Introduction-to-HumanComputer-Interaction Presentation
Introduction-to-HumanComputer-Interaction Presentation
Interaction
( HCI 101)
Introduction to HCI
PART 1
COMMUNICATION
USER MACHINE
What is HCI?
HUMAN COMPUTER INTERACTION
• Single user • Desktop • Direct/Indirect
• Groups • Embedded communication
• I/O channels system • Models
• Memory • Data entry • Frameworks
• Reasoning devices • Styles
• • Output • Ergonomics
Problem solving
• Error devices
• • Memory
Psychology
• Processing
What is HCI?
Why Study HCI?
BUSINESS VIEW
• To employ people more
productively and effectively
– people costs now far outweigh
hardware and software
costs
• People now expect “easy to
use” systems
– generally they are not tolerant
of poorly designed systems
– if a product is hard to use, they
will seek other products
Why Study HCI?
HUMAN FACTORS VIEW
• Human have limitations
Analysis
Evaluation Design
Implementation
Goal of HCI
To develop or improve the safety, utility and
effectiveness of systems that include computers,
often through improving usability
Field of HCI
• Psychology • Information science
• Sociology • Information security
• Cognitive science • Speech-language
• Ergonomics / Human pathology
factors • Personal information
• Computer science management
• Visualization • Phenomenology
• Design
• Interactive art
Meta Models of HCI
PART 2
Henry Dreyfuss designed specific measurements & proportions of the human body for
specific work & environment. [Source: Book “Designing for People” (1955)]
Electronic Numerical Integrator And
Computer (ENIAC)
• First electronic general-purpose computer
(1946)
Compilers
Graphical User Interface (GUI)
Ted Nelson introduced the Hypertext Editing System (HES) was an early hypertext
terms “hypertext” & research project conducted at Brown University in 1967
“hypermedia” in 1963.
Mouse
• Douglas Engelbart was an
inventor of the computer
mouse
• Invented in 1960s
Model Human
Processor
• Introduced by Card,
Moran & Newell in
1983
• To calculate how long
it takes to perform a
certain task using
cognitive modeling
method
Memory Extender (Memex)
[“As We May Think”, Vannevar Bush,
1945]
• A device to store all
books, records
and
communication
• Mechanized to be
consulted with
exceeding speed
and flexibility
• Wirelessly connected to
the internet
Avatar (2009)
PART 3
[www.baddesigns.com]
Bad Design (2)
• How do I get out of the lift?
[www.baddesigns.com]
Bad Design (3)
• Where do you plug the mouse?
• Top or bottom
connector?
• Do the color-coded
icons help?
[www.baddesigns.com]
Bad Design (3)
• What is wrong with the remote
on the right?
• Why is the TiVo remote so
much better designed?
– Peanut shaped to fit in
hand
– Logical layout and color-coded,
distinctive buttons
– Easy to locate buttons
[www.baddesigns.com]
Good & Bad Design
• What is wrong with the remote
controller on the right?
• Different perspectives
and ways of seeing
and talking about
things
• Benefits
– more ideas and designs
generated
• Disadvantages
– difficult to
communicate and
progress forward the
designs being create
PART 4
• Disadvantage:
– Less relevant today, as systems are
very complex
Stages-of-Action Theory (1)
• Explanatory thesis of HCI, Norman (1988)
• 7 Stages (“executed” in a cyclic way by the user):
1. Forming the goal
2. Forming the intention
3. Specifying the action
4. Executing the action
5. Perceiving the system state
6. Interpreting the system state
7. Evaluating the outcome
Stages-of-Action Theory (2)
• Norman suggests four principles of good design:
1. State and action alternatives should be visible
2. Good conceptual model with consistent system image
3. The interface should include good mapping that reveal
the relationships between the stages
4. Users should receive continuous feedback
GOMS (1)
INPUT
• Decompose user actions into small measurable steps
[detailed description of task(s)]
• GOMS stands for
– Goals Task
Task 3
– Operators 2
– Methods Task
1
– Selection rules
OUTPUT
[qualitative & quantitative measures]
GOMS (2)