This document provides an introduction to a course on Human-Computer Interaction (HCI). The course goals are to motivate the field of HCI and teach the basics of interface design, evaluation methods, and HCI research problems. The class will include lectures, readings, quizzes, presentations, and a final project involving designing and evaluating a new interface. The document discusses what HCI encompasses, important concepts like universal usability, and emerging interface technologies. It emphasizes that good interface design can improve effectiveness, productivity, and satisfaction for all types of users.
2. Class Goals
âșMotivate the field of HCI
âșLearn
ï§ Basics of interface design
ï§ Evaluation of interfaces
ï§ HCI research problems
ï§ HCI community (conferences and people)
3. What the class will look like
âș Lectures
âș Readings + Quizzes + Presentations (?)
âș Initial user study (web interface comparison)
âș Final project
ï§ Identify a client
ï§ Create a new interface
ï§ Evaluate the interface
âș Differences between undergrad/grad
ï§ Project requirements
4. Why take this course?
âșBuild your portfolio
ï§ Work on a project youâve always wanted
âșStudy a unique topic
ï§ A computer science course focused on users
âșSkill building
ï§ Important in most research
ï§ Burgeoning job field
5. Intro
âș What is a user interface?
âș Why do we care about design?
âș We see this all the time.
ï§ Whatâs good about the design of this error box?
âș The user knows there is an error
ï§ Whatâs poor about the design of this error box?
âș Discouraging
âș Not enough information
âș No way to resolve the problem (instructions or contact info)
6. Definition of HCI
âșHuman-computer interaction is a discipline
concerned with the design, evaluation and
implementation of interactive computing
systems for human use and with the study
of major phenomena surrounding them.
âșACM SIGCHI Curricula for HCI (Hewett et al.
1992)
âșhttp://sigchi.org/cdg/cdg2.html
7. Why HCI is Important
âș The study of our interface with information.
âș It is not just âhow big should I make buttonsâ or âhow to
layout menu choicesâ
âș It can affect
ï§ Effectiveness
ï§ Productivity
ï§ Morale
ï§ Safety
âș Example: a car with poor HCI
âș Take 5 minutes for everyone to write down one common
device with substantial HCI design choices and discuss
with the neighbor the pros and cons. How does it affect
you or other users?
8. My Choice
âș iPod by Apple
Computers
âș Pros:
ï§ portable
ï§ power
ï§ ease of use
ï§ # of controls
âș Cons:
ï§ scratches easily
ï§ no speech for car use
ï§ proprietary
9. What fields does HCI cover?
âșComputer Science
âșPsychology (cognitive)
âșCommunication
âșEducation
âșAnthropology
âșDesign (e.g. graphic and industrial)
10. HCI Community
âș Academics/Industry Research
ï§ Taxonomies
ï§ Theories
ï§ Predictive models
âș Experimenters
ï§ Empirical data
ï§ Product design
âș Other areas (Sociologists,
anthropologists, managers)
ï§ Motor
ï§ Perceptual
ï§ Cognitive
ï§ Social, economic, ethics
12. Usability Requirements
âș Goals:
ï§ Usability
ï§ Universality
ï§ Usefulness
âș Achieved by:
ï§ Planning
ï§ Sensitivity to user
needs
ï§ Devotion to
requirements analysis
ï§ Testing
13. Bad Interfaces
âș Encumbering
âș Confusing
âș Slow
âș Trust (ex. windows
crashing)
âș What makes it hard?
ï§ Varies by culture
ï§ Multiple platforms
ï§ Variety of users
14. âș Whatâs wrong with each?
ï§ Type of error
ï§ Who is affected
ï§ Impact
âș Whatâs a redesign solution?
15. Requirements Analysis
1. Ascertain usersâ needs
2. Ensure proper reliability
3. Promote appropriate standardization, integration,
consistency, and portability
4. Complete projects on schedule and within budget
16. Ascertain Userâs Needs
âș Define tasks
ï§ Tasks
ï§ Subtasks
âș Frequency
ï§ Frequent
ï§ Occasional
ï§ Exceptional
ï§ Repair
âș Ex. difference between a space
satellite, car engine, and fighter jet
17. Reliability
âș Actions function as specified
âș Data displayed must be
correct
âș Updates done correctly
âș Leads to trust! (software,
hardware, information) â
case: Pentium floating point
bug
âș Privacy, security, access, data
destruction, tampering
18. Standardization, Integration,
Consistency, Portability
âș Standardization â common user-interface features across
multiple applications
ï§ Apple
ï§ Web
ï§ Windows
âș Integration â across application packages
ï§ file formats
âș Consistency â common action sequences, terms, units,
layouts, color, typography within an application
âș Portability â convert data and interfaces across multiple
hardware and software environments
ï§ Word/HTML/PDF/ASCII
19. Case Study: Library of Congress
Database Design
âșhttp://catalog.loc.gov/
âș Two interfaces
ï§ Catalog New Books
âș 3-6 hour training course - staffers
ï§ Search Catalog of Books
âș General public â too complex, command language and complex
cataloging rules
âș Solution
ï§ Touch screen
ï§ Reduced functionality
ï§ Better information presentation
âș Eventually Web based interface
âș Same database and services, different interfaces
20. Usability Measures
âș How can we measure the
âgoodnessâ of an interface?
âș What are good metrics?
âș ISO 9241
ï§ Effectiveness
ï§ Efficiency
ï§ Satisfaction
âș Schneiderman
ï§ Time to learn
ï§ Speed of performance
ï§ Rate of errors
ï§ Retention over time
ï§ Subjective satisfaction
21. Usability Motivations
âș Life-Critical systems
ï§ Applications: air traffic, nuclear reactors, military, emergency
dispatch
ï§ Requirements: reliability and effective (even under stress)
ï§ Not as important: cost, long training, satisfaction, retention
âș Industrial and Commercial Use
ï§ Applications: banking, insurance, inventory, reservations
ï§ Requirements: short training, ease of use/learning, multiple
languages, adapt to local cultures, multiplatform, speed
âș Office, Home, and Entertainment
ï§ Applications: E-mail, ATMs, games, education, search engines,
cell phones/PDA
ï§ Requirements: Ease of learning/use/retention, error rates,
satisfaction
ï§ Difficulties: cost, size
âąTime to learn
âąSpeed of performance
âąRate of errors
âąRetention over time
âąSubjective satisfaction
22. Usability Motivations
âș Exploratory, Creative, Collaborative
ï§ Applications: Web browsing, search engines,
simulations, scientific visualization, CAD, computer
graphics, music composition/artist, photo arranger
(email photos)
ï§ Requirements: remove the âcomputerâ from the
experience,
ï§ Difficulties: user tech savvy-ness (apply this to
application examples)
âș Socio-technical systems
ï§ Applications: health care, voting, police
ï§ Requirements: Trust, security, accuracy, veracity, error
handling, user tech-savy-ness
âąTime to learn
âąSpeed of performance
âąRate of errors
âąRetention over time
âąSubjective satisfaction
23. Universal Usability
âș Interface should handle diversity of
users
ï§ Backgrounds
ï§ Abilities
ï§ Motivation
ï§ Personalities
ï§ Cultures
âș Question, how would you design an
interface to a database differently for:
ï§ A. right-handed female, Indian, software
engineer, technology savvy, wants rapid
interaction
ï§ B. left-handed male, French, artist
24. Universal Usability
âș Does not mean âdumbing downâ
ï§ Ex. Helping disabled has helped
others (parents w/ strollers, elderly)
ï§ Ex. Door handles
âș Goal: Address the needs of more
users - unlike yourself!
âș Everyone is often not at full
faculties at all times
25. Physical Variation
âș Ability
ï§ Disabled (elderly,
handicapped, vision,
ambidexterity, ability to see
in stereo [SUTHERLAND])
ï§ Speed
ï§ Color deficiency
âș Workspace (science of
ergonomics)
ï§ Size
ï§ Design
âș Lots of prior research
26. Physical Variation
âș Field of anthropometry
ï§ Measures of what is 5-95% for
weight, height, etc. (static and
dynamic)
ï§ Large variance reminds us there is
great âvarietyâ
ï§ Name some devices that this
would affect.
âș note most keyboards are the
same
âș screen brightness varies
considerably
âș chair height, back height, display
angle
âș Multi-modal interfaces
âș Audio
âș Touch screens
27. Cognitive and Perceptual Variation
âș Bloomâs Taxonomy
ï§ knowledge,
comprehension,
analysis, application,
synthesis, evaluation
âș Memory
ï§ short-term and working
ï§ long-term and semantic
âș Problem solving and
reasoning
âș Decision making
âș Language and
communication
28. Cognitive and Perceptual Variation
âș Language and
communication
âș Search, imagery,
sensory memory
âș Learning, skill
development,
knowledge acquisition
âș Confounding factors:
ï§ Fatigue
ï§ Cognitive load
ï§ Background
ï§ Boredom
ï§ Fear
ï§ Drugs/alcohol
29. Personality
âș Computer anxiety
âș Gender
ï§ Which games do women like?
ï§ Pac-man, Donkey Kong, Tetris
ï§ Why? (Hypotheses: less violent,
quieter soundtracks, fully visible
playing fields, softer colors,
personality, closure/completeness)
ï§ Can we measure this?
âș What current games are for
women?
âș Style, pace, top-down/bottom-
up, visual/audio learners, dense
vs. sparse data
30. Personality
âș No simple taxonomy of user
personality types. Ex. Myers-
Briggs Type Indicator
ï§ Extrovert vs. introvert
ï§ Sensing vs. intuition
ï§ Perceptive vs. judging
ï§ Feeling vs. thinking
âș Weak link between personality
types and interfaces
âș Think about your application,
and see if user personality is
important!
ï§ Fighter jets vs. search engines
31. Cultural and International Diversity
âș Language
âș Date / Time conventions
âș Weights and Measures
âș Left-to-right
âș Directions (!)
âș Telephone #s and addresses
âș Names, titles, salutations
âș SSN, ID, passport
âș Sorting
âș Icons, buttons, colors
âș Etiquette
âș Evaluation:
ï§ Local experts/usability studies
32. Users with Disabilities
âș Federal law to ensure access to IT, including computers and
web sites. (1998 Amendment to Rehabilitation Act)
âș Disabilities
ï§ Vision
âș Blind (bill-reader)
âș low-vision
âș color-blind
ï§ Hearing
âș Deaf
âș Limited hearing
ï§ Mobility
ï§ Learning
âș Dyslexia
âș Attention deficient, hemisphere specific, etc.
âș Keyboard and mouse alternatives
âș Color coding
âș Font-size
33. Users with Disabilities
âș Contrast
âș Text descriptors for web
images
âș Screen magnification
âș Text to Speech (TTS) â
JAWS (web pages)
ï§ Check email on the road, in
bright sunshine, riding a bike
âș Speech Recognition
âș Head mounted optical mice
34. Users with Disabilities
âș Eye Gaze control
âș Learning what helps those with
disabilities affects everyone
ï§ Present procedures, directions,
and instructions accessible to even
poor readers
ï§ Design feedback sequences that
explain the reason for error and
help put users on the right track
ï§ Reinforcement techniques with
other devices
âș Good target area for a final
project!
35. Elderly
âș Reduced
ï§ Motor skills
ï§ Perception
ï§ Vision, hearing, touch, mobility
ï§ Speed
ï§ Memory
âș Other needs
ï§ Technology experience is varied
(How many grandmothers use
email? mothers?)
ï§ Uninformed on how technology
could help them
ï§ Practice skills (hand-eye, problem
solving, etc.)
âș Touch screens, larger fonts,
louder sounds
36. Children
âș Technology saviness?
âș Age changes much:
ï§ Physical dexterity
âș(double-clicking, click and drag, and small targets)
ï§ Attention span
ï§ (vaguely) Intelligence
âș Varied backgrounds (socio-economic)
âș Goals
ï§ Educational acceleration
ï§ Socialization with peers
ï§ Psychological - improve self-image, self-confidence
ï§ Creativity â art, music, etc. exploration
37. Children
âș Teenagers are a special group
ï§ Next generation
ï§ Beta test new interfaces, trends
ï§ Cell phones, text messages, simulations, fantasy
games, virtual worlds
âș Requires Safety
âș They
ï§ Like exploring (easy to reset state)
ï§ Donât mind making mistakes
ï§ Like familiar characters and repetition (ever had to
babysit a kid with an Ice Age DVD?)
ï§ Donât like patronizing comments, inappropriate humor
âș Design: Focus groups
38. Accommodating Hardware and
Software Diversity
âș Support a wide range of hardware and software
platforms
âș Software and hardware evolution
ï§ OS, application, browsers, capabilities
ï§ backward compatibility is a good goal
âș Three major technical challenges are:
ï§ Producing satisfying and effective Internet interaction
(broadband vs. dial-up & wireless)
ï§ Enabling web services from large to small (size and
resolution)
ï§ Support easy maintenance of or automatic conversion to
multiple languages
39. HCI Goals
âș Influence academic and industrial researchers
ï§ Understand a problem and related theory
ï§ Hypothesis and testing
ï§ Study design (weâll do this!)
ï§ Interpret results
âș Provide tools, techniques and knowledge for
commercial developers
ï§ competitive advantage (think ipod)
âș Raising the computer consciousness of the general
public
ï§ Reduce computer anxiety (error messages)
ï§ Common fears:
âș Iâll break it
âș Iâll make a mistake
âș The computer is smarter than me
ï§ HCI contributes to this!
40. Near & Future Interfaces
âșLetâs review
âșMinority Report
âșSteel Battalion
âșEye Toy
âșDance Dance Revolution
âșNintendo Wii
âąTime to learn
âąSpeed of performance
âąRate of errors
âąRetention over time
âąSubjective satisfaction