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Hci Lecture 1

The document provides information about a course on Human Computer Interaction (HCI). It outlines the course details including credit hours, evaluation criteria of assignments, presentations, quizzes, midterm and final exam. It lists the course learning outcomes related to understanding human factors, hardware factors, user interfaces, and evaluation techniques in HCI. It recommends textbooks and resources and provides an outline of topics to be covered like introduction to HCI, goals of HCI, what is HCI, user interfaces, and examples of DOS and graphical user interfaces.

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0% found this document useful (0 votes)
29 views41 pages

Hci Lecture 1

The document provides information about a course on Human Computer Interaction (HCI). It outlines the course details including credit hours, evaluation criteria of assignments, presentations, quizzes, midterm and final exam. It lists the course learning outcomes related to understanding human factors, hardware factors, user interfaces, and evaluation techniques in HCI. It recommends textbooks and resources and provides an outline of topics to be covered like introduction to HCI, goals of HCI, what is HCI, user interfaces, and examples of DOS and graphical user interfaces.

Uploaded by

Iɱʌɗ Aɭʌɱ
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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HUMAN COMPUTER INTERACTION

LECTURE 1
Course Profile
Credit Hours: 03

Evaluation Criteria

Assignments 05%
Presentation 05%
Quiz 10%
Mid term 30%
Final exam 50%

Federal Urdu University of Arts, Sciences & Technology, Islamabad 2


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.

3
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, 1 st Ed.
 The design of everyday things, D. Norman, 2 nd Ed.
 http://hcibib.org/

4
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

5
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
6
What is HCI?
• Interaction
OR
• Relationship between user and
computer

Federal Urdu University of Arts, Sciences & Technology, Islamabad 7


What is HCI?
 Human

The end user of the program

 Computer

The machine where program runs on

 Interaction

The user tells the computer what they want

The computer communicate the results

8
What is HCI?
 Human-computer interaction (HCI) is the field of study that focuses
on improving how users and computers interact by designing
interactive computer interfaces that satisfy users’ needs.

 It is a multidisciplinary subject covering computer science,


behavioral sciences, cognitive science, ergonomics, psychology,
and design principles

9
What is HCI?
Broader than just the design of the interface
Concerned with all those aspects that relate to the
interaction between users & computers

“A discipline concerned with the design, evaluation,


and implementation of interactive computing
systems for human use and with the study of major
phenomena surrounding them”

10
What is HCI?
 The emergence of HCI dates back to the 1980s, when
personal computing was on the rise.
 It was when desktop computers started appearing in
households and corporate offices.
 HCI’s journey began with video games, word processors,
and numerical units.

11
Human Computer Interaction
 HCI Terms interchangeably used:
 HCI (Human Computer Interaction)
 CHI (Computer Human Interaction)
 MMI (Man Machine Interaction)
 HMI (Human Machine Interaction)
 Interaction and Interface words:
Interchangeably used
12
User Interface
 Part of a software program that allows
- User to interact with the computer
- User to carry out their task

 Those aspects of the system that the user


comes in contact with
- an input language for the user
- an output language for the machine
- a protocol for the interaction

13
User Interface
 User interface is the medium through
which user interacts with the software

 “The user interface of a system is often the


yardstick by which that system is judged”

14
User Interface
 User interface is the medium through
which user interacts with the software

 “The user interface of a system is often the


measure by which that system is judged”

15
Example of DOS (Disk Operating
System) User Interface
 DOS interface
 A disk operating system doesn't have a graphical user interface (GUI).
 Its interface is character-based
 Users must type commands in the command line to indicate what actions
they want to perform by system

16
Graphical User Interface
• The GUI, graphical user interface, is a form of user interface that allows
users to interact with electronic devices through
• Graphical Icons

17
Human Computer Interaction
 People use computers because they want
to
write papers
communicate with people
design bridges
maintain their balances …

 Whatever they are doing, the computer is


an enabling device that can help them to
do it

18
Human Computer Interaction
 For Computer (based systems) to be
widely accepted and used effectively
 They need to be well designed ?
 Should be designed for the needs &
capabilities of the people for whom they
are intended
19
Interaction Design
 “Designing interactive products to support people
in their everyday and working lives”
People Use Computers to do work (task)
- Usefulness
whether the system can be used to achieve some desired
goal
- Utility
functionality of the system in principle can do what is
needed
- Usability
How well users can use that functionality

20
Alarm Clock

21
DOS TIME

22
Why Study HCI – Software Perspective

23
Smart Phone Clock

24
Don Norman’s Door Example
 A classic book. Read it!
 I will share its pdf soon
 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?
25
Don Norman’s Door Example

A plate naturally says “ push me” and a handle


naturally says “pull me “ 26
Don Norman’s Door Example

When Don Norman’s


advice is not
followed

27
Vision
Two stages in vision

• physical reception of stimulus

• processing and interpretation of stimulus

28
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

29
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

30
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

31
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

32
Optical Illusions

the Ponzo illusion the Muller Lyer illusion

33
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

34
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

35
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.

36
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.

37
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.

38
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

Þ targets as large as possible


distances as small as possible

39
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?

40
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

41

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