L1 - CSIT226 Lecture1
L1 - CSIT226 Lecture1
CSIT226
Human Computer
Interaction
The subject provides students with
An understanding of Human Computer Interaction (HCI) principles and practices, and how to
apply them in the context of developing usable interactive computer applications and systems.
The subject also emphasises the importance of taking into account contextual, organisational,
and social factors in the design of computer systems.
Students will be taken through the analysis, design, development, and evaluation of user
interfaces. They will acquire hands-on design skills through an interaction design project.
The subject will cover topics including user-centred design, the development process,
prototyping, usability testing, measuring and evaluating the user experience and accessibility.
Chapter 1
WHAT IS INTERACTION DESIGN?
Bad designs
www.baddesigns.com
www.baddesigns.com
www.id-book.com 6
Good design
See:
http://gizmodo.com/5017972/story-of-a-peanut-the-tivo
-remotes-untold-past-present-and-future
www.id-book.com 8
Which is the best way to interact with a smart TV?
http://minuum.com
9
What to design
– Graphic design
– Product design
– Artist-design
– Industrial design
– Film industry
Relationship between ID, HCI and other fields
– HCI
– Ubiquitous Computing
– Human Factors
– Cognitive Engineering
– Cognitive Ergonomics
– Computer Supported Co-operative Work
– Information Systems
Working in multidisciplinary teams
• Benefits
– more ideas and designs
generated
• Disadvantages
– difficult to communicate and
progress forward the designs being create
Interaction design in business
• Establishing requirements
• Developing alternatives
• Prototyping
• Evaluating
Core characteristics of interaction design
• Focus on disability:
– Have a mental or physical impairment
– This has an adverse affect on their everyday lives
– It is long term
Anna, IKEA online sales agent
• Designed to be
different for UK and US
customers
• What are the differences
and which is which?
• What should Anna’s
appearance be like
for other countries,
like India, South Africa,
or China?
Usability goals
• Effective to use:
• How good the product is at doing what it is suppose to do?
• Efficient to use: Refers to the way the product supports users in carrying
out their task.
• Have good utility: Extend to which the product provides the right
functionalities. Computing speed for an accounting software
Desirable aspects
satisfying helpful fun
enjoyable motivating provocative
engaging challenging surprising
pleasurable enhancing sociability rewarding
exciting supporting creativity emotionally fulfilling
entertaining cognitively stimulating
Undesirable aspects
boring unpleasant
frustrating making one feel guilty
making one feel stupid
annoying
childish gimmicky
Usability and user experience goals
Invisible automatic
controls can make it
more difficult
to use
Feedback
“ccclichhk”
Constraints
– e.g. only one way you can insert a key into a lock
Logical or ambiguous design?
www.id-book.com 39
How to design them more logically
www.baddesigns.com
www.id-book.com 40
Consistency
• For example:
– always use ctrl key plus first initial of the command for
an operation – ctrl+C, ctrl+S, ctrl+O
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0
0
Affordances: to give a clue
– Virtual affordances
• Form teams of 10-11 students for class activities. Select a team leader.
• Fill in your names and ids in the google sheet shared on Moodle.
Class Activity:
Every group will select a device
and explain the usability goals for the device.
• Usability Goals
• effective to use
• Is the product good at doing what it is suppose to do.
• Is the product capable of allowing people to learn, carry out their efficiently access the information they
need, or buy the goods they want?
• Efficient to use( efficiency) Once the users have learned how to use a product to carry out their tasks,
can they sustain a high level of productivity?
• e.g. amozon.com :you need not re-enter your address and name for anothr product you want to buy.
•
• Safe to use : provides error recovery
• Having good utility : Does the product provide an appropriate set of functions that will enable users to
carry out all their tasks in a way they want to do them?
•
• Learnability: How easy it is for the user to learn how to use the product by exploring the interface? How
hard it is to learn all the function?
• Memorability: What kind of interface support have been provided to help user remember how to carry
out tasks, especially for operation used infrequently?
Class Activity
• The team will present their work using a power point presentation( 2 slides max)
• Time limit : 5 minutes per team.