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BEING HUMAN
HUMAN COMPUTER INTERACTION (HCI)
Introduction
 The world we live in today has become saturated of
computer technologies. Not only in their respective
physical forms, but the computer has also started ruling
our minds.
 The aim of this report is to reflect upon the changes
afoot and outline a new paradigm for understanding
our relationship with technology.
 At the end, I post a conclusion as to how the Human
Computer Interaction shape the world in the next 15
years or so.
What am I talking about?
We have features for every step of the way
Features of
HCI
Present and
future
expectation
Construction
of ideal HCI
Introduction to HCI and
its types
Design, Organization and Featuring
Introduction to Part-1
GUIs to Gestures
 Making fancy presentations on PowerPoint, creating excel sheets and use
word to process documents is how we’ve been using graphic user
interface since always.
 The use of Gestures started with the degradation of mouse and keyword
input usage. Touch-screen and voice gestures started replacing them.
 Systems have started allowing people with severe physical disabilities to use
their brain waves to interact with their environment. Real-time brainwave
activity is beginning to be used to control digital movies, turn on music, and
switch the lights on and off.
 Gestures have hence started replacing our hardware input techniques
from GUIs.
Display Units to Smart Fabrics
 Computers have not just
influenced interactions with the
screen but also with fabrics.
 The fixed video display units (VDUs)
of the 1980s are being superseded
by a whole host of flexible display
technologies and ‘smart’ fabrics.
 The rise of OLED’s(organic light
emitting diodes) and Plastic
Electronics have made displays go
cheaper, high in resolution and less
power consuming.
 The screen could be folded,
stretched or if required
miniaturized.
Handsets to Mobiles
 The telephone industry has transformed itself from brick
to iPhone. This has brought the most interactive and
advanced technology in our palms.
 We now use mobile devices to interact with objects in
the real world, acting more as if they are extensions of
our own hands, by pointing and gesturing with them.
While travelling travelling, we can gesture with our mobile
device at a historic building and be offered up an audio or
visual history of its architecture. Taking a picture of a
product in the supermarket can send us back information
about where the product came from, its associated air
miles, and ecological credentials.
Human Values in the face of Change
 The first has to do with how the proliferation and embedding of
technology has reshaped the way digital devices are presented to
us, the interface.
 Second, changes in how we live with and use technology have
resulted in us becoming ever more dependent upon computing.
 Third, the increasing importance of communication technologies in
our private and public lives has tied us together in new ways.
 Fourth, our desire to be in touch is equalled by our desire to capture
more information about our lives and our doings.
 Finally, the proliferation and appropriation of new kinds of digital
tools by people from all walks of life signals the growth of creative
engagement through technology.
Future Expectations
Computations without data-sharing.
What HCI includes?
The Interdisciplinary Design Science of Human-
Computer Interaction (HCI) combines
knowledge and methods associated with
professionals including:
Psychologists (incl. Experimental, Educational,
and Industrial Psychologists)
Computer Scientists
Instructional and Graphic Designers
Technical Writers
Human Factors and Ergonomics Experts
Anthropologists and Sociologists
Explanation of what should be;
An Ideal Interface
Good Interface Design 1
SAFELY
EFFECTIVELY
EFFICIENTLY
ENJOYABLY
Tasks can be completed without risk – e.g.
flying an aeroplane.
Being able to do the right task and do it well –
e.g. videoing a TV programme
To carry out tasks quickly and correctly – e.g.
at a cashpoint
Users should be able to enjoy what they are
doing, not be frustrated by the interface – e.g.
educational programs
Users should be able to use an interface:
Good Interface Design 2
WHO
WHAT
ENVIRONMENT
FEASIBILITY
Who is going to use the system, what are their
ages, etc.?
What tasks are they likely to want to perform?
Repetitive, complex, simple, etc.
Where is the computer to be used? In a
hazardous or noisy environment?
What is technologically available? Designers
should not add elements to the interface that
cannot actually be used out easily.
There are four considerations for an interface designer:
The process of designing a
The process of design
what is
wanted
analysis
design
implement
and deploy
prototype
interviews
ethnography
what is there
vs.
what is wanted
guidelines
principles
dialogue
notations
precise
specification
architectures
documentation
help
evaluation
heuristics
scenarios
task analysis
User Interfaces – 4 Types
 1. Command Line Interface (CLI)
A CLI displays a prompt, the user types a command
on the keyboard and executes the command. The
computer executes the command, providing textual
output.
 2. Menu Driven Interface
The user has a list of items to choose from, and can
make selections by highlighting one.
User Interfaces – 4 Types
 3. Graphical User Interface (GUI)
Uses windows, icons, menus and pointers (WIMP)
which can be manipulated by a mouse (and often to
an extent by a keyboard as well).
 4. Natural Language Interface
Can range from simple command systems to voice
activated text processing. Commands are spoken in
“normal” language.
Goals for HCI Profession, 1/2
 Science vs. intuition in interface design …
 “There are places for both…”
 But, actually, what is intuition … ?
 Does it come from “above”, … or does it come from training and/or
observation…?
 Three goals for HCI (Shneiderman):
 Influencing academic and industrial researchers
 Providing tools, techniques, and knowledge for commercial designer
 Raising the computer consciousness of the general public
Goals for HCI profession, 2/2
 Providing tools, techniques, and knowledge for system
implementers
 Rapid prototyping is easy when using contemporary tools
 Use general or self-determined guideline documents written for specific
audiences
 To refine systems, use feedback from individual or groups of users
 Raising the computer consciousness of the general public
 Many novice users are fearful due to experience with poor product design,
 Good designs help novices through these fears by being clear, competent,
and nonthreatening

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Being Human

  • 1. BEING HUMAN HUMAN COMPUTER INTERACTION (HCI)
  • 2. Introduction  The world we live in today has become saturated of computer technologies. Not only in their respective physical forms, but the computer has also started ruling our minds.  The aim of this report is to reflect upon the changes afoot and outline a new paradigm for understanding our relationship with technology.  At the end, I post a conclusion as to how the Human Computer Interaction shape the world in the next 15 years or so.
  • 3. What am I talking about? We have features for every step of the way Features of HCI Present and future expectation Construction of ideal HCI
  • 4. Introduction to HCI and its types Design, Organization and Featuring
  • 5. Introduction to Part-1 GUIs to Gestures  Making fancy presentations on PowerPoint, creating excel sheets and use word to process documents is how we’ve been using graphic user interface since always.  The use of Gestures started with the degradation of mouse and keyword input usage. Touch-screen and voice gestures started replacing them.  Systems have started allowing people with severe physical disabilities to use their brain waves to interact with their environment. Real-time brainwave activity is beginning to be used to control digital movies, turn on music, and switch the lights on and off.  Gestures have hence started replacing our hardware input techniques from GUIs.
  • 6. Display Units to Smart Fabrics  Computers have not just influenced interactions with the screen but also with fabrics.  The fixed video display units (VDUs) of the 1980s are being superseded by a whole host of flexible display technologies and ‘smart’ fabrics.  The rise of OLED’s(organic light emitting diodes) and Plastic Electronics have made displays go cheaper, high in resolution and less power consuming.  The screen could be folded, stretched or if required miniaturized.
  • 7. Handsets to Mobiles  The telephone industry has transformed itself from brick to iPhone. This has brought the most interactive and advanced technology in our palms.  We now use mobile devices to interact with objects in the real world, acting more as if they are extensions of our own hands, by pointing and gesturing with them. While travelling travelling, we can gesture with our mobile device at a historic building and be offered up an audio or visual history of its architecture. Taking a picture of a product in the supermarket can send us back information about where the product came from, its associated air miles, and ecological credentials.
  • 8. Human Values in the face of Change  The first has to do with how the proliferation and embedding of technology has reshaped the way digital devices are presented to us, the interface.  Second, changes in how we live with and use technology have resulted in us becoming ever more dependent upon computing.  Third, the increasing importance of communication technologies in our private and public lives has tied us together in new ways.  Fourth, our desire to be in touch is equalled by our desire to capture more information about our lives and our doings.  Finally, the proliferation and appropriation of new kinds of digital tools by people from all walks of life signals the growth of creative engagement through technology.
  • 9.
  • 11. What HCI includes? The Interdisciplinary Design Science of Human- Computer Interaction (HCI) combines knowledge and methods associated with professionals including: Psychologists (incl. Experimental, Educational, and Industrial Psychologists) Computer Scientists Instructional and Graphic Designers Technical Writers Human Factors and Ergonomics Experts Anthropologists and Sociologists
  • 12. Explanation of what should be; An Ideal Interface
  • 13. Good Interface Design 1 SAFELY EFFECTIVELY EFFICIENTLY ENJOYABLY Tasks can be completed without risk – e.g. flying an aeroplane. Being able to do the right task and do it well – e.g. videoing a TV programme To carry out tasks quickly and correctly – e.g. at a cashpoint Users should be able to enjoy what they are doing, not be frustrated by the interface – e.g. educational programs Users should be able to use an interface:
  • 14. Good Interface Design 2 WHO WHAT ENVIRONMENT FEASIBILITY Who is going to use the system, what are their ages, etc.? What tasks are they likely to want to perform? Repetitive, complex, simple, etc. Where is the computer to be used? In a hazardous or noisy environment? What is technologically available? Designers should not add elements to the interface that cannot actually be used out easily. There are four considerations for an interface designer:
  • 15. The process of designing a
  • 16. The process of design what is wanted analysis design implement and deploy prototype interviews ethnography what is there vs. what is wanted guidelines principles dialogue notations precise specification architectures documentation help evaluation heuristics scenarios task analysis
  • 17. User Interfaces – 4 Types  1. Command Line Interface (CLI) A CLI displays a prompt, the user types a command on the keyboard and executes the command. The computer executes the command, providing textual output.  2. Menu Driven Interface The user has a list of items to choose from, and can make selections by highlighting one.
  • 18. User Interfaces – 4 Types  3. Graphical User Interface (GUI) Uses windows, icons, menus and pointers (WIMP) which can be manipulated by a mouse (and often to an extent by a keyboard as well).  4. Natural Language Interface Can range from simple command systems to voice activated text processing. Commands are spoken in “normal” language.
  • 19. Goals for HCI Profession, 1/2  Science vs. intuition in interface design …  “There are places for both…”  But, actually, what is intuition … ?  Does it come from “above”, … or does it come from training and/or observation…?  Three goals for HCI (Shneiderman):  Influencing academic and industrial researchers  Providing tools, techniques, and knowledge for commercial designer  Raising the computer consciousness of the general public
  • 20. Goals for HCI profession, 2/2  Providing tools, techniques, and knowledge for system implementers  Rapid prototyping is easy when using contemporary tools  Use general or self-determined guideline documents written for specific audiences  To refine systems, use feedback from individual or groups of users  Raising the computer consciousness of the general public  Many novice users are fearful due to experience with poor product design,  Good designs help novices through these fears by being clear, competent, and nonthreatening