This document provides an introduction to human-computer interaction (HCI). It discusses key concepts in HCI such as taking a user-centered design approach, focusing on users and their tasks early in the design process, employing iterative design through prototyping and testing, and using empirical measurement to evaluate designs with real users. The document outlines steps in the HCI design process including establishing requirements, conceptual and physical design, building interactive prototypes, and evaluating designs based on user experience. It also provides examples of prototyping tools and techniques for storyboarding interactions and designing new tasks.
1. Intro to HCI
Andrea Valente
Department of Architecture, Design and Media Technology
Aalborg University Esbjerg (AAU-Esbjerg)
email: av@create.aau.dk
web-page: http://www.create.aau.dk/av
3-4 Nov. 2011
2. HCI
Human–computer Interaction is the
study,planning and design of the
interaction between people (users)
and computers
● We could start from the technology, but...
● Instead of desiging the product, design the users'
interaction --> interaction design
● We all are users: identify some of your favorit products
and improve them.
4. Task: I'm the user
(WRITE READABLE: OTHER STUDENTS WILL READ THIS)
Name a device you use a lot: _______________________
(suggestions: VCR or DVD-recorder, microwave oven, MP3
player, stereo, car, ... ) What do you like about it:
_______________________________________
List 2 or 3 tasks you perform with it: _______________________________________
(where/when/for what) What is missing or you'd like to change:
_______________________________________
_______________________________________
_______________________________________
_______________________________________
(where/when/for what)
_______________________________________ Imagine some different task you would like to perform with it
_______________________________________ (that could be impossible or difficult now)
(where/when/for what) _______________________________________
_______________________________________
_______________________________________
_______________________________________
_______________________________________
_______________________________________
_______________________________________
_______________________________________
5. User-centered approach
● real users and their goals VS technology
● well-designed systems:
– make the most of human skills
– relevant to the work in hand
– support instead of constraint the user
● Think about:
– Sending an email with your computer VS writing an sms
with your mobile
– consider a pocket calculator: suppose you need to
calculate something in a dark place or while it is raining,
or using only one hand, or wearing protection gloves...
6. Now you are the designer.
How to proceed?
1. Early focus on users and tasks
● user's tasks and goals drive the development
● design to support user's behavior and context of use
● consider user's characteristics when designing
● consult users throughout development
● decide for the users, their context of use, their work
1. Empirical measurement
2. Iterative design
7. How to proceed?
1. Early focus on users and tasks
1. Empirical measurement
● observe users interacting with prototypes, their goals, test ideas
● specify usability as early as possible: regular empirical evaluation of
product
2. Iterative design
8. How to proceed?
1. Early focus on users and tasks
1. Empirical measurement
2. Iterative design
Establish
● identify needs / establish requirements requirements [*]
for user experience
● cycle: design, test, measure, re-design
(re)Design Test +
● develop alternative designs: [**] Measure
conceptual and physical design
● build interactive versions of the Build
designs: paper-based, role-playing, or interactive
software version
● evaluate w.r.t. user experiences Final
product
[*] requirements = user needs
[**] how to invent many designs?
9. TASK:
be the designer!
● Exchange the task paper with the somebody sitting
next to you
● You are now the designer, and you have data from
one of your users in front of you
● Think about possible solutions to the problems stated
in the paper, especially at point 5
2 minutes
10. What to do next?
Prototyping
● What is it?
– A prototype is... scale model of bulding, a software
that crashes every few minutes, paper-based
outline of a screen, 3D card-bard mock-up of device
● Why?
– For the stakeholders to interact, gain experience in
realistic settings, explore imagined uses
– to communicate with stakeholders, collect feedback
– prototypes can leave aspects vague, to stimulate
ideas generation and discussions
11. Prototyping (...)
● How?
– storyboarding (a kind of low-fidelity prototype)
– a series of drawings showing how a user progresses thru a
task with the product
Terms:
Low-fidelity / mock-up
VS
High-fidelity / working
12. Homework (...kind of)
● Take your user needs paper and your ideas
about how to design one of the new tasks
he/she wanted
● Use the lifecycle:
– make a prototype of the interaction with pen,
paper and scissors, post-its, ...
● How to evaluate the designed product?
13. Free tools
● Download scratch (free) and use it to quickly create working
prototypes of apps, games:
http://scratch.mit.edu/
Scratch is a programming language that makes it easy to create your
own interactive stories, animations, games, music, and art -- and share
your creations on the web.
● Another free tool is freemind:
http://freemind.sourceforge.net/wiki/index.php/Main_Page
FreeMind is a premier free mind-mapping software written in Java.
Very good for sketching ideas and brainstorming meetings.