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This course, led by Professor Matt Thatcher C.J. Minard, delves into Human-Computer Interaction (HCI) and the principles of effective User Interface (UI) design. Key topics include the user-computer interaction process, usability factors, user-centered design, prototyping, and evaluation methods. Students will explore the importance of task analysis, the role of cognitive abilities in design, and the iterative nature of creating successful UIs. Through interactive lectures and hands-on assignments, participants will learn how to design, prototype, and evaluate user interfaces in real-world contexts.
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Course Wrap-Up IS 485, Professor Matt Thatcher
What is HCI? • Human • the end-user of the program • Computer • the machine that the program runs on • Interaction • the user tells the computer what they want (inputs) • the computer communicates the results (outputs)
Where Does HCI Occur? User User Interface Applications Software Systems Software Data base and Telecommunications Hardware HCI = designing, prototyping, and evaluating UIs
Organizational & Social Issues Task Design Technology Humans What is UI Design?(The Design Triangle)
What Is Usability? • Easy to learn • how long does it take for typical users to learn relevant tasks? • Easy to Remember • how easy is it to remember from one session to the next? • Efficient to use • how long does it take to perform benchmark tasks? • Minimal error rates • how many and what kinds of errors are commonly made? • if they occur, is good feedback provided so users can recover • High user satisfaction (subjectively pleasing) • confident of success and visually pleasing
Who Builds Interfaces? • A team of specialists (ideally) • graphic designers • interaction / interface designers • technical writers • marketers • technical support • test engineers • software engineers • customers/users • client • and more…
Keys to Designing and Building Successful UIs • UI design cycle • User-centered design (UCD) • Task analysis and contextual inquiry • Rapid prototyping • Evaluation • Iteration
UI Design Cycle Design Evaluate Prototype
User-Centered Design “Know Thy User” • Demographics • age, gender, geographic location • Individual characteristics • education, job experience, computer skills, physical limitations • Cognitive abilities • perception and memory • Mental models • Keep the design centered on users • Keep users involved throughout process (early and often)
Impact of Cognitive Abilities “Know Thy User” • Demographics • age, gender, geographic location • Individual characteristics • education, job experience, computer skills, physical limitations • Cognitive abilities • perception and memory • Keep the design centered on users • Keep users involved throughout process (early and often)
Task Analysis and Contextual Inquiry • Observe existing work practices • Identify and characterize the tasks users need and want to perform • Characterize the environment in which they perform these tasks • Create scenarios of actual use • Try out new ideas before building sftwr
Rapid Prototyping • Build a mock-up of the UI design • Low-fidelity techniques • paper-based sketches and storyboards • chauffeured prototypes • Visio, SmartDraw, drawing tools, etc. • High-Fidelity techniques • interactive, computer-based prototypes • Access, Dreamweaver, Frontpage, GoLive, HTML, Visual Basic, Director, Flash, HyperCard, PowerPoint, Excel, etc.
Evaluation • Test with real users (participants) • user testing • Expert reviews (evaluations w/o users) • heuristic evaluations • cognitive walkthroughs • pluralistic walkthroughs • consistency checks • and many more...
Iteration at Every Stage!!! Design Evaluate Prototype
Goals of the Course • Learn to design, prototype, and evaluate UIs • the importance of human factors in the design of interactive software applications • cognitive / perceptual constraints that affect UI design • task analysis and contextual inquiry • technology tools used to prototype UIs • techniques for evaluating a UI design • importance of iterative design for usability • the real-world applications of course concepts and tools • how to work together on a team project • how to communicate your results to a group
Course Format • Lectures • Interactive classes/assignments/applications • Everyday objects • Sun web design • E-Groceries • Web design patterns • UofA web design (Tracey Hummel) • Killer Robot • Team presentations and interactions
High-Level Goals of this Course • Formalizing the obvious • Increasing your sensitivity and awareness • identifying the problem and why it is a problem is 90% of the battle • many designers fail because they can’t break from their own conceptual models to even see the problems, much less solve them • Providing a set of tools and structures with which to solve design problems • design of software, doors, term papers, or anything for that matter • Instill passion and interest in (HCI and UCD)