544 Introduction
544 Introduction
www.cs.ubc.ca/~joanna/courses/CS544
Acknowledgement: Some of the material in these lectures is based on material prepared for
similar courses by Saul Greenberg (University of Calgary), Ravin Balakrishnan (University of
Toronto), James Landay (University of California at Berkeley), monica schraefel (University of
Toronto), and Colin Ware (University of New Hampshire). Used with the permission of the
respective original authors.
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Administrivia
Joanna McGrenere
– Human computer interaction
– Imager research lab
[email protected]
office: CICSR 123
office hours: TBD
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Administrivia (cont’d)
Registration status:
– Have not registered?
– Intend to register?
– Thinking about registering?
Office hours – which hours can you NOT make?
– Mon 4:30 – 5:30 Wed 4:30 – 5:30
– Tues 3:30 – 4:30 Tues 4:30 – 5:30
HCI background:
– Have taken an HCI course before?
– Which course, where?
Who is considering doing research in HCI?
Those of you NOT in CS, please see me after class
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Human-Computer Interaction (HCI)
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
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What is HCI?
Humans
Design
Tasks Technology
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What is HCI?
Humans
Design
Tasks Technology
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What is HCI?
Humans
Design
Tasks Technology
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What is HCI?
Humans
Design
Tasks Technology
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User Interfaces (UI’s)
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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
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Why study HCI? Moore’s Law
Memory
Speed
Portability
Affordability
Computer Abilities
Human Abilities
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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?
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Do I have any choice?
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What happens when you cancel a cancelled
operation?
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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
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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)
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Why study human use of computer
systems?
The system view:
– complex human
– complex computer
– complex interface between the two
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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
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Who Builds Interfaces?
A team of specialists (ideally)
– graphic designers
– interaction / interface designers
– technical writers
– marketers
– test engineers
– software engineers
– customers
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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
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Design Cycle
Design
Implementation
Evaluate
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User Centered Design
Know thy user!
– Cognitive abilities
– Physical abilitities
– Memory
– Perception
– Job skills
Keep users involved throughout the system
building process
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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?
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Rapid Prototyping
Build mockup of design
Low fidelity prototypes
– Paper sketches
– Video segments
– Steal, cut, copy, paste!
High fidelity prototypes
– Somewhat working models Fantasy Basketball
– HTML, Hypercard, Director, physical media
– Fake some of it
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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
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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
Student presentations: tangible interfaces, augmented reality,
virtual reality, mobile interfaces, large screen displays, single-display groupware,
Computer-Supported Collaborative Learning, media spaces, universal usability,
HCI and children, 3-D interaction techniques, software visualization, programming
b y demonstration, learner-centered design, social interfaces, multi-modal …
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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
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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
Two small assignments done individually (7.5% each )
– Assignment #1: quick usability study of a e-commerce site
– Assignment #2: a controlled experiment
Advanced HCI topic assignment done individually (15%)
– Synthesis of research in topic area
– Short written report
– Short class presentation
– In English
In-class test (15%)
– Covers readings, lectures, discussion in class, assignments
Group project (45%)
– Design, prototype, implement, evaluate an interface for some
technological artifact
– Class presentation during scheduled exam period
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Texts and Readings
Main text (BGBG):
– Baecker, Grudin, Buxton, Greenberg: Readings in Human-
Computer Interaction. Morgan Kaufmann.
– Two copies available for short term loan in CS Reading Room
– Can also buy through Chapters or Amazon
– Arthur Louie has a copy for sale ([email protected])
Additional references on web site
– Many web links
– A small number of other texts which will also be put on short
term loan in the CS Reading Room
Check course web site for weekly readings
– Will be posted sometime the week before
Lecture slides will be posted on web site
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For next class, read:
– Intro to BGBG (pgs 1-3)
– Myers, B. (1998). A Brief History to Human-Computer
Interaction Technology. ACM Interactions, 5(2), 44-54.
– Johnson, J. et al. (1989). The Xerox Star: A Retrospective.
(Reprinted in BGBG, p. 53 - 70)
– Gould, J. (1988). How to design usable systems. (Excerpt
reprinted in BGBG, p. 93 - 121)
– Norman, D.A. (1988). The Psychopathology of Everyday
Things. (Excerpt reprinted in BGBG, p. 5 - 21)
– Norman, D.A. (1992). Emotion & design: Attractive things work
better. ACM Interactions, 9(4), 36-42.
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