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HCI Chapter 1

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0% found this document useful (0 votes)
39 views25 pages

HCI Chapter 1

Uploaded by

Vanessa Cepeda
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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USABILITY OF

INTERACTIVE
SYSTEM
Chapter 1
INTRODUCTION
USER-INTERFACE (UI) DESIGNERS – responsible for creating the look of website,
machines, computers, appliances and any other devices.

WHO THEY ARE?


●are the heroes of profound transformation
●produced work turned personal computers into today’s wildly successful mobile
devices

USER-EXPERIENCE (UX) DESIGNERS – is the process design teams use to create products
that provide meaningful and relevant experiences to users.

WHO THEY ARE?


●Produced product business success stories
●Produced intense competition, copyright-infringement suits, intellectual-property
battles
Effective ui/ux designs change peoples
lives
01 02 03
(Pwd)
Person
doctors pilots
Can make more
with
Can fly airplanes
accurate more safely disabilities
diagnoses Can lead more
productive lives
Left image
Zombies, Run! Is an immersive running
game and audio adventure which
encourages runners to run as if pursued by
zoombies, and to collect goods to help
their community survive.

Right
image
A twitter feed lists the top tweets after Ben
Shneiderman announces the release of the
HCI Pioneers website
Apple mac os x
showing Picasa for photo browsing
and Google Maps in a web browser.
The bottom of the screen also shows
the Dock, a menu of frequently
accessed items whose icons grow
larger on mouse-over.
Ben shneiderman
standing desk with two high-
resolution screens. We can see a
MS Word document (with six pages
visible), two web browsers, and the
Out look e-mail application in a
Windows environment.
Amazon website
http://www.amazon.com

showing the books published by


Jen Golbeck. Facebook will
make book and product
recommendations based on a
user's personal history with the
site.
“Older media, such as newspapers
and television, have lost audiences in
favor of social media such as
Facebook, Twitter, YouTube, and
Wikipedia (all of which are among the
top 10 most visited services).
-author
Usability goals and measures
● ADMIRED by colleagues
● CELEBRATED by users DREAM OF EVERY DESIGNERS
● IMITATED by competitors

CAN BE EARNED BY PROVIDING QUALITY


FEATURES

• USABILITY
• UNIVERSALITY
• USEFULNESS
Usability goals and measures CONT.
GOALS ARE ACHIEVED BY THOUGHTFUL PLANNING

• SENSITIVITY TO USERS NEEDS


• DEVOTION TO REQUIREMENTS ANALYSIS
• DILIGENT TESTING
• ALL WHILE KEEPING WITHIN BUDGET AND ON
SCHEDULE
Great designers are aware of the ff:

01 02 03
Eliciting emotional Attracting attention Playfully surprising
responses with animations users
Iso 9241
Ergonomics of human-system
interaction
Focus on admirable goals
Effectiveness, efficiency, satisfaction
Usability measures of iso 9241

Time to learn Speed of


performance

Rate of errors
by user Retention
over time
Subjective
satisfaction
usability measures
Consumer
electronics, e- Games and Professional
commerce, and entertainment environments
social media
Exploratory,
creative and Sociotechnical
collaborative systems
interfaces
Consumer
eletronics, e-
commerce and
social media
Like Facebook, a winner interfaces has ff:

• ease of learning
• low error rates
• satisfaction
Games and
entertainment
Another approach to winning
novice users is to carefully trim
the features to make a simple
device or application so users can
get star ted easily.
Professional
environments
Operator training time is expensive, so ease of
learning is important.

Speed of performance is central for most of these ·


applications because of the high volume of
transactions, but operator fatigue, stress, and burnout
are legitimate concerns.
Exploratory, creative
and collaborative
interfaces
Provides direct manipulation representation
of the world of action
Sociotechnical
systems
Designers of sociotechnical systems
have to take into consideration the
diverse levels of expertise of users
with different roles.
Goals for our profession
Three (3) broad goals seem attainable

01 02 03
Influencing Providing tools, Raising the user-
academic and techniques and interface
business knowledge for consciousness of
researchers commercial the general public
designers
Influencing academic and business
researchers
BASIC OUTLINE BASED ON CONTROLLED EXPERIMENTATION

● Understanding of a practical problem and related theory


● Lucid statement of a testable hypothesis
● Manipulation of a small number of independent variables
● Measurement of specific dependent variables
● Careful selection and assignment of subjects
● Control for bias in subjects, procedures, and materials
● Application of statistical tests
● Interpretation of results, refinement of theory, and guidance for experimenters
Providing tools, techniques and
knowledge for commercial designers
● User-interface building tools provide support for rapid prototyping and
interface development while aiding design consistency, supporting
universal usability, and simplifying evolutionary refinement.
● Most projects take the productive route of writing their own guidelines,
which are tied to the problems of their application environments and
users. These guidelines are constructed from experience with existing
interfaces, research results, and knowledgeable guesswork.
Providing tools, techniques and
knowledge for commercial designers
● iterative usability testing and expert reviews are appropriate during
interface design. Once the initial interface is available, contiI1uous
refinements can be made on the basis of observations, surveys,
interviews, usage log analysis, or more controlled empirical tests of novel
strategies
● Feedback from users during the design process and for continuous
refinement can provide useful insights and guidance.
Raising the user-interface consciousness
of the general public
● When they use a bank machine, a cell phone, or e-mail, they may feel
fearful of making mistakes, anxious about damaging the equipment,
worried about feeling incompetent, or threatened by the computer "being
smarter than I am." These fears are generated, in part, by poor designs
that have complex features, inconsistent terminology, confusing error
messages, and tortuous sequences of actions.
END

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