human computer interaction Human-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” -ACM/IEEE
5. Engineers Belief
Engineers believe that since they made it (System/Software), they can use it,
therefore everyone can use it
“If Engineers can use it, You (others) can use it. If you can’t, YOU must be
STUPID”
“Users are stupid” – anonymous
“Users are dummies” – anonymous
That’s why, Engineers approach is different when they made any computer
based system
7. Engineers Belief
To make a system work
A device which has features and they work, work reliably, maintained easily,
and it does not have any flaws in the internal working of system.
“Users are stupid” – anonymous
“Users are dummies” – anonymous
That’s why, Engineers approach is different when they made any computer
based system
8. HCI – A Definition
“Human-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”
-ACM/IEEE
10. Goals of HCI
The term Human Computer Interaction (HCI) was adopted in the mid-1980s as
a means of describing this new field of study.
This term acknowledged that the focus of interest was broader than just the
design of the interface and was concerned with all those aspects that relate
to the interaction between users and computers.
The goals of HCI are to produce usable and safe systems, as well as functional
systems.
These goals can be summarized as ‘to develop or improve the safety, utility,
effectiveness, efficiency and usability of systems that include computers.
it refers not just to the hardware and software but to the entire environment
11. Goals of HCI
be it organization of people at work at, home or engaged in leisure pursuits---
that uses or is affected by the computer technology in question
Improving effectiveness and efficiency are self-evident and ubiquitous
objectives.
The promotion of safety in relation to computer systems is of top importance
in the design of safety-critical systems.
Usability, a key concept in HCI, is concerned with making systems easy to
learn and easy to use.
Poorly designed computer system can be extremely annoying to users, as you
can understand from above described incidents
12. Goals of HCI
Part of the process of understanding user’s needs, with respect to designing
an interactive system to support them, is to be clear about your primary
objective.
Is it to design a very efficient system that will allow users to be highly
productive to their work, or is to design a system that will be challenging and
motivating so that it supports effective learning, or is it some thing else?
We call these talk-level concerns usability goals and user experience goals.
Usability goals are concerned with meeting specific usability criteria (e.g.,
efficiency)
User experience goals are largely concern with explicating the quality of the
user experience.
13. Goals of HCI
When a human interact with a computer or computer based system, this
human feels some experience
This is called User Experience
Human interact with system with an interface
Hardware Interface
Software Interface
There are different attributes of interface, one of them is usability.
Any Real life Example???
14. The Shopping Analogy
Types of experiences
Good or Bad
Every user is unique
Experiences are unique
15. User Experience – A Definition
The user experience is the universal combination of everything that the user
Sees
Touches
Feels
Interacts with
16. Good and Bad Experiences
Good experience
Bad experience
Frustration
Dislike
Anger
Satisfaction
Happiness
Excitement
17. Usability - Abstract-level Constituents
Ease of Use
(Could I use it?)
+
Usefulness
(Would I use it?)
(Should I get any benefit)
18. Usability
Ensuring that interactive products are easy to
learn, effective to user and enjoyable from the
user’s perspective
19. Perspective ?
People perceive the same item in different ways
What do you see in the Image ?
20. Usability & User Experience
User Experience Goals
Usability
Goals
23. Effectiveness
How good the system is at doing what it is supposed to do
iDrive system being effective since it would perform all the tasks
Porsche example the system was effective enough to detect the
high intake of Air in Fuel system
The Alarm clock is effective in the way that it would play music in
exactly the same way it is supposed to
Are these systems really effective ? Think again !!
Main goal of HCI is to evaluate things from the User’s
perspective
25. Efficient
The way system supports its users in carrying out their
tasks
Does the product help users sustain a high level of
productivity?
A website require ten clicks to search any information
Another website require only three clicks to search the same
information
Which one is efficient??
27. Safety
Protecting the user from dangerous conditions and
undesirable situation
Which of the Cases we discussed earlier you think was the
most unsafe ?
Plane
28. Safety
x-rays machines or chemical plants---operators should be able to interact with and
control computer-based system remotely.
The second aspect refers to helping any kind of user in any kind of situation avoid
the danger of carrying out unwanted action accidentally.
Preventing the user from making serious error by reducing the risk of wrong
keys/buttons being mistakenly activated (an example is not placing the quit or
delete-file command right next to the save command on a menu.) and
Providing users with various means of recovery should they make errors. Save
interactive systems should engender confidence and allow the users the opportunity
to explore the interface to carry out new operations.
31. Utility
System providing the right kind of functionality so that the user can do what
they want
An example of a system with high utility is an accounting software package
providing a powerful computational tool that accountants can use to work out
tax returns.
An example of a system with low utility is a software drawing tool that does
not allow users to draw free hand but forces them to use a mouse to create
their drawings, using only polygon shapes
33. Learnability
How easy a system is to learn to user
It is well known that people do not like spending a long time learning how to
use a system. They want to get started straight away and become competent
at caring out tasks without to much effort.
Ten Minute Rule (Jacob Neilson)
Was iDrive easy to Learn
Simple Device VCR
Task 1: Learning to Play
Task 2: Pre-Record Two Programs
35. Memorability
How easy the system is to remember once learnt
It refers to how easy a system is to remember how to use, once learned.
This is especially important for interactive systems that are used infrequently.
If users haven’t used a system or an operation for a few months or longer,
they should be able to remember or at least rapidly be reminded how to use
it.
Users shouldn’t have to keep relearning how to carry out tasks.
36. Memorability
There are many ways of designing the interaction to support this.
For example, users can be helped to remember the sequence of operations at
different stages of a task through meaningful icons, command names, and
menu options.
Also, structuring options and icons so they are placed in relevant categories of
options (for example, placing all the drawing tools in the same place on the
screen) can help the user remember where to look to find a particular tool at
a given stage of a task.
Riding a bicycle
38. User Experience Goals
The realization that new technologies are offering
increasing opportunity for supporting people in their
everyday lives has led researchers and practitioners to
consider further goals
39. User Experience Goals
The goals of designing interactive products to be fun, enjoyable,
pleasurable, aesthetically pleasing and so on are concerned primarily
with the user experience.
By this we mean what the interaction with the system feels like to the
users.
This involves, explicating the nature of the user experience in
subjective terms.
For example, a new software package for children to create their own
music may be designed with the primary objectives of being fun and
entertaining.
Hence, user experience goals differs from the more objective usability
goals in that they are concerned with how user experience an
interactive product from their perspective, rather than assessing how
useful or productive a system is from its own perspective
40. User Experience Goals
Satisfying
Enjoyable
Fun
Entertaining
Helpful
Motivating
• Aesthetically Pleasing
• Supportive to Creativity
• Rewarding
• Emotionally Fullfilling
42. Good usability of interface lead to good user experience
Its very rare when we have bad usability but good user experience
i.e. Games, it has good user experience but hard to learn, but this “hard to
learn” feature included by choice because they make us our video game hard
to learn.
44. Quote of the Day – Terry Winograd
“HCI is the kind of discipline which is neither the study of humans nor the study of
technology, but rather the bridging between the two. So you always have to
have one eye open to the questions:
What can the technology do?
How can you build it ?
What are the possibilities?
And one eye open to the question
What are people doing and how would this fit in
What would they do with it ?
If you lose sight of either of those you fail to design well .. I think the challenge is
to really keep knowledge of both the technology and the people playng ff
against each other in order to develop new things”
46. Quality and Software
What is Quality?
If some thing satisfied, you said its quality is good
If some thing doesn’t satisfied you, you said its quality is not good
47. • Quality is conformance to specifications (if you meet specifications)
(British Defense Industries Quality Assurance Panel)
48. • Quality is conformance to requirements
(If you fulfil the requirement of any system, it means you achieve quality)
(Philip Crosby, famous personality in the field of quality Management)
53. Quality is meeting the (stated) requirements of the
customer- now and in the future
(Mike Robinson)
54. Quality is the total composite product and service characteristics
of marketing, engineering, manufacturing and maintenance
through which the product and service in use will meet the
expectations by the customer
(Armand Feigenbaum)
55. Totality of characteristics of an entity that bear on its ability to
satisfy stated and implied needs
(ISO 8402 : 1994)
56. So we discussed two things…
Requirements
Specifications
If you write some specifications for requirements, and you actually fulfill
those specifications, means you achieve quality
If you meet the expectations of customer, means you achieve quality
57. Suppose..
You have to make a software, you write some requirements and specifications
What if you write wrong specifications…?
What if you write wrong requirements…?
We have discussed earlier, quality is meet the requirements and specifications
58. BUT..
Quality is beyond meeting the Requirements, Specifications and Customer
Expectations
Because, your customer is some CEO, Leader, CIO etc..
If you prepare their expectations, have you achieve quality?
These officers didn’t actually use software,
So we have to focus to fulfill the expectations of user not customer
Fulfill the requirements of customer, but user should be on top priority
Customer may be one, two or three in strength
User may be in thousands, millions
60. Product
A generic/general term that refers to
Goods
Services
Failure to meet quality requirements in either dimension can have serious
negative consequences
61. … implied needs must be turned into requirements …
PMBOK (Project Management body of knowledge is a document prepared by project management institute)
62. Software Quality
The extent to which a software product exhibits these characteristics
Functionality
Reliability
Usability (without this you cannot ensure software quality)
Efficiency
Maintainability
Portability
63. Software QA Teams
Only test requirements
Quality Assurance department check the requirements and specifications
If specifications are not according to requirements, QA department will consider it
as bug
Did you achieve quality???
65. What is HCI?
HCI is a large interdisciplinary area
HCI made with the combination of different disciplines
A new field is made by adding some elements from many fields
Emerging as specialty concern within several disciplines, each with different
emphases
Computer science (application design and engineering of human interfaces)
Psychology (the application of theories of cognitive processes and the empirical
analysis of user behavior)
Sociology and anthropology (interactions between technology, work, and
organization)
Industrial design (interactive products)
66. What is HCI?
HCI concerned with:
Joint performance of tasks by humans and machines
Structure of communication between human and machine
Human capabilities to use machines
Algorithms and programming of interfaces
Engineering concerns in designing and building interfaces
Process of design, specification and implementation
Design trade-offs
67. What is HCI?
Various aspects
Science
Human capabilities to use machines
Engineering
Building interfaces
Design
Design tradeoffs
68. Case Study – Ticketing System
A small ticketing agency has many shops distributed throughout the country
Feels the need to install efficient ticketing system, for survival
Manual Issuing Procedure
Call airlines to check for vacant seats
Check with customer if the available seat is suitable
Then ticket is written out manually
Customer receipts and intinerary/route
Accounting for issued tickets every two weeks
69. Case Study – Ticketing System - Research
The research on existing ticketing systems reveal
Computers always going wrong
Lack of trust in computers
Staff unable to understand messages
The Result
Sales figures had dropped and were disappointing
A large number of sales staff had left
70. Ticketing System - Recommendations
Immediate booking via Internet
Automatic print-out of tickets, itineraries and receipts
Direct connection between booking system and accounting system
Elimination of booking forms
71. Ticketing System - Recommendations
Layout of the agency needs to be changed for staff to operate computers
Staff training
Changes to job design
Support to older staff during period of change
Changes to employment conditions must be examined
Staff relationship with other non-techi staff members (Technology Power)
72. Factors in HCI
Organizational Factors
Training, job design, politics, roles Work organization
Environmental Factors
Noise, heating, ventilation,lighting
Health and Safety
Stress, headaches,
Musculo-skeleton,
disorders
Cognitive processes and capabilities
The User
Motivation, Enjoyment, Satisfaction, Personality
Experience level
Comfort Level
Seating
Equipment
layout
User Interface
Input devices, output displays, dialogue structures, User of colour, icons, commands, graphics, natural language
3-D, user support materials, multimedia
Task Factors
Easy, complex, novel, Task allocation, repetitive,Monitoring, skills, multi-media
Constraints
Costs, timescales, budgets, Staff, equipment, building structure
System Functionality
Hardware, software, application
Productivity Factors
Increase output, increase quality, decrease costs, decrease errors,Decrease labour requirements, decrease
production time,
Increase creative and innovative ideas leading to new products
73. Interdisciplinary Nature of HCI
HCI is understanding the Complex Relationship between Human and
Computers
Two Distinct “Species”
Successful Integration is dependent upon the a better understanding of both
Species
Hence HCI borrows and establishes its roots in Disciplines concerned with both
76. Interdisciplinary Nature of HCI – Human
Side Cognitive Psychology
Social Organizational Psychology
Ergonomics and human Factors
Linguistics
Philosophy
Sociology
Anthropology