Introduction
Introduction
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Dr. Syed Muhammad Shehram Shah
HUMAN COMPUTER
INTERACTION (HCI)
• Course Learning Outcomes: Upon successful completion of the course, you will be
able to:
CLOs Description Taxonomy level PLO
functions
GOALS
DISCUSSION
• All machines are TOOLS operated by humans who wish to achieve certain GOALS.
• The human carries out certain actions, which activate functions built into the machine
software, and hopefully these functions achieve the human’s goals. This will be done in a
particular context e.g.. work environment, home computing. Context is important in HCI.
• For example, if your goal is to move a piece of text from one place to another in a
document, then you carry out certain actions with the mouse/pointer/menu which activate
the cut & paste function of the software, and this should result in you goal being fulfilled.
• If the software has been ‘well designed’ (i.e.. with the user in mind) then it should be
‘easy’ for the user to learn, and remember, what functions will achieve certain goals, and
what actions are needed to operate these functions.
• If the actions/functions are not intuitive, or at least easily learned and retained and/or they
take a long time to operate and/or they are error-prone, then we say the interface does not
have good usability.
DISCUSSION
• Relationship between user’s goals, required actions, and results must be
meaningful, not arbitrary
• In a ‘well-designed’ interface, the relationship between these things should be
‘meaningful’. That is, it should be fairly obvious to you what actions are needed
to achieve your goal, and it should be evident that your goal has been achieved.
• The result is (usually) immediately evident – (you see the characters becoming
bold).
• This ‘meaningfulness of the relationship’ is sometimes referred to as
VISIBILITY of the interface (sometimes called Transparency).
VISIBILITY
• What does the system does, NOT how does it do it.
Functions
User Interface User of the Results
Components
Goals (controls) Actions system
Feedback
VISIBILITY (Norman, 1988, 1992)
• What does the system do, NOT how does it do it.
• A knowledge of the ‘functions’ of the system does not imply a knowledge of
the inner working of the machine.
• That is, you need to know WHAT the system can do, but not HOW it does it.
• The better the visibility, the more obvious are the actions you need to take to
achieve your goal.
• Feedback on the achievement of your goal is essential.
AFFORDANCE (Norman, 1988, 1992)
• It has been estimated that about 80% of users regularly use (or even know
about) only 20% of all the possible functions.
• Note the ‘user rejection’ effect above. The usability factor of user attitude
is considered very important. If the people who are going to use the system
regularly don’t ‘like’ it, then productivity will drop or, in extreme cases, the
potential users just won’t use it at all.
• One of the purposes of prototyping is to perhaps show users a number of
potential designs and determine which one they ‘like best’.
CENTRAL AIM AND
APPROACH OF HCI
Aim: To optimise performance of human and computer together as a
system
Approach: User-Centered
Users should not have to adapt to the interface
Interface should be intuitive/natural to learn/use.
“Talking to users is not a luxury, it’s a necessity”
THE PARTS OF USER
INTERFACE DEVELOPMENT
Development of the User Interface
Behavioral Constructional
Development of Development of the
the interaction interface software
component (e.g.
(COGNITION) PRINCIPLES)
Human - Computer
THE PARTS OF USER
INTERFACE
•
DEVELOPMENT
The first thing to note is that, for ‘interaction’ to take place there must be at
least TWO elements - in this case HUMANS and COMPUTERS.
• In order to design effective interfaces for productive interaction, we will need
some knowledge about both.
• On the HUMAN side we need knowledge about how people ‘behave’ in
interactive situations. This is where cognition comes into HCI.
• On the COMPUTER side, the interface designer needs knowledge of, for
example, programming as well as certain ‘HCI design principles’.
COGNITION
• Cognitive scientists analyse ‘what the mind does’.
• Investigate mechanisms/processes from which mental phenomena emerge and
also nature/structure of human knowledge.
• Mental phenomena such as:
• Perceiving – Learning – Remembering.
• Controlling actions.
• Thinking – Emotion.
• Planning – Imagining – Creating.
• Understanding language and others.
• Communicating with others.
• Making decisions – Solving problems.
USABILITY
• Generally, relates to Learnability, Efficiency, Memorability, Errors, Satisfaction.
• The definition of usability in the ISO 9241 standard is: "The extent to which a
product can be used by specified users to achieve specified goals with
effectiveness, efficiency, and satisfaction in a specified context of use“
• This definition can be expanded, and made more comprehensive, by including
five characteristics which must be met for the users of a product:
• Effective
• Efficient
• Engaging
• Error Tolerant
• Easy to Learn
DISCUSSION
• The Association for Computing Machinery (ACM) defines human–computer
interaction as "a discipline that is concerned with the design, evaluation, and
implementation of interactive computing systems for human use and with the
study of major phenomena surrounding them".
• HCI helps to make interfaces that increase productivity, enhance user
experience, and reduce risks in safety-critical systems. Poorly designed
machines lead to many unexpected problems, sometimes just user frustration,
but sometimes, chaotic disasters.
• An important facet of HCI is user satisfaction (or End-User Computing
Satisfaction).
• Usability is key metric of end user satisfaction or end user computing
satisfaction.
DISCUSSION – USABILITY
CHARACTERISTICS
• Effective: Effectiveness is the completeness and accuracy with which users
achieve specified goals. It is determined by looking at whether the user’s
goals were met successfully and whether all work is correct.
• Efficient: Efficiency can be described as the speed (with accuracy) in which
users can complete the tasks for which they use the product. ISO 9241
defines efficiency as the total resources expended in a task. Efficiency
metrics include the number of clicks or keystrokes required or the total ‘time
on task’.
• Engaging: An interface is engaging if it is pleasant and satisfying to use. The
visual design is the most obvious element of this characteristic.
DISCUSSION – USABILITY
CHARACTERISTICS
• Error Tolerant: The ultimate goal is a system which has no errors. But
product developers are human, and computer systems far from perfect, so
errors may occur. An error tolerant program is designed to prevent errors
caused by the user’s interaction, and to help the user in recovering from any
errors that do occur.
• Easy to Learn: An interface which is easy to learn allows users to build on
their knowledge without deliberate effort. This goes beyond a general
helpfulness to include built-in instruction for difficult or advanced tasks,
access to just-in-time training elements, connections to domain knowledge
bases which are critical to effective use.
THE MODEL HUMAN
PROCESSOR
• Concept used extensively in HCI. This is a quite oversimplified idea
about the mind but has been successful in allowing fairly simple
predictions to be made about how people will interact with a system.
• Brain is viewed as three interacting subsystems (each with memory
store and processor)
• Perceptual System: Detection and storage of signals from senses e.g.
images, sounds; Short Term Memory: Sensory Register
• Cognitive System: Ability to think, analyse, and recall from LTM,
STM(working memory)
• Motor System: Called on when physical response is required – transmit
signals to muscles
MODEL HUMAN PROCESSOR
• Perception (Visual)
• Knowledge
• Attention
• Language etc
PERCEPTION
• Why do things look the way they do?
• Perception is translation of physical world into a pattern of neural
activity that can be used by the brain to guide behavior.
• Perceptual Organisation: Understanding of how we put together
basic features (edges, colours, motion, depth etc.) to see a coherent
and organised world of things/surfaces.
PERCEPTION IN COMPUTING
• Perception is a cognitive issue relating to HCI
• Fundamental for HCI
• Perceive information presented at/through interface
• Theories of perception influence interface design
• Present information in easily understandable/unambiguous manner
i.e. user-centered
• Active process
WHY STUDY PERCEPTION ?
• Practical Reasons:
• Identify/rectify environmental hazards (Design Decisions).
• Design devices
I. To optimize perceptual performance;
II. For people with perceptual impairments.
(Source: http://www.cs.umd.edu/projects/hcil/chi96/paper/cps1txt.htm)
IMPROVED DESIGN –
WHAT FEATURES AID READABILITY /
UNDERSTANDING?
(Source: http://www.cs.umd.edu/projects/)