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Human-Computer Interaction (HCI)

Human-Computer Interaction (HCI). Mario Čagalj. University of Split. Introduction. Based on slides by Saul Greenberg , Russell Beale…. What is HCI?. Studying physical, psychological and theoretical aspects of how people interact with computers.

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Human-Computer Interaction (HCI)

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  1. Human-Computer Interaction (HCI) Mario Čagalj University of Split

  2. Introduction Based on slides by Saul Greenberg, Russell Beale…

  3. What is HCI? • Studying physical, psychological and theoretical aspects ofhow people interact with computers. • Trying to understand to what extent computers supportsuccessful interaction or causes user’s frustration. • So, HCI consists of three sides: • The user (single, a group, a sequence of users) • The computer (any technology) • The way they work together

  4. Why HCI? https://www.youtube.com/watch?v=kKT_09pARN4

  5. Numerous badly designed things around Which side? Guess the default action http://www.baddesigns.com

  6. Should we really care? • Well, you can crash your car and get injured • You can go out of business • Get angry and make mistakes – then the task will takelonger than usual • You can lose elections (US 2000) • Or even worse a beauty contest (Miss Universe 2015)

  7. Should we really care? US Elections 2000 Miss Universe 2015

  8. Moor’s law Computer abilities transistors speed discs cost 1950 1990 2030

  9. Psyhology and human abilities Humanabilities 1950 1990 2030 2000BC

  10. Where is the bottleneck? System performance

  11. Human Computer Interaction implementation design evaluation • A discipline concerned with the • of interactive computing systems for human use

  12. Interface design process and usability engineering • Articulate: • who users are • their key tasks Brainstorm designs Refined designs Completed designs Goals: Task centered system design Participatory design User-centered design Psychology of everyday things User involvement Representation & metaphors Graphical screen design Interface guidelines Style guides Participatory interaction Task scenario walk-through Evaluate Usability testing Heuristic evaluation Field testing Methods: high fidelity prototyping methods low fidelity prototyping methods Throw-away paper prototypes Products: User and task descriptions Testable prototypes Alpha/beta systems or complete specification

  13. Why an interface design process? • Large software projects regularly go over cost • Managers gave four usability-related reasons • Users requested changes • Overlooked tasks • Users did not understand their own requirements • Insufficient user-developer communication and understanding • Usability engineering is software engineering • Pay a little now, or pay a lot later! • Far too easy to jump into detailed design that is • Founded on incorrect requirements • Has inappropriate dialogue flow • Is not easily used • Is never tested until it is too late

  14. Foundations for designing interfaces • Understanding users and their tasks • Task-centered system design • How to develop task examples • How to evaluate designs through a task-centered walk-through • Designing with the user • User-centered design and prototyping • Methods for designing with the user • Low and medium fidelity prototyping • Evaluating interfaces with users • The role of evaluation in interface design • How to observe people using systems to detect interface problems

  15. Foundations for designing interfaces • Designing visual interfaces • Design of everyday things • What makes visual design work? • Beyond screen design • Representations and metaphors • Graphical screen design • The placement of interface components on a screen • Principles for design • Design principles, guidelines, and usability heuristics • Using guidelines to design and discover usability problems

  16. Goals of the course • At the end of this course, you will: • Know what is meant by good design (guidelines and models that can be applied to interface design) • Know and have applied a variety of methods for involving the user in the design process • Know and have applied methods to evaluate interface quality • And as by-product learn some cool web technology

  17. In other words... • Consciousness raising • Make you aware of these (usability) issues and bugs • Design critic • Question bad design

  18. Literature and reading material • Webpage • Slides and references • Books

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