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Lecture 1

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0% found this document useful (0 votes)
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Lecture 1

Uploaded by

Ifrah Rafaqat
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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CS-582

Advance Human
Computer
Interaction

Muhammad Adnan Kaim Khani,


Department of Computer Sciences,
ILMA University, Karachi

1
Contents
• Introduction to Human-Computer Interaction
• Uses of Human-Computer Interaction
• History and Context
• Summary

2
Book:
Designing the User Interface:
Strategies for Effective Human-
Computer Interaction Database
Management Systems (6th edition)

Course Overview:

Syllabus • 2 Exams (Mid (20 Marks) and Final


Term (45 Marks))

Summary • 2 Quizzes (10 Marks)


• 1 Assignment/Project (15 Marks)
• Class Participation (10 Marks)
• Total 100
• Advice:
• Come to class on time
• Read the text
• Understand concepts

3
Course Description and Course
Objectives:
•This course describes the fundamental theories and concepts of human-computer interaction (HCI). HCI is
an interdisciplinary field that integrates theories and methodologies across many domains including cognitive
psychology, neurocognitive engineering, computer science, human factors, and engineering design. This
course gives an introduction to the key areas of interaction, accessing, and design development in the field
and provides theoretical knowledge of and practical experience in the fundamental aspects of human
perception, cognition, and learning as relates to the design, implementation, and evaluation of interfaces. It
provides an understanding of and importance of User Interface during the interaction, the principle of design,
and learning from mistakes during interaction.

•Given the end-user, the interface of a system, is the whole system. Hence, the approach to designing the
interface should be user-centered and interaction-focused. Students need a different repertoire of techniques to
address this objective. This course aims to provide an overview of the concepts of interface design from a
human perspective and effective ways to make a computer-based system comprehensive, interactive, and
usable. Different aspects of interaction such as understanding the theoretical dimensions of human factors that
are involved in interface designing for acceptance of computer-based systems; understanding of the aspects of
implementation and introduction to various tools and techniques for interface analysis, design, and evaluation.

4
Introduction
• Human-Computer Interaction (HCI) is the study and practice of
designing, developing, and evaluating interactive systems that
facilitate communication and interaction between humans and
computers.
• HCI focuses on creating interfaces that are user-friendly, efficient, and
effective, ensuring that technology is accessible and usable by people.
• Some of the interactive user interfaces are:
• Smartphone Operating Systems (e.g., iOS, Android)
• Google Search Engine
• E-Commerce Websites (e.g., Amazon, eBay)
• Microsoft Office Suite
• Voice Assistants (e.g., Amazon Alexa, Google Assistant)
• Netflix Interface
• Apple Watch Interface
• HCI encompasses various disciplines, including computer science,
psychology, design, and ergonomics, aiming to enhance the user
experience (UX) and usability of digital products.
• It involves understanding human behavior, designing interfaces that
meet users' needs, and evaluating how well these systems perform in
real-world scenarios.
5
Introduction

6
Cognitive Science
• Cognitive science is the interdisciplinary, scientific
study of the mind and its processes.
• It examines the nature, the tasks, and the functions
of cognition (in a broad sense).
• Mental faculties of concern to cognitive scientists
include language, perception, memory, attention, re
asoning, and emotion; to understand these faculties,
cognitive scientists borrow from fields such
as linguistics, psychology, artificial
intelligence, philosophy, neuroscience,
and anthropology.

7
Human factors
engineering (HFE)
• Ergonomics, also known as human factors or human
factors engineering (HFE), is the application of
psychological and physiological principles to the
engineering and design of products, processes, and
systems.
• Primary goals of human factors engineering are to
reduce human error, increase productivity and
system availability, and enhance safety, health, and
comfort with a specific focus on the interaction between
the human and equipment.

8
Introduction
• The purpose of Human-Computer Interaction (HCI) is to
enhance the interaction between humans and computers by
making technology more intuitive, efficient, and responsive to
user needs.
• This involves designing interfaces and systems that are easy to
use, accessible, and effective, ensuring that people can achieve
their goals with minimal effort and frustration.
• Example: Smartphone Interfaces
• Smartphone interfaces are designed to enhance the interaction
between users and their devices.
• The primary focus is on usability, accessibility, and user satisfaction.
• Touchscreen Gestures: Touchscreen interfaces allow users to interact with their
devices using natural gestures like swiping, pinching, and tapping.
• These gestures mimic real-world actions, making the interaction more intuitive
and reducing the learning curve for users.
• App Icons and Layout: Icons are designed to be visually distinct and represent
their functions clearly, allowing users to easily identify and access apps.
The layout is often customizable, letting users organize their screens
according to their preferences, which enhances efficiency.
9
Introduction
• Voice Assistants (e.g., Siri, Google Assistant):
• Voice assistants provide a hands-free way for users to interact
with their smartphones, making it easier to perform tasks like
sending messages, setting reminders, or searching the web.
• This improves accessibility for users who may have difficulty using touchscreens.
• Haptic Feedback: Haptic feedback provides physical responses
(like vibrations) when users interact with the device, giving them
immediate, tactile confirmation that their actions have been
registered. This enhances the user's sense of control and
satisfaction.
• Adaptive Interfaces: Modern smartphones can adjust their
interface based on user behavior or environmental factors.
• For example, dark mode adjusts the screen to be easier on the eyes in low-light
conditions, which enhances comfort and reduces eye strain.

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Key areas of study: Usability, User
Experience (UX), Accessibility
• Usability:
• Usability refers to the ease with which users can interact with a
system or product to achieve their goals effectively, efficiently,
and satisfactorily.
• It focuses on how simple and intuitive an interface is for users,
minimizing errors and frustration.
• Usability is a core area in HCI that involves evaluating and
designing systems to ensure that they are user-friendly.
• This includes simplifying navigation, ensuring consistency in
design, and providing clear instructions or feedback.
• Usability testing often involves real users completing tasks to
assess how easily they can use the system.
• Example: A website with a well-organized layout, clear labels,
and intuitive navigation (e.g., Amazon) allows users to quickly
find and purchase products, enhancing usability.

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Key areas of study: Usability, User
Experience (UX), Accessibility
• User Experience (UX) encompasses a user’s overall experience
when interacting with a system, product, or service.
• It includes both usability and emotional responses,
satisfaction, and the perceived value of the interaction.
• UX goes beyond usability by considering the user’s entire journey
with the system, from the first impression to long-term interaction.
• It involves understanding user needs, motivations, and
emotions to create products that are not only functional but also
enjoyable and meaningful.
• Good UX design is user-centered and iterative, involving
continuous feedback and improvement.
• The smooth and engaging experience of using a smartphone app
like Instagram, where users enjoy the seamless flow, aesthetics,
and features, contributes to a positive UX.

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Key areas of study: Usability, User
Experience (UX), Accessibility
• Accessibility refers to the design of systems and products that can
be used by people with a wide range of abilities and disabilities.
• It aims to ensure that everyone, including those with physical,
sensory, cognitive, or technological limitations, can effectively
interact with technology.
• Accessibility is a critical aspect of HCI that ensures inclusivity.
• This involves implementing features like screen readers for visually
impaired users, keyboard navigation for those unable to use a
mouse, and closed captions for hearing-impaired individuals.
• Accessibility compliance is often guided by standards like the Web
Content Accessibility Guidelines (WCAG).
• Example: A website that provides alternative text for images,
supports keyboard navigation, and offers high-contrast
modes and screen reader compatibility (e.g., government websites
like usa.gov) ensures that it is accessible to all users, regardless of
ability.
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History of Human Computer Interaction

•Early Beginnings (1940s-1960s)


•Emergence of computers, command-line interfaces
•Early pioneers: Alan Turing, Douglas Engelbart
•The early stages of HCI trace back to the development of the first computers and the foundational work in computing theory.
•This period laid the groundwork for how humans would eventually interact with machines, focusing on the development of
•interfaces, programming languages, and the conceptualization of computers as tools for solving complex problems.
• Command-Line Interfaces (CLI):
• As computers became more advanced in the 1950s and 1960s, interaction shifted towards more abstract methods, such as
command-line interfaces.
• CLIs allowed users to communicate with computers by typing commands into a terminal.
• These interfaces were still text-based and required users to memorize specific commands and syntax, making them complex and
inaccessible to non-experts.
• The Whirlwind computer at MIT in the 1950s introduced the concept of real-time interaction, which eventually influenced the
development of time-sharing systems and interactive computing.
• However, these early systems still relied on command-line inputs, with no graphical interface.

14
History of Human Computer Interaction

•Alan Turing (1912-1954):


•Contribution to HCI:
•Alan Turing, a British mathematician, is often considered one of the fathers of modern computing.
•His theoretical work, including the concept of the Turing Machine (1936), laid the foundation for the principles
of computation and algorithms.
•Although his work was more theoretical, Turing's ideas on machine intelligence and interaction, particularly
his proposal of the Turing Test (1950), began to explore the potential for machines to engage in human-like
conversations.
•Turing's work indirectly influenced HCI by envisioning a future where machines could interact with humans in
•meaningful ways, setting the stage for future developments in artificial intelligence and interactive computing.

15
History of Human Computer Interaction

•Douglas Engelbart (1925-2013):


•Contribution to HCI:
•Douglas Engelbart, an American engineer and inventor, was one of the most influential figures in the early
•development of HCI.
•He is best known for inventing the computer mouse and for his work on graphical user interfaces (GUIs).
•In the 1960s, Engelbart led the Augmentation Research Center at the Stanford Research Institute, where he
•developed the oN-Line System (NLS).
•NLS was a pioneering system that introduced many concepts we associate with modern computing, including
hypertext, word processing, and the use of a mouse for navigating a graphical interface.
•His most famous demonstration, known as "The Mother of All Demos" (1968), showcased these innovations,
fundamentally changing the way people thought about interacting with computers.
• Engelbart's vision was to use computers as tools to augment human intelligence and improve problem-
solving, a concept central to HCI.

16
History of Human Computer Interaction

•Expansion in the 1970s-1980s


•Personal computers, graphical user interfaces (GUIs)
•Development of the mouse, keyboard, and other input devices
•Xerox PARC, Apple Macintosh
•The 1970s and 1980s were transformative decades for HCI, marked by the rise of personal computers,
the advent of graphical user interfaces (GUIs), and the development of new input devices.
These innovations made computers more accessible to the general public and revolutionized how people
interacted with technology.
• Graphical User Interfaces (GUIs):
• The introduction of GUIs in the late 1970s and early 1980s transformed how users interacted with computers.
• Unlike command-line interfaces, GUIs allow users to interact with visual icons, windows, and menus rather than typing text commands.
• Xerox PARC (Palo Alto Research Center) was a key player in developing the first GUI with its Xerox Alto computer (1973).
• The Alto featured a bitmap display, which allowed for a graphical interface, and introduced concepts like overlapping windows, icons, and menus.
• While the Alto was not commercially successful, it laid the groundwork for future GUI-based systems.
• Apple capitalized on these ideas with the release of the Apple Macintosh in 1984, which brought GUIs to a broader audience.
• The Macintosh's GUI was revolutionary for its time, offering a user-friendly interface with windows, icons, and a menu bar,
• making computers accessible to non-technical users. 17
History of Human Computer Interaction

•Modern HCI (1990s-Present)


•Introduction of mobile computing, touchscreens, and gesture-based interactions Growth of user-centered
design.
•The evolution of Human-Computer Interaction (HCI) from the 1990s to the present has been marked by
significant technological advancements and a shift toward more intuitive, natural, and personalized
interactions.
Key developments include the rise of mobile computing, touchscreens, gesture-based interactions,
and the widespread adoption of user-centered design principles.
Introduction of Mobile Computing, Touchscreens, and Gesture-Based Interactions Mobile Computing:
The 1990s saw the advent of mobile computing with devices like PDAs (Personal Digital Assistants),
and the introduction of early smartphones.
The development of wireless communication technologies and compact computing hardware enabled
users to interact with computers on the go.

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History of Human Computer Interaction

• The launch of the iPhone in 2007 by Apple revolutionized mobile computing by combining telephony, internet
access, and a powerful operating system with a touchscreen interface.
• Smartphones and tablets became the dominant computing platforms, fundamentally changing how people
interact with technology.
• Touchscreen technology, which allows users to interact directly with the display by touching it, became
widespread in the 2000s.
• Early touchscreens existed in the 1990s but were primarily used in specialized applications.
• The introduction of capacitive touchscreens in devices like the iPhone made touch interaction smooth,
responsive, and intuitive.
• Touchscreens simplified user interactions by eliminating the need for physical buttons, allowing for gestures like
swiping, tapping, and pinching to zoom.
• This made technology more accessible and easier to use for a broader range of users.
• Gesture-based interactions go beyond touch, allowing users to interact with devices using natural movements
of their hands, arms, or even body.
• This approach became more prominent with technologies like the Microsoft Kinect (2010) for Xbox, which
enabled motion-based gaming, and Leap Motion controllers, which allowed for precise hand tracking.
• In mobile devices, gestures like swiping, scrolling, and multi-touch became standard, enabling more fluid and
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dynamic interactions with content.
History of Human Computer Interaction

• User-Centered Design (UCD): User-centered design is an approach that places the user at the core of the design
process.
• This methodology emphasizes understanding users' needs, preferences, and limitations and involves them
throughout the design and development phases to ensure that the final product is both functional and satisfying to use.
• UCD gained significant traction in the 1990s and has become the dominant paradigm in HCI.
• It involves techniques such as user research, persona creation, usability testing, and iterative design.
• This approach contrasts with earlier methods that focused more on the technical capabilities of systems rather than
the user experience.
• The rise of UCD has led to the creation of more effective and enjoyable products, as designers prioritize the needs
and preferences of real users.
• This approach is critical in today’s highly competitive technology landscape, where user satisfaction can make or
break a product.
• The growth of UX (User Experience) design as a discipline reflects the importance of UCD.
• UX designers work to optimize every aspect of a product’s interaction, from the user interface (UI) to emotional
• engagement, ensuring a seamless and positive experience.

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Usage of HCI
• Everyday Applications
• Computers and mobile devices
• Wearable technology (e.g., smartwatches, fitness trackers)
• Smart home devices (e.g., Alexa, Google Home)
• Business & Industry
• Enterprise software, e-commerce platforms
• Industrial design, human factors engineering
• Specialized Fields
• Healthcare (e.g., medical devices, telemedicine)
• Education (e-learning platforms, educational games)
• Accessibility tools (e.g., screen readers, assistive technologies)
21
Importance of HCI
• Enhancing user experience and satisfaction
• Reducing errors and increasing efficiency
• Making technology accessible to a broader audience
• Supporting innovation and technological advancement

22
Context in HCI
• Cultural Context
• Adapting interfaces for different cultures and languages
• Cross-cultural usability studies
• Social Context
• Impact of technology on social behavior and communication
• Ethical considerations in design (e.g., privacy, data security)
• Technological Context
• Integration with emerging technologies (e.g., AI, VR/AR)
• Multimodal interfaces (e.g., voice, gesture, and haptic
feedback)

23
Future Trends in HCI
• Artificial Intelligence & Machine Learning
• Adaptive interfaces, predictive design
• Virtual & Augmented Reality
• Immersive experiences, 3D interfaces
• Brain-Computer Interfaces
• Direct interaction between brain and technology
• Sustainable & Ethical Design
• Focus on eco-friendly, inclusive, and responsible technology
design

24
Conclusion
• The usage and context of HCI have expanded dramatically.
• No longer confined to desktops and workstations, HCI now influences everything
from smartphones and wearables to smart homes and virtual reality.
• As technology continues to evolve, HCI will become even more critical in ensuring
that these systems are user-friendly, accessible, and beneficial to society.
• Looking to the future, trends such as augmented reality (AR), virtual reality
(VR), artificial intelligence (AI), and the Internet of Things (IoT) will further
transform the landscape of HCI.
• These technologies will demand innovative interaction models, pushing the
boundaries of what is possible in human-computer interaction.
• The growing importance of HCI cannot be overstated. As technology increasingly
permeates every aspect of life, the need for effective, ethical, and inclusive
interaction designs will continue to rise.
• HCI professionals will be at the forefront of ensuring that technology enhances,
rather than hinders, human experience.
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References

Designing the User Interface: Strategies for Effective


Human-Computer Interaction (6th edition), Chapter 1

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