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Introduction to HCI

Introduction to HCI. SPIRE-EIT 2010 June 7, 2010 Day 1: Overview of HCI. About the course. Introduction to course - Welcome Teaching philosophy – Cooperative learning method, Finding the balance point Expectations – Be ready to work hard, challenge and be challenged

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Introduction to HCI

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  1. Introduction to HCI SPIRE-EIT 2010 June 7, 2010 Day 1: Overview of HCI

  2. About the course • Introduction to course - Welcome • Teaching philosophy – Cooperative learning method, Finding the balance point • Expectations – Be ready to work hard, challenge and be challenged • Structure – Minimallecture, Lots of activities • Technology – Class Site • Course deliverables – Activity products and research work

  3. Opening Go Round • What are your expectations for this course? • What experience and/or exposure have you had to HCI?

  4. Topics to address • Based on research project summaries so far… • Prototyping • Usability testing • Input devices and cognition • Mental models and user expectations • Information visualization • Evaluation & measurement • HCI resources and references • User experience design

  5. Today’s Focus • What is HCI • What is interaction design • What is usability • Principles to use when analyzing systems • Activity: Online Shopping Cart • Homework: Bad Usability Scavenger Hunt

  6. What is hci? • Human Computer Interaction? • What do you think? • Turn to a partner - 1 min each • “Human-computer interaction is a discipline concerned with the design, evaluationandimplementationof interactive computing systems for human use and with the study of major phenomena surrounding them.” ~ACM SIGCHI • How do your definitions differ? • What is missing? • Turn to a partner - 1 min each • Report out

  7. Application of theories of cognitive processes and the empirical analysis of user behavior Interactions between technology, work, and organization Cognitive Psychology Sociology Usability Linguistics Ergonomics HCI Anthropology Engineering Design Computer Science Neuroscience Social, cognitive, and emotional aspects of user interface and user experience Application design & Engineering of human interfaces

  8. Augmented Reality Haptics Wearable Wireless Mobile Virtual Reality HCI? Teleoperation

  9. What can I see? How do I know? How do I connect? Where can I be? HCI? How does it feel?

  10. How do I experience the world? How do we relate? HCI? How do I learn? How do I access information?

  11. Interaction design • What is interaction design? • What do you think? • “Designing interactive products to support the way people communicate and interact in their everyday and working lives.” ~ Interaction Design, Sharp, Rogers, Preece • What constitutes an “interaction?” • Turn to a partner – 1 min each • How do we design systems to be interactive? • Turn to a partner – 1 min each

  12. Interaction principles • Design values • Considers ethical, purposeful, pragmatic, elegant design decisions • Conceptual principles • Define what a product is and how it fits into the broad context of use required by its users • Behavioral principles • Describes how a product should behave • Interface-level principles • Strategies for visual communication of behavior and information FromAbout Face 3 (Cooper)

  13. Interaction principles • Work to be minimized • Cognitive work • Memory work • Visual work • Physical work • What are examples of each type of work Turn to a partner – 1 min FromAbout Face 3 (Cooper)

  14. Design of Everyday Things • Don Norman • Salt & Pepper

  15. Norman’sExecution - Evaluation Gaps Execution Evaluation Can I tell the state of the system and the impact of my actions? What happened? Does the system allow me to do what I want? How do I do X? Based on user goals, needs and motivations Norman would say that conceptual models play a role here Affordance

  16. Conceptual Models 1 • Can you predict the effects of your actions? • What is this design relying on or requiring of the user?

  17. Conceptual Models 1 • Can you predict the effects of your actions? • How are these designs different? • Why would they potentially make for a better user experience?

  18. Conceptual Models 2 How would you make the freezer colder but keep the fresh food the same? From The Design of Everyday Things

  19. Conceptual Models 2 Hypothesized Model “I think it works this way”

  20. Conceptual Models 2 • Actual Model • What impact does this have on the user?

  21. The Language of Doors • Should you push or pull? • How much force should I apply? • What sort of room do I expect?

  22. The Language of Doors “50th Anniversary” Doors

  23. The Language of Doors Camouflaged restroom door in Munich Jens Meiert

  24. The Language of Doors Subway station entrance in Oslo

  25. The Language of Faucets • How do I adjust flow? • How do I adjust temperature? • Will I be able to manipulate the knob if my hands are soapy or wet?

  26. Signage From Making Life Easy on Flickr

  27. Something to Ponder • Something to ponder… • What informs or where does our conceptual models come from? • Turn to a partner – 2 min

  28. Interface as intermediary

  29. Samples of Interface Strategies • Command Line

  30. Samples of Interface Strategies • Menu

  31. Samples of Interface Strategies • Wizard/Form

  32. Samples of Interface Strategies • Dialog

  33. Samples of Interface Strategies • Direct Manipulation

  34. Samples of Interface Strategies • Direct Manipulation

  35. Samples of Interface Strategies • Direct Manipulation

  36. Direct Manipulation: The Cons • Not good for users with low-vision • Consumes screen space; forces scrolling • Have to learn the metaphor/visual cues, which may not match conceptual model • Have to take hands off keyboard

  37. Style Guidelines From Experience Dynamics

  38. Usability • What is usability? What does it mean to be usable • Turn to a partner – 1 min each • “Usability is a measure of the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment.” ~ ISO 9241 • What is missing in this definition • Usefulness / Utility included? • Related: human factors, ergonomics

  39. Impact of poor usability The famous butterfly ballot in Florida during the Bush v. Gore elections From NN/G, 2001

  40. Impact of poor usability From e-consultancy.com, May 8, 2007

  41. Impact of poor usability From the BBC, May 4, 2007

  42. Usability Goals • Effective – Complete, Accurate • Efficient –Speed, Effort • Easy to learn – Predictable, Consistent • Easy to remember - Memorability • Safe to use - Safety from injury • Error tolerant – Prevention, Recovery • Engaging – Pleasant, Satisfying • Easy to use – Navigability

  43. Activity:Shopping Cart Design • Compare two online shopping experiences • Develop criteria for good shopping carts • # of clicks? Color scheme? Feel good? • Work in pairs • Birth order

  44. Homework: Usability Scavenger Hunt • Find two interfaces or websites or physical items • Make screengrabs / pics • Describe • The relevant task • Describe the context • What’s wrong • What would be better • Use principles of usability in your analysis • Post as blog post with ‘IntroHCI’ category

  45. Principles to Reference Norman • Affordances • Good conceptual model • Make things visible • Good mapping • Feedback Usability Goals • Effective – Complete, Accurate • Efficient – Speed, Effort • Easy to learn – Predictable, Consistent • Easy to remember - Memorability • Safe to Use - Safety from injury • Error tolerant – Prevention, Recovery • Engaging – Pleasant, Satisfying

  46. Back up slides

  47. Cognitive Science Psychology Behavior Reaction time Memory Attention Psychophysics • Psychology • Philosophy • Neuroscience • Linguistics • Psychics • Computer science • Biology

  48. ACM Code of Ethics In a fair society, all individuals would have equal opportunity to participate in, or benefit from, the use of computer resources regardless of race, sex, religion, age, disability, national origin or other such similar factors. http://www.acm.org/constitution/code.html

  49. Direct Manipulation

  50. Gestalt Principles • Proximity • Closure • Continuity • Figure-Ground • Similarity

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