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HCI 2 - Module 1 (Lesson 1 - HCI & UX) - Notes

The document provides an introduction to Human Computer Interaction (HCI), outlining its interdisciplinary nature and the importance of user experience (UX) design. It discusses the components of HCI, various types of interfaces, and the goals of UX, emphasizing the need for usability, accessibility, and value in product design. Additionally, it highlights the seven factors influencing UX as identified by Peter Morville, which include usefulness, usability, findability, credibility, desirability, accessibility, and value.
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0% found this document useful (0 votes)
4 views

HCI 2 - Module 1 (Lesson 1 - HCI & UX) - Notes

The document provides an introduction to Human Computer Interaction (HCI), outlining its interdisciplinary nature and the importance of user experience (UX) design. It discusses the components of HCI, various types of interfaces, and the goals of UX, emphasizing the need for usability, accessibility, and value in product design. Additionally, it highlights the seven factors influencing UX as identified by Peter Morville, which include usefulness, usability, findability, credibility, desirability, accessibility, and value.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Aiza E.

Bihis
ITEC 101 Instructor

Module 1: Introduction
LESSON 1: HUMAN COMPUTER
INTERACTION
Learning Objectives:
Describe the Human Computer
Interaction (HCI).

Discuss the concept of user experience


(UX).

H - Human
C - Computer
I - Interaction
Human Computer Interaction (HCI)

Human Computer Interaction (HCI) is a cross-


disciplinary area (e.g., engineering, psychology,
ergonomics, design) that deals with the theory, design,
implementation, and evaluation of the ways that
humans use and interact with computing devices.
Interdisciplinary of HCI:

Artificial Intelligence

Engineering Psychology

Computer Science Neuroscience

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)

User experience (UX) encompasses all the feelings, thoughts, sensations


and actions of engaging in some activity.
A user’s experience is just the
tip of the iceberg: Many people
mistakenly think that “UX”
means a user’s experience, but
it is actually about “doing” the
process of User Experience
Design. A user’s individual
experience is their conscious,
subjective opinion of your app
or site. User feedback is
important—sometimes—but UX
designers need to do a lot more
than that.
Source: Marsh, Joel. (2016). UX for Beginners. O’Reilly Media, Inc.
The Variety of UX

• UX is concerned with many different types of interactive service and


product. It is about designing web services that will run on a computer
at work.
• It is about designing apps, games, interactive products such as home
control systems, digital cameras and applications for tablet devices
such as the iPad. It is about designing whole environments, such as
new retail spaces, in which phones, tablets, laptop computers, digital
projectors and other devices and services communicate with each
other and through which people interact. It is about designing user
experience, products and services for the home, for work or to support
communities.
Some examples of influential interactive products, services and systems:

• 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

i Robo-Q domestic toy robot


Some examples of influential interactive products, services and systems:

• iPhone
• Nest Home control
• Burberry
• i Robo-Q domestic toy robot
• Facebook

Facebook
The iPhone

Nest Thermostat

Burberry Store

Facebook i Robo-Q domestic toy robot


Device Ecologies

UX is often experienced through an ecology of devices rather than on a


single device. An ecology is where a number of different organisms (or
devices in this case) work together to create an environment. UX is
increasingly concerned with interactions that involve a number of different
devices: a device ecology.
The Concerns of UX

UX design (UXD), is the process of supporting user behavior through


usability, usefulness, and desirability provided in the interaction with a
product. User experience design encompasses traditional human–
computer interaction (HCI) design and extends it by addressing all
aspects of a product or service as perceived by users. It covers a wide
range of activities.
Example:

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:

• Design - What is design and how should you do it?


• Technologies - These are the interactive systems, products, devices and
components themselves. The UX designer needs to know about
technologies.
• People - The UX designer needs to consider who will use the systems and
services and whose lives they would like to make better through their designs.
• Activities and Contexts - UX is about what people want to do, about their
goals, feelings and achievements. UX needs to consider the contexts within
which those activities take place.
According to Peter Morville, the seven (7) factors that influence UX are:

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)?

Check the corresponding points in each question and explain your


answer. Upload your answers in our Learning Management System
(LMS) or e-Learning.

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