0% found this document useful (0 votes)
97 views

Lecture 1 - Introduction To HCI

FileData

Uploaded by

Waqas Tanoli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
97 views

Lecture 1 - Introduction To HCI

FileData

Uploaded by

Waqas Tanoli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 36

Lecture 1 - Introduction to HCI

HCI Definition

Human-Computer Interaction is a discipline


concerned with the design, evaluation and
implementation of interactive computer systems
for human use and with the study of the major
phenomena surrounding them.
An Interaction Definition

“Human-Computer Interaction is a set of


processes, dialogues, and actions through
which a human user employs and interacts
with a computer.”
A Working Definition

• Understanding and supporting more efficient, effective


and enjoyable interaction with computer systems
by
employing a Human-Centered perspective to design
systems to fit human needs and capabilities, rather
than expecting users to adapt themselves to the
capabilities of a computer system

A Historical Perspective
• Pre 1980s

• Computers cost $$$$$$$

• Operators are trained to use IMSAI 8080: one of the first home
microcomputers computers ~1975
them

• Useful tasks

• Interfaces suit engineering


Pre 1980’s “HCI”
• Some examples of what we would now refer to as HCI

• Ivan Sutherland (1963) invents sketchpad

• Douglas Engelbart (~1968) invents the mouse

• hypertext, on-line collaboration… etc.


• Xerox Alto (1973) First WIMP GUI

The Mother of All Demos (1968) https://youtu.be/yJDv-zdhzMY


The 1980’s
• The IBM PC is launched

• Cheap ($1565)

• Computers start to be adopted in offices for


everyday work

• Typing, databases, financials

• Starts to show the deficiency in the User Interface

• Leads to foundation of Human-Computer


Interaction to study how to make computers fit
people better
Wordstar Most popular word processing application
in early 1980s
1980s HCI
• First Wave HCI

• Multidisciplinary Collaboration

• Computer Scientists

• Cognitive Scientists

• Psychologist

• Engineers

• Focused on Users and User Dimensions

• Strictly focuses on interaction between computer and user

• Usability testing

• E.g. can the user change the font of the text. ACM CHI 1982: The first
conference on HCI
1990s

• Computers get cheaper

• All offices have them

• Most employees have one on their desk

• Go Mobile

• The Internet Happens!


1990s
• Second Wave HCI

• Still Multidisciplinary

• Social Scientists

• Sociologists

• More focus on context


Phantom Haptic Device - Sensable 1997
• How do computers fit into the wider work context?

• Birth of CSCW

• Begin to consider users as participants in the design of technology

• Incorporates needs, wants desires rather than just objective capabilities

• More Future thinking

• What human-capabilites are computers not exploiting (Audio, Touch)?

• What about accessibility, inclusiveness?


2000’s+

• Super Cheap Computers, Super Powerful

• Expansion well outside of work

• Fitness, Games, etc.

• True Mobility

• Invades all parts of our lives


2000+
• Third Wave HCI

• Greater focus on computer use in “rest of life” - outside work

• How people appropriate and use computers

• Greater emphasis on playful, pleasurable interaction

• Brings in designers, artists

• Questions “usability as a final goal” leads to User Experience (UX)

• Increasing Importance as technology moves into more parts of our lives


What is HCI?
• The Goals of HCI

• Understands how people use computers in all of life

• Identifies where computers can meet needs, both individual and


societal

• Works to make interaction with computers easier, more efficient,


pleasurable and inclusive

• Carries these out in a multi-disciplinary way, employing diverse


techniques as appropriate, putting the needs of people first.
CHI+Med
• Computer Human Interaction for Medical Devices

• Studied Infusion pumps (and other medical devices) in multiple ways

• Differences between assumed and actual use

• Can’t get easily at required information

• Need workarounds

• Key errors and slips not guarded against

• Impact of context (distractions)

• Lack of reporting on “user errors” in reports

• Many instances where users had been harmed by “user error”


based on design
Taken from Norman D (1998) The Design of Everyday Things. MIT Press

• Poor HCI requires people to adapt. Lots of situations where that is


really undesirable
Society/Legal
• We don’t always have a choice in using a computer or not

• Can all the people that need to use it do so correctly?


Apps
iPod vs Creative Nomad

$399 $299

Same thing, one worked (for people) much better


The World Changes
• Don’t consider HCI as restrictive.

• Technologies mature, make new things possible

• Smartphones

• Those things make other things possible

• Uber, IoT?

• Makes understanding how these are used, and what they might offer even more important.

• Pizza et al (2016) Smartwatch in Vivo, Proceedings CHI 2016, ACM Press

• What do new technologies offer people?

• Lopes, P., Ion, A., Baudisch, P. Impacto: Simulating Physical Impact by Combining
Tactile Stimulation with Electrical Muscle Stimulation. In Proc. UIST'15. pp. 11-19.

• There is a distinction between practitioner and research.


Some Definitions

• Human-Computer Interaction

• Usability

• User Experience (UX)

• Interaction Design
Usability

• ISO defines usability as

• "The extent to which a product can be used by specified users to achieve specified goals with
effectiveness, efficiency, and satisfaction in a specified context of use."

• Usability is a qualitative attribute that assesses how easy user interfaces are to use (later).

• Leads to Usability Methods - Ways to improve ease of use through the Design Process
Interaction Design

• The process of getting to a user experience, designing what


functions should be supported and how those should be effectively
designed.

• E.g. What should the User Interface to a smartwatch do, and how
should it work

• Leads to Interaction Designer


User Experience (UX)
• Coined by Don Norman (1980’s)

• Wide ranging, covers the whole experience around the product.

• Buying, receiving, unboxing etc.

• Is it fun, enjoyable, engaging, frustrating, helpful, fun, supportive, motivating

• But often focused on how the product makes you feel

• Think Sodexo vs High-End Restaurant

• Usability vs Experience
A Model of Human Computer
Interaction
Context

Input

Output

A “User” A “Computer”
Norman’s 7 Stage Model
Gulf of
Goals Execution
Sequence of Execution of the
A “Computer”
Intention to Act
Actions Action Sequence

Evaluation of Interpreting the Perceiving the


Interpretation Perception State of the World

A “User”
Gulf of
Evaluation
Norman’s 7-Stage Model
• A HIP Model of interaction

• Human-Information Processing

• But there are some drawbacks

• Humans are not Databases

• Arose from Laboratory Studies

• Assumes we are alone in the world


What should we be thinking about in
Interaction?
• PACT (Benyon, 2005)

• People

• Actions

• Context

• Technologies
People
• Who will use the service/system?

• In what ways are they the same as each other?

• Cultural

• Age

• Ability/Disability

• both physical and mental

• In what ways are they different?

• usually called “the user”


Activities
• Simple, atomic or longer term

• buying a ticket vs writing a report

• Temporal Aspects

• frequency, time pressure, interuptions

• How defined is the objective

• Buy a ticket vs Book a Holiday

• What about cooperation

• What different activities can you think of that do this?


Context
• Activities always happen in a context

• Physical Context

• Social Context

• Alone, with others, expertise?

• Organisational Context

• Rules and Relationships matter


Technologies

• Software + Hardware

• Important to consider the People,


Activities and Context

• Some technologies may be


inappropriate, unsuitable
Julie Rico and Stephen Brewster. 2010. Usable gestures for mobile
• E.g. gestures interfaces: evaluating social acceptability. In Proceedings of the
SIGCHI Conference on Human Factors in Computing Systems (CHI
'10). ACM, New York, NY, USA, 887-896. DOI=http://dx.doi.org/
10.1145/1753326.1753458
PACT
• PACT provides a good way to both scope a problem, and to identify where
knowledge is lacking

• Each stage can use a range of techniques:

• Brainstorming

• Interviews

• Observations

• But a good way to understand what questions you should be asking when
designing a Human-Computer Interface.

You might also like