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Hci 1

Human-Computer Interaction (HCI) is the study of how humans interact with computers and how to design interfaces for successful human-computer interaction. HCI draws from fields like computer science, psychology, communication, and design. The goals of HCI include allowing users to complete tasks safely, effectively, efficiently, and enjoyably. Usability testing measures how easy interfaces are to learn, how quickly users can perform tasks, error rates, satisfaction, and retention over time.
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0% found this document useful (0 votes)
39 views55 pages

Hci 1

Human-Computer Interaction (HCI) is the study of how humans interact with computers and how to design interfaces for successful human-computer interaction. HCI draws from fields like computer science, psychology, communication, and design. The goals of HCI include allowing users to complete tasks safely, effectively, efficiently, and enjoyably. Usability testing measures how easy interfaces are to learn, how quickly users can perform tasks, error rates, satisfaction, and retention over time.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Human Computer Interaction (HCI)

1
Human-Computer Interaction
(HCI)
HCI (human-computer interaction) is the study of how people interact with computers and to what extent computers are or are
not developed for successful interaction with human beings.
•Human
• the end-user of a program
• the others in the organization
•Computer
• the machine the program runs on
• often split between clients & servers
•Interaction
• the user tells the computer what they want
• the computer communicates results

2
What fields does HCI cover?
• Computer Science
• Psychology (cognitive)
• Communication
• Education
• Anthropology
• Design (e.g. graphic and industrial)
What is HCI?
Design, Implementation and Evaluation of interactive systems
for HUMAN use.

Humans

Design

Tasks Technology

4
What is HCI?
These factors influence each other and design

Humans

Design

Tasks Technology

5
What is HCI?
These factors influence each other and design
• People gain/change knowledge as they use technology … they learn.

Humans

Design

Tasks Technology

6
HCI Tools
• Sound
• 3D
• Animation
• Video
• Devices
• Size (small->very large)
• Portable (PDA, phone)
• Plasticity
• Context sensitive/aware
• Personalizable
• Ubiquitous
Interfaces in the Real World
• Not just computers!
• VCR
• Wristwatch
• Phone
• Copier
• Car
• Plane cockpit
• Airline reservation
• Air traffic control
• Running shoes!

8
User Interfaces (UI’s)

Part of technology that allows users to


• Interact with the technology
• Carry out their task
• MUST be integral part

HCI sometimes (narrowly) thought of as the design,


prototyping, evaluation, and implementation of UI’s for
desktop computers

9
Bad Interfaces
• Encumbering
• Confusing
• Slow
• Trust (ex. windows
crashing)
• What makes it hard?
• Varies by culture
• Multiple platforms
• Variety of users
• What’s wrong with each?
• Type of error
• Who is affected
• Impact
• What’s a redesign solution?
Bad Interfaces

12
HCI IMPACT on Society
• We can now use computers as an every-moment-
partner
• Less and less training is required for most
application and devices
• Some examples
- Touch screen: direct interaction with objects
- Voice control: for some people the only way to
interact with computers
- HCI’s impact on culture, economy?
13
Goals of HCI
• Allow users to carry out tasks
• Safely
• Effectively
• Efficiently
• Enjoyably

14
Usability
• Crucial issue in this area!

• Combination of
• Ease of learning
• High speed of user task performance
• Low user error rate
• Subjective user satisfaction
• User retention over time

15
What is Usability?
• Ease of learning
• faster the second time and so on...
• Recall
• remember how from one session to the next
• Productivity
• perform tasks quickly and efficiently
• Minimal error rates
• if they occur, good feedback so user can recover
• High user satisfaction
• confident of success

16
Usability Requirements
• Goals:
• Usability
• Universality
• Usefulness
• Achieved by:
• Planning
• Sensitivity to user needs
• Devotion to
requirements analysis
• Testing
Requirements Analysis
1. Ascertain users’ needs
2. Ensure proper reliability
3. Promote appropriate standardization, integration,
consistency, and portability
4. Complete projects on schedule and within budget
Usability Measures
• How can we measure the ‘goodness’ of
an interface?
• What are good metrics?
• ISO 9241
• Effectiveness
• Efficiency
• Satisfaction
• Schneiderman
• Time to learn
• Speed of performance
• Rate of errors
• Retention over time
• Subjective satisfaction
HCI How?
• How do we improve interfaces?
1. Educate software professionals
2. Draw upon fast accumulating body of knowledge
regarding H-C interface design
3. Integrate UI design methods & techniques into
standard software development methodologies
now in place

20
UI Design/Develop Process
• Tao of User-Centered Design
• Analyze user’s goals & tasks
• Create design alternatives
• Evaluate options
• Implement prototype
• Test IMPLEMENT
• Refine

DESIGN

USE &
EVALUATE
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Above All Else…
• Know the User!
• Physical & cognitive abilities (& special needs)
• Personality & culture
• Knowledge & skills
• Motivation

• Two Fatal Mistakes:


1. Assume all users are alike
2. Assume all users are like the designer
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Design Evaluation
• “Looks good to me” isn’t good enough!
• Both subjective and objective metrics
• Some things we can measure
• Time to learn
• Speed of performance
• Rate of errors by user
• Retention over time
• Subjective satisfaction

23
Why study HCI? Moore’s Law

Memory
Speed
Portability
Affordability

Computer Abilities

1950 1990 2030


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( These slides are variations of those presented by Bill Buxton )
Human Psychology
Computers

Human Abilities

0 A.D. 1950 1990 2030


25
( These slides are variations of those presented by Bill Buxton )
Why HCI? So you don’t build
this:

26
Long intros belong in hall of SHAME!
• Doesn’t help users accomplish task
• Why did they come to the site in the first place?
• Waste’s user’s time
• Most just leave and never come back
• 15 sec attention span on web!
• Entertainment value?

27
Do I have any choice?

28
What happens when you cancel a cancelled operation?

29
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Why study HCI?

• You will be building “real” systems


• That other people will use
• UI’s major part of most systems
• Often over 50%
• 50% of effort rarely on UI!
• Bad UI’s cost
• money (your product will be a flop)
• lives (planes crash, reactors blow up)
• Interfaces are hard to get right
• understanding of human capabilities will help
• understanding principles of design will help
31
Why study human use of
computer systems?
• Business view:
• to use humans more productively/effectively
• the human costs now far outweigh hardware and software costs
• Personal view:
• people view computers as appliances, and want it to perform as one
• Marketplace view:
• everyday people using computers
• now expect “easy to use system”
• not tolerant of poorly designed systems
• little vendor control of training
• heterogeneous group
• if product is hard to use, people will seek other products
• eg Mac vs IBM (Microsoft Windows)
32
Why study human use of
computer systems?
• The system view:
• complex human
• complex computer
• complex interface between the two

• The human factors view:


• humans have necessary limitations
• errors are costly in terms of
• loss of time
• loss of money
• loss of lives in critical systems
• loss of morale
• design can cope with such limitations!

33
Why study human use of
computer systems?
• The social view:
• Computers contribute to critical parts of our society, and cannot be
ignored
• educate our children
• take medical histories and provide expert advice
• keep track of our credit worthiness
• play(?) war games (and help form policies)
• control air and ground traffic flow
• book travel
• control chemical/oil/nuclear plants
• control space missions
• assist humans with their everyday tasks (office automation)
• control complex machines (aircraft, space shuttles, super tankers)
• help control consumer equipment (cars, washing machines)
• entertainment (games, intellectual stimulation).…

In all these views, economics and human best interests are aligned

34
Who Builds Interfaces?
• A team of specialists (ideally)
• graphic designers
• interaction / interface designers
• technical writers
• marketers
• test engineers
• software engineers
• customers

35
Foundations for building UI’s

• Design Cycle
• Psychology of everyday things
• Understanding users and their tasks
• Task centered design
• Design principles, usability heuristics
• Designing with the user
• User centered design
• Rapid prototyping
• Evaluation of the interface with users
• Qualitative & quantitative
• Iteration

36
Task analysis and design

• Observe existing work practices


• Create examples and scenarios of actual use of
artifacts
• Try out new ideas with users before building
anything if possible

37
User Centered Design

• Know thy user!


• Cognitive abilities
• Physical abilitities
• Memory
• Perception
• Job skills
• Keep users involved throughout the system
building process

38
Psychology of everyday things
Design Principles & Hueristics

• What makes something obvious?


• How does it work by default?
• What is the user’s immediate reaction to it?
• Principles to guide our designs before they’re built?
• Hueristics to evaluate those designs before formal
evaluation?

39
Rapid Prototyping

• Build mockup of design


• Low fidelity prototypes
• Paper sketches
• Video segments
• Steal, cut, copy, paste!
• High fidelity prototypes Fantasy Basketball
• Somewhat working models
• HTML, Hypercard, Director, physical media
• Fake some of it

40
Evaluation
• “That’s cool!”, “I love it!” is NOT good enough
• perception not always reality
• conscious articulation not always behaviour
• Human behaviour & performance is complex
• sometimes beyond analysis
• individual differences
• Objective, quantitative, measures
• Qualitative techniques

41
Advanced Topics in HCI
• Working with video (not really a topic)
• Featurism - software bloat
• Adaptive and adaptable interface design
• Information Visualization
• Computer Supported Cooperative Work (CSCW)
• Ubiquitous computing

42
Course Objectives
• Know what is meant by good design
• Have an understanding of human capabilities, design guidelines, models,
and how to apply them to interface design
• Know and have applied some methods for
• Design
• Prototyping
• Evaluation
• Know how to involve a user in the process
• Be familiar with a number of advanced topics in HCI
• Know how to communicate your work
• Learn to write!
• Have background to
• Apply this to work in industry
• Begin research in the area
43
How you will be evaluated (tentative)
• Peer review and class participation (10%)
• Fellow group members assessment of your contribution to the project
• Contribution to class discussion and activities
• Advanced HCI topic assignment done individually (20%)
• Synthesis of research in topic area
• Short written report
• Short class presentation
• In English
• In-class test (20%)
• Covers readings, lectures, discussion in class, assignments
• Group project (50%)
• Design, prototype, implement, evaluate an interface for some technological
artifact
• Class presentation during scheduled exam period

44
Texts and Readings

• Main text (BGBG):


“Human Computer Interaction” by Alan Dix, Janet Finlay Gregory
D Abowd, and Russel Beale, 3rd Ed. Pearson Prentice Hall, 2004
“The Human Computer Interaction Handbook,” by Julie A Jacko and Andrew
Sears, 2nd Ed., CRC, 2007
• Additional references on web site
• Many web links
• Lecture slides will be shared.

45
Group Project
Semester-long team effort
Group Project
• Design and evaluate an interface
• 0 - Team formation & topic choice
• 1 - Understand the problem space
• 2 - Exploring the design space
• 3 - Prototype
• 4 - Evaluation

• Main 4 parts worth ~10% each


• Presentation, documentation ~ 5%

47
Group Project Details
• Part 0 - Topic definition
• Identify team & general topic
• Suggestion: Pick a population and pick a technology;
check out intersection
• Part 1 - Understanding the problem
• Describe tasks, users, environment, social context
• What are implications for design?

48
Group Project Details
• Part 2 - Design alternatives
• Storyboards, mock-ups for multiple different designs
• Explore, push boundaries of design space
• Explain decisions

• Part 3 - System prototype & eval plan


• More detailed prototype (semi-working ok)
• Plan for conducting evaluation

49
Group Project Details
• Part 4 - Evaluation
• Conduct formal evaluation with example users
• Use appropriate methods
• Analyze results of evaluation
• Characterize what’s working and what’s not

50
Presentations
• Midterm poster session
• Feedback on ideas, whole class period
• After Part 2 (near midterm)
• Other students and “expert” gallery (hopefully)

• Final poster session (2 days)


• Week 15 of the semester

51
Project Teams
• 3 people
• You decide (or I will!)
• Diverse is best!

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Project Topics
• Semester theme: “Innovative Interfaces in Everyday
Life”
• ?? What does this mean ??

53
What Makes a Good Project

• Typically:
• Access to domain experts & users
• “Real” clients
• Interesting human issues
• Rich domain for design

• Theme has a LOT of range for topics

54
Previous Topic Ideas
• Mobile/handheld (cars, tour guides, etc.)
• Wedding planner
• GIS
• Calendar agent (speech)
• Audio / Web sites
• Domain that you know well

55

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