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Introduction to HCI

Human Computer Interaction

Class Goals
Motivate

the field of HCI

Learn

Basics of interface design Evaluation of interfaces HCI research problems HCI community (conferences and people)

What the class will look like


Lectures

Readings

+ Quizzes + Presentations (?) Initial user study (web interface comparison) Final project
Identify a client Create a new interface Evaluate the interface
Differences

between undergrad/grad

Project requirements

Why take this course?


Build

your portfolio a unique topic

Work on a project youve always wanted


Study Skill

A computer science course focused on users

building

Important in most research Burgeoning job field

Intro
What is a user interface? Why do we care about design?

We see this all the time.


Whats good about the design of this error box?
The

user knows there is an error

Whats poor about the design of this error box?


Discouraging Not

enough information No way to resolve the problem (instructions or contact info)

Definition of HCI
Human-computer

interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.

http://sigchi.org/cdg/cdg2.html

Why HCI is Important


The study of our interface with information. It is not just how big should I make buttons or how to layout menu choices It can affect
Effectiveness Productivity Morale Safety

Example: a car with poor HCI Take 5 minutes for everyone to write down one common device with substantial HCI design choices and discuss with the neighbor the pros and cons. How does it affect you or other users?

My Choice
iPod

by Apple Computers Pros:


portable power ease of use # of controls

Cons:

scratches easily no speech for car use

What fields does HCI cover?


Computer

Science Psychology (cognitive) Communication Education Anthropology Design (e.g. graphic and industrial) Ergonomics

HCI Community

Academics/Industry Research
Taxonomies Theories Predictive models Empirical data Product design

Experimenters

Other areas (Sociologists, anthropologists, managers)


Motor Perceptual Cognitive Social, economic, ethics

HCI Tools

Sound 3D Animation Video Devices

Context sensitive/aware Personalizable Ubiquitous

Size (small->very large) Portable (PDA, phone) Plasticity

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

Whats wrong with each?


Type of error Who is affected Impact

Whats a redesign solution?

Requirements Analysis
1. 2. 3. 4.

Ascertain users needs Ensure proper reliability Promote appropriate standardization, integration, consistency, and portability Complete projects on schedule and within budget

Ascertain Users Needs


Define

tasks

Tasks Subtasks
Frequency

Frequent Occasional Exceptional Repair

Ex.

difference between a space satellite, car engine, and fighter jet

Reliability
Actions

function as specified Data displayed must be correct Updates done correctly Leads to trust! (software, hardware, information) case: Pentium floating point bug Privacy, security, access, data destruction, tampering

Standardization, Integration, Consistency, Portability

Standardization common user-interface features across multiple applications


Apple Web Windows

Integration across application packages


file formats

Consistency common action sequences, terms, units, layouts, color, typography within an application Portability convert data and interfaces across multiple hardware and software environments
Word/HTML/PDF/ASCII

Cognitive and Perceptual Variation


Blooms

Memory

knowledge, comprehension, analysis, application, synthesis, evaluation


short-term and working long-term and semantic

Taxonomy

Problem

solving and reasoning Decision making Language and communication

Cognitive and Perceptual Variation


Language

and communication Search, imagery, sensory memory Learning, skill development, knowledge acquisition Confounding factors:
Fatigue Cognitive load Background Boredom Fear Drugs/alcohol

Computer anxiety Gender

Personality

What current games are for women? Style, pace, top-down/bottomup, visual/audio learners, dense vs. sparse data

Which games do women like? Pac-man, Donkey Kong, Tetris Why? (Hypotheses: less violent, quieter soundtracks, fully visible playing fields, softer colors, personality, closure/completeness) Can we measure this?

Cultural and International Diversity


Language Date / Time conventions Weights and Measures Left-to-right Directions (!) Telephone #s and addresses Names, titles, salutations SSN, ID, passport Sorting Icons, buttons, colors Etiquette Evaluation:

Local experts/usability studies

Users with Disabilities


Federal law to ensure access to IT, including computers and web sites. (1998 Amendment to Rehabilitation Act) Disabilities
Vision
Blind

Hearing

(bill-reader) low-vision color-blind


Deaf Limited

Mobility Learning

hearing

Dyslexia

Keyboard and mouse alternatives Color coding Font-size

Attention

deficient, hemisphere specific, etc.

Users with Disabilities


Eye Gaze control Learning what helps those with disabilities affects everyone

Good target area for a final project!

Present procedures, directions, and instructions accessible to even poor readers Design feedback sequences that explain the reason for error and help put users on the right track Reinforcement techniques with other devices

Elderly

Reduced

Other needs

Motor skills Perception Vision, hearing, touch, mobility Speed Memory

Touch screens, larger fonts, louder sounds

Technology experience is varied (How many grandmothers use email? mothers?) Uninformed on how technology could help them Practice skills (hand-eye, problem solving, etc.)

Children
Technology

saviness? Age changes much:


Physical dexterity
(double-clicking,

click and drag, and small targets)

Attention span (vaguely) Intelligence


Varied
Goals

backgrounds (socio-economic)

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) Dont mind making mistakes Like familiar characters and repetition (ever had to babysit a kid with an Ice Age DVD?) Dont 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
Three

OS, application, browsers, capabilities backward compatibility is a good goal

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

major technical challenges are:

HCI Goals

Influence academic and industrial researchers


Understand a problem and related theory Hypothesis and testing Study design (well do this!) Interpret results

Provide tools, techniques and knowledge for commercial developers Raising the computer consciousness of the general public
Reduce computer anxiety (error messages) Common fears:
Ill break it Ill make a mistake The computer is smarter

competitive advantage (think ipod)

HCI contributes to this!

than me

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