer Interaction (HCI)
Artificial Intelligence
Engineering Psychology
Linguistics Sociology
Three (3) Components of HCI:
Interaction
Human Computer
Purpose of HCI: Important of HCI:
Simple Value
Accessible Sensitive
Useful Design
The distinguishing concepts of interaction (model) and interface.
Examples of Interface:
• Gesture Interfaces
• Gaze Systems
• Voice Recognition
• Haptics Technologies
• Augmented Reality
• Etc.
Goals of HCI:
User Experience (UX)
• iPhone
The iPhone
Some examples of influential interactive products, services and systems:
• iPhone
• Nest Home control
Nest Thermostat
Some examples of influential interactive products, services and systems:
• iPhone
• Nest Home control
• Burberry
Burberry Store
Some examples of influential interactive products, services and systems:
• iPhone
• Nest Home control
• Burberry
• i Robo-Q domestic toy robot
• iPhone
• Nest Home control
• Burberry
• i Robo-Q domestic toy robot
• Facebook
Facebook
The iPhone
Nest Thermostat
Burberry Store
01
Sometimes designers will be working on both the hardware and the
software for a system, in which case the term ‘product design’ seems to be
most appropriate to describe what they are doing.
02
Sometimes the designer will be producing a piece of software to run on a
computer, on a programmable device or over the internet. In these cases
the terms ‘system design’ or ‘designing user experience’ seem more
appropriate.
03
Sometimes the designer will be working on providing a connected
group of facilities that is available over a number of devices, in which
case service design is most appropriate.
Key concerns of the UX designer may be summed up as follows:
Useful
Accessible Usable
Valuable
Desirable Findable
Credible
According to Peter Morville, the seven (7) factors that influence UX are:
• Useful - Is the product useful to someone? Why would you want to bring it
to market? Is it able to compete for the attention alongside in the market
full of purposeful and useful products?
• Usable - Usability is concerned with enabling users to achieve their end
objective with a product effectively and efficiently
• Findable - It refers to the idea that the product must be easy to find, and in
the instance of digital and information products, the content within them
must be easy to find, too. The reason is quite simple: if you cannot find
the content you want in a website, you’re going to stop browsing it.
• Credible - Credibility relates to the ability of the user to trust in the product
that you’ve provided—not just that it does the job it is supposed to do, but
also that it will last for a reasonable amount of time and that the
information provided with it is accurate and fit-for-purpose.
• Desirable - Desirability is conveyed in design through branding, image,
identity, aesthetics, and emotional design. The more desirable a product
is, the more likely it is that the user who has it will brag about it and create
desire in other users.
• Accessible - Sadly, accessibility often gets lost in the mix when creating
user experiences. Accessibility is about providing an experience which
can be accessed by users with a full range of abilities—this includes
those who are disabled in some respect, such as the hearing, vision,
motion, or learning impaired.
• Valuable - Finally, the product must deliver value. It must deliver value to
the business which creates it and to the user who buys or uses it. Without
value, it is likely that any initial success of a product will eventually
corrode as the realities of natural economics start to undermine it. As
designers, we should bear in mind that value is one of the key influences
on purchasing decisions.
Activity #1:
Think one (1) device that will have an interaction to human.
• What does this product need to do (5 points)?
• Who are your users (5 points)?
• What research has already been done (10 points)?
• What problem are you trying to solve (10 points)?