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User Interfaces 4

User Interfaces 4

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User Interfaces 4

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  1. User Interfaces 4 BTECH: IT WIKI PAGE: https://userinterfaces4.wikispace.com

  2. What is HCI • Human Computer Interaction • Usability • Useful vs Usable • Usability in existing systems

  3. Examples of interactive systems • ATM’s • Cell phones • Video Recorders • Websites • Computer Applications

  4. Usability • Useful: the system supports user objectives • Usable: it supports user objectives in easy-to-use ways • Accessible: it can be used by the full range of intended users “Every designer wants to build a high-quality interactive system that is admired by colleagues, celebrated by users, circulated widely, and imitated frequently. “ (Shneiderman, 1998)

  5. Execise Evaluate each of the following in terms of usefulness, usability and accessibility, motivating your answer with an example: • Finding your lectures and venues • Finding out online whether a particular movie is showing and the show times • Ordering pizza by phone

  6. Natural Computing • Humans are capable of processing information • Three linked aspects: • User: user as focus, user modelling • Designer: understand human information processing, understand intended users • Sustainability: support activities to achieve objectives

  7. User-centred Design (UCD) • Target users (preferences and requirements) • Simple models of users, tasks and technological systems • Interactive process • Prototyping and evaluation of alternatives by users The old computing is what computers can do, the new computing is what users can do (Shneiderman, 2002)

  8. Examples

  9. Design from 1st Principles

  10. Designing by copying

  11. What is beautiful?

  12. Principles of natural computing • Natural computing • What users can do • Modelling users • Understanding the domain • Understanding human learning • Meaning as a basis for practical learning

  13. Natural computing • People and technologies work with symbols • Sciences involved: cognitive science, cognitive psychology, human-computer interaction, interaction design, sociology and anthropology

  14. What users can do • Target users • Frequency of use: novices, casual users, regular • Application knowledge: experts, operators • Tasks to be performed: use part of a system, decisions based on data from transactions, maintenance of system • Assumed skills: skills acquired independently of particular application • Attitudes: regard software as a challenge, conservative, preferred modes of interaction

  15. Modelling users • A working model of human, natural computation • Simplex Theory: • Theory to guide good practice design • Framework to capture current research findings (Simple enough to guide best practice and complex enough to encompass current research issues)

  16. Understanding the domain • “Domain”of the system, e.g. accounting, medical, POS, etc. • Wide range of disciplines • Use experts in domain to id understanding

  17. Understanding human learning • Psychology: how information is processed • Cognitive psychology: Theories of human perception

  18. Meaning as a basis for practical learning • Not just a set of rules to be applied • Context important • People important • Link between theory and practice to encourage better understanding

  19. EXERCISE • Research and write a short paragraph on one of the following, referencing appropriately, and paste it to the wiki page using your student number: • Von Neumann machines • Fuzzy logic • Adaptive and adaptable systems • Fault tolerant and self-repairing systems

  20. Core concepts • User Model • Universal access • Design for all • Inclusive design • Task Models • Technological platform

  21. Exercise • Find definitions/descriptions for all the “core concepts