8. Interaction Design & HCI
Human-computer interaction is a discipline concerned with
the design
design,
evaluation and
implementation of interactive
computing systems for human
use and with th study of major
d ith the
phenomena surrounding them.
-- Association for Computing Machinery (ACM)
1-8
9. Interaction Design & HCI
Designing interactive p
g g products to support the way p p
pp y people
communicate and interact in their everyday and working
lives
– Sharp Rogers and Preece (2007)
Sharp,
1-9
10. Interaction Design & HCI
The design of spaces for human communication and
interaction
– Terry Winograd (1997)
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11. Interaction Design & HCI
Artists and designers are trained to use the language of explicit
meanings to a rich communicative element over and above direct
functional communication. If
we only design with the
communication
function of something, not what it also
communicates, we risk our designs being
misinterpreted. W t we waste an opportunity to
i i t t d Worst, t t it t
enhance everyday life.
Bill Moggridge
1-11
12. Interaction Design & HCI
Find and read what
(i) Jakob Nielsen &
( )
(ii) Don Norman
have to say about HCI and Interaction Design.
Jakob Nielsen : useit.com
Don Norman : jnd.org 1-12
13. Interaction Design & HCI
It is about understanding and creating software
and products and technologies that people
will want to use, will be able to use and will
use use,
find effective when used.
Example :
http://futureselfservicebanking.com/
htt //f t lf i b ki /
1-13
16. HCI- Beginning
The beginning of HCI is traced to the March 1982 (
g g (U.S.)
)
National Bureau of Standards conference, "Human
Factors in Computer Systems“.
1-16
17. HCI- Foundation
Iterative development from software engineering
User interface software from computer graphics
Psychology & human factors of computing systems
Models, theories, and frameworks from cognitive science
1-17
18. HCI- Key initiatives
y
ACM's Special Interest Group in Computer- Human
Interaction (SIGCHI).
( )
IFIP's Task Group on Human-Computer Interaction
(later, Technical Committee 13).
1-18
19. HCI- Focus
Initial focus :
• methods and software, and
• the integration of the two in a framework called user-
centered system development.
t d t d l t
Other focal areas that have developed
• groupware/cooperative activity
• media/information.
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20. Evolution of HCI
Read up more about past-present-future of HCI.
Example : http://www.youtube.com/watch?v=gpvjEg9IiSc
People
Trends Products
HCI
Technologies Tools
Challenges
1-20
23. User
– Who the users are.
– What activities are being
carried out.
– Where the interaction is
taking place.
1-23
Anna, IKEA online sales agent
24. Usability
• user-friendly
easy to use; accessible; comprehensible; intelligible; idiot
proof; available; and ready
f il bl d d
• “friend”
friend
– helps
– valuable.
– understands
d t d
– reliable and doesn’t hurt.
– pleasant
1-24
1-24
25. Usability goals
• Effective to use
• Efficient to use
• Safe to use
• Easy to learn
• Easy to remember how to use
• ...
1-25
26. Usability motivations
• Life-critical systems
– e.g. Air traffic control, nuclear reactors
– High costs, reliability and effectiveness expected
– Lengthy training periods
– Subjective satisfaction is less an issue
1-26
1-26
27. Usability motivations (cont.)
• Industrial and commercial uses
– e.g. Banking, insurance, pos
– Speed of performance, satisfaction & Ease of
learning fairly important
– Error rates are relative to cost
1-27
1-27
28. Usability motivations (cont.)
• Office, home, and entertainment applications
Word processing, electronic mail
Ease of learning, satisfaction, online h l l
E fl i ti f ti li help, low cost
t
important
Population has a wide range of both novice and
expert users
1-28
1-28
29. Usability motivations (cont.)
• Exploratory, creative, and cooperative systems
Web browsing, search engines, artist toolkits,
scientific modeling systems
Collaborative work
Benchmarks are hard to describe for exploratory
tasks d device
t k and d i users.
1-29
1-29
30. Usability motivations (cont.)
• Social-technical systems
e.g. Voting, health support, identity verification, crime
reporting
Trust, privacy, responsibility, and security are issues
Verifiable sources and status feedback are important
Administrators need tools to detect unusual patterns
of usage
1-30
1-30
31. Universal Usability
Human dimensions, strength, reach
Sense perception
Vision: depth contrast, color blindness, and
depth, contrast blindness
motion sensitivity
Screen-brightness preferences
Touch: keyboard
To ch ke board and to chscreen sensiti it
touchscreen sensitivity
Hearing: distinct audio clues
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1-31
32. Universal Usability
• Physical abilities and physical workplaces
Human dimensions, strength, reach
Sense perception
Vision: depth contrast, color blindness, and
depth, contrast blindness
motion sensitivity
Screen-brightness preferences
Touch: keyboard
To ch ke board and to chscreen sensiti it
touchscreen sensitivity
Hearing: distinct audio clues
The standard ANSI/HFES 100-2007 Human Factors Engineering of Computer
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Workstations (2007)
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34. Universal Usability (cont.)
• C
Cognitive and perceptual abilities
ii d l bili i
• Long-term, Short term, and Sensory memory
Long term, Short-term,
• Language communication and comprehension
• Learning, skill development, knowledge acquisition,
and concept attainment
• Problem solving and reasoning
• Decision making and risk assessment
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1-34
35. Universal Usability (cont.)
• Personality differences
• C lt
Cultural and international diversity
l di t ti l di it
– Left-to-right versus right-to-left versus vertical input and reading
– Characters, numerals, special characters, and diacriticals
– Date and time formats , Numeric and currency formats
– Weights and measures
– Telephone numbers and addresses
– Names and titles (Mr Ms Mme )
(Mr., Ms., Mme.)
– Social-security, national identification, and passport numbers
– Capitalization and punctuation
– So t g seque ces
Sorting sequences
– Icons, buttons, colors
– Pluralization, grammar, spelling
– Etiquette, policies, tone, formality, metaphors
1-35
1-35
41. Lecture 1
Key po ts
ey points
1. Interaction design is concerned with designing interactive
products to support the way people communicate and
interact in their everyday and working lives.
2. It is concerned with how to create quality user experiences.
3. It requires taking into account a number of interdependent
factors, including context of use, type of activities, cultural
differences,
differences and user groups
groups.
4. It is multidisciplinary, & involves many inputs from wide-
y y
reaching disciplines and fields. 1-41