Lecture 1 Introduction to HCI
Lecture 1 Introduction to HCI
HCI
Human Computer Interaction
HCI 101 – 48045 1700H
CLASS GOALS
• Skill building
• Important in most research
• Burgeoning job field
INTRO
• Academics/Industry
Research
• Taxonomies
• Theories
• Predictive models
• Experimenters
• Empirical data
• Product design
• Other areas (Sociologists,
anthropologists, managers)
• Motor
• Perceptual
• Cognitive
• Social, economic, ethics
HCI TOOLS
• Sound
• 3D
• Animation
• Video
• Devices
• Size (small->very large)
• Portable (PDA, phone)
• Plasticity
• Context sensitive/aware
• Personalizable
• Ubiquitous
USABILITY REQUIREMENTS
• Goals:
• Usability
• Universality
• Usefulness
• Achieved by:
• Planning
• Sensitivity to user
needs
• Devotion to
requirements analysis
• Testing
BAD INTERFACES
• Encumbering
• Confusing
• Slow
• Trust (ex. windows
crashing)
• What makes it
hard?
• Varies by culture
• Multiple platforms
• Variety of users
• What’s wrong with each?
• Type of error
• Who is affected
• Impact
• What’s a redesign solution?
REQUIREMENTS ANALYSIS
1. Ascertain users’ needs
2. Ensure proper reliability
3. Promote appropriate standardization,
integration, consistency, and portability
4. Complete projects on schedule and within
budget
ASCERTAIN USER’S
NEEDS
• Define tasks
• Tasks
• Subtasks
• Frequency
• Frequent
• Occasional
• Exceptional
• Repair
• Ex. difference between a space
satellite, car engine, and fighter
jet
RELIABILITY
• Contrast
• Text descriptors for web
images
• Screen magnification
• Text to Speech (TTS) –
JAWS (web pages)
• Check email on the road,
in bright sunshine, riding
a bike
• Speech Recognition
• Head mounted optical
mice
USERS WITH DISABILITIES
• Reduced
• Motor skills
• Perception
• Vision, hearing, touch, mobility
• Speed
• Memory
• Other needs
• Technology experience is varied
(How many grandmothers use
email? mothers?)
• Uninformed on how technology
could help them
• Practice skills (hand-eye,
problem solving, etc.)
• Touch screens, larger fonts,
louder sounds
CHILDREN
• Technology saviness?
• Age changes much:
• Physical dexterity
• (double-clicking, click and drag, and small targets)
• Attention span
• (vaguely) Intelligence
• Varied backgrounds (socio-economic)
• Goals
• Educational acceleration
• Socialization with peers
• Psychological - improve self-image, self-
confidence
• Creativity – art, music, etc. exploration
CHILDREN
• Teenagers are a special group
• Next generation
• Beta test new interfaces, trends
• Cell phones, text messages, simulations, fantasy
games, virtual worlds
• Requires Safety
• They
• Like exploring (easy to reset state)
• Don’t mind making mistakes
• Like familiar characters and repetition (ever had
to babysit a kid with an Ice Age DVD?)
• Don’t like patronizing comments, inappropriate
humor
• Design: Focus groups
ACCOMMODATING
HARDWARE AND SOFTWARE
DIVERSITY
• Support a wide range of hardware and
software platforms
• Software and hardware evolution
• OS, application, browsers, capabilities
• backward compatibility is a good goal
• Three major technical challenges are:
• Producing satisfying and effective Internet
interaction (broadband vs. dial-up & wireless)
• Enabling web services from large to small (size
and resolution)
• Support easy maintenance of or automatic
conversion to multiple languages
HCIand
• Influence academic GOALS
industrial researchers
• Understand a problem and related theory
• Hypothesis and testing
• Study design (we’ll do this!)
• Interpret results
• Provide tools, techniques and knowledge for
commercial developers
• competitive advantage (think ipod)
• Raising the computer consciousness of the
general public
• Reduce computer anxiety (error messages)
• Common fears:
• I’ll break it
• I’ll make a mistake
• The computer is smarter than me
• HCI contributes to this!
NEAR & FUTURE INTERFACES
•Time to learn
•Speed of performance
• Let’s review
• Minority Report •Rate of errors
• Steel Battalion
• Eye Toy •Retention over time
• Dance Dance Revolution
• Nintendo Wii •Subjective satisfaction