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HCI Lecture 1

This document provides an overview of the key topics covered in an introductory lecture on human-computer interaction (HCI). The lecture will explain human factors in HCI like physical abilities and psychology. It will also cover input/output devices and elements of user interfaces. Students will learn to apply user-centered design and evaluation techniques. The document recommends textbooks on HCI and outlines example topics like alarm clocks, DOS vs software, and Norman's door example to illustrate HCI concepts. It also summarizes human senses involved in HCI like vision, hearing, touch, and movement.

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Anila Yasmeen
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0% found this document useful (0 votes)
204 views26 pages

HCI Lecture 1

This document provides an overview of the key topics covered in an introductory lecture on human-computer interaction (HCI). The lecture will explain human factors in HCI like physical abilities and psychology. It will also cover input/output devices and elements of user interfaces. Students will learn to apply user-centered design and evaluation techniques. The document recommends textbooks on HCI and outlines example topics like alarm clocks, DOS vs software, and Norman's door example to illustrate HCI concepts. It also summarizes human senses involved in HCI like vision, hearing, touch, and movement.

Uploaded by

Anila Yasmeen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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HUMAN COMPUTER

INTERACTION
LECTURE 1
Course Learning Outcomes
Upon completion of the course, students will be able to:
 Explain human factors of HCI including human body physical
abilities, ergonomics, accessibility, health issues, cognitive
load and psychology.
 Explain hardware factors of HCI including different input and
output devices e.g. keyboard, mouse, and touchscreen.
 Understand different key elements from which user interfaces
are constructed.
 Implement user-centered approach in software development
process and apply suitable techniques for collecting user
requirement and analyzing task.
 Evaluate and compare user interfaces using different
techniques such as laboratory experiments and expert
reviews.

2
Recommended Resources
 Text book
 Human Computer Interaction, A. Dix et al., 3rd edition,
Pearson Education,
 Other
 Designing Interactive Systems: A comprehensive guide to
HCI, UX and interaction design, D. Benyon, 3rd edition,
Pearson Education, 2013.
 Designing the User Interface: Strategies for Effective
Human-Computer Interaction, B. Shneiderman et al., 5th
edition, Pearson Education, 2009.
 The essence of human computer interaction, C. Faulkner,
1st Ed.
 The design of everyday things, D. Norman, 2nd Ed.
 http://hcibib.org/

3
Outline
 Introduction to HCI
 Alarm Clock Example
 Dos time versus software application
 Don Norman’s Door Example

 The human
 Information i/o …
 visual,
 auditory,

 haptic,

 movement
4
Goals of HCI
 Useful
 Accomplish what is required
 Play music, cook dinner, format a document
 Usable
 Do it easily and naturally
 Without danger of error
 Used
 Make people want to use it
 Be attractive, engaging, fun

5
Alarm Clock

6
DOS TIME

7
Why Study HCI – Software
Perspective

8
Smart Phone Clock

9
Don Norman’s Door Example
 A classic book. Read
it!
 Main Point: no one
reads manuals, so
things should be
designed so that
manuals are not
needed
 BTW what is wrong
with the kettle on the
book cover?
10
Don Norman’s Door Example

A plate naturally says “ push me” and a handle


naturally says “pull me “ 11
Don Norman’s Door Example

When Don Norman’s


advice is not
followed

12
Vision
Two stages in vision

• physical reception of stimulus

• processing and interpretation of stimulus


The Eye - physical reception
 mechanism for receiving light and
transforming it into electrical energy
 light reflects from objects
 images are focused upside-down on retina
 retina contains rods for low light vision and
cones for colour vision
 ganglion cells (brain!) detect pattern and
movement
Interpreting the signal
 Size and depth
 visual angle indicates how much of view
object occupies
(relates to size and distance from eye)

 visual acuity is ability to perceive detail (limited)


 familiar objects perceived as constant size
(in spite of changes in visual angle when far away)

 cues like overlapping help perception of size


and depth
Interpreting the signal (cont)
 Brightness
 subjective reaction to levels of light
 affected by luminance of object
 measured by just noticeable difference
 visual acuity increases with luminance as does flicker

 Colour
 made up of hue, intensity, saturation
 cones sensitive to colour wavelengths
 blue acuity is lowest
 8% males and 1% females colour blind
Interpreting the signal (cont)
 The visual system compensates for:
 movement
 changes in luminance.

 Context is used to resolve ambiguity

 Optical illusions sometimes occur due to


over compensation
Optical Illusions

the Ponzo illusion the Muller Lyer illusion


Reading
 Several stages:
 visual pattern perceived
 decoded using internal representation of language
 interpreted using knowledge of syntax, semantics, pragmatics

 Reading involves saccades and fixations


 Perception occurs during fixations
 Word shape is important to recognition
 Negative contrast improves reading from computer
screen
Hearing
 Provides information about environment:
distances, directions, objects etc.
 Physical apparatus:
 outer ear – protects inner and amplifies sound
 middle ear – transmits sound waves as
vibrations to inner ear
 inner ear – chemical transmitters are released
and cause impulses in auditory nerve
 Sound
 pitch – sound frequency
 loudness – amplitude
 timbre – type or quality
Hearing (cont)
 Humans can hear frequencies from 20Hz to 15kHz
 less accurate distinguishing high frequencies than low.

 Auditory system filters sounds


 can attend to sounds over background noise.
 for example, the party phenomenon.
Touch/Haptic
 Provides important feedback about environment.
 May be key sense for someone who is visually impaired.
 Stimulus received via receptors in the skin:
 Thermo-receptors – heat and cold
 nociceptors – pain
 mechanoreceptors – pressure
(some instant, some continuous)

 Some areas more sensitive than others e.g. fingers.


 Kinesthesis - awareness of body position
 affects comfort and performance.
Movement
 Time taken to respond to stimulus:
reaction time + movement time
 Movement time dependent on age, fitness etc.
 Reaction time - dependent on stimulus type:
 visual ~ 200ms
 auditory ~ 150 ms
 pain ~ 700ms

 Increasing reaction time decreases accuracy in the


unskilled operator but not in the skilled operator.
Movement (cont)
 Fitts' Law describes the time taken to hit a screen target:
Mt = a + b log2(D/S + 1)
where: a and b are empirically determined constants
Mt is movement time
D is Distance
S is Size of target

 targets as large as possible


distances as small as possible
Fitts law
 Fitts law is useful for web designers when
deciding where to place the next button
 Call to Action Buttons , links and other buttons can
be strategically placed on websites/apps to
increase the chance of clicking. Not only do you
want to direct traffic to the right places, but users
need to a have a simple and easy experience.
Notice how the windows start button almost
doubled in size?

25
Summary
 Today we learnt about,
 Basics of Human Computer Interaction
 Alarm Clock Example
 Dos time versus software application

 Don Norman’s Door Example

 The human
 Information i/o …
 visual,
 auditory,

 haptic,

 movement
26

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