What Is HCI
What Is HCI
Lecture 1
What is HCI:
Discipline concerned with design evaluation and implementation of
interactive computer systems.
OR
A multidisciplinary field of study that focuses on interaction
between humans and computers.
Importance of HCI:
• Computers affect everyone.
• Affects the user’s:
o Effectiveness
o Productivity
o Morale
o Safety
o Satisfaction
• Affects the application’s utility and usability.
What is usability:
A very crucial part of HCI which combines:
• Ease of learning
• High speed task performance
• Low error rate
• User satisfaction and retention
UI Design/Develop process:
1. Analyze user’s goal.
2. Create the design.
3. Evaluate options.
4. Implement prototype.
5. Test.
6. Refine.
Before designing you need to know the user’s:
• Physical/Cognitive ability
• Personality/Culture
• Knowledge/Skills
• Motivation
Fields of HCI:
• Design
• Computer Science
• Psychology
• Education
• Communication
• Anthropology
Lecture 2
What is Reasoning:
The process by which we use the knowledge we have to draw
conclusions.
Deductive Reasoning Inductive Reasoning Abductive Reasoning
Derive the logically Generalizing from Reasoning from a fact
necessary conclusion cases we have seen to to the action that have
from the given premises infer information about caused it
cases we have not seen
EX: EX: EX:
All students who I am often absent from I always wear a black
attended today will get school. shirt going to school.
chocolate.
Therefore, you will get a I get bad grades at You will infer that I am
chocolate. school going to school
Types of memory:
• Short term memory (RAM)
• Long term memory / Disk (LTM)
File compression:
• Text
can compress factor of five and bitmap compress to 1% of
the original size.
• Video
compress each frame and make use that successive frames
are often similar we can calculate the difference between
the two frames using DCT (discrete cosine transformation)
and only store significantly different frames
Storage format and standards:
• Text storage format: ascii codes
• Documents can be stored in:
o RAM
o Magnetic/Optical disks
Storing documents like this will result in capacity problems for
documents and videos to be stored.
Providing the file with access methods which limit or help the user.
What is ergonomics:
The study of physical characteristics of the interaction which
focuses on the user performance and how the interface enhances it
Elements interactivity:
The actions of the system and their corresponding changes in the
interface state are separate.
Paradigms:
• Time sharing: Single computer support multiple users
• Video display units: Present the interface and allow for system manipulation
• Programming toolkits: Allow substantial computing skills to increase productivity
• Personal computing: The system should be easy to use regardless of how
powerful it is
• WIMP interface: Separate the physical and logical display spaces to keep the user
concentrated
• Hypertext: Linear text which contain links to other texts
• Multi-modality: Simultaneous use of multiple communication channels for both
input and output
• World wide web: Global WAN composed of multiple LANs
connected together to share information via TCP/IP protocol
• Ubiquitous computing: Processing information is linked with each activity or
object as encountered
Lecture 4
What is design: achieve goals within constraints
Design basic concepts:
• Goals: the purpose of the design that tell us who is it for and why they wanted it
• Constraints: the materials, standards, the cost, time, and its health effect if any
• Trade-off: Choose goals or constraints that can be relaxed so that others can be met
• Design golden rule: understand your materials:
o Computer’s: limits, capability, tools, platforms
o Human’s: psychological, social aspects, human error
Scenarios:
design stories help us see what the user will want to do and its
considered the simplest design representation, can be used to:
• Communicate with others
• Validate other models
• Express dynamics of the application
Navigation Design:
process of accurately ascertaining one's position and planning the
following a route, which can be done by several ways:
• Widgets: help you know how to use buttons and menus
• Screens/Windows: understand the logical grouping of buttons
• Navigation: understand what will happen when a button is pressed
Appropriate appearance:
• Presenting information: Presenting information on screen depends on the kind of
information
• Aesthetics and utility: Beauty and utility may sometimes be at odds
• Localization / internationalization: making software suitable for different
languages and cultures
Lecture 5
Usability engineering:
Forming specifications that concentrates on features of interaction,
which improve usability
Design rules:
Standards and guidelines that provide a general and a concrete
direction for the design that enhances the system interactivity
Guidelines:
There must be guidelines which affect the way the user
communicates the input to the system
Goals of evaluation:
• Assess accessibility of the system
• Assess user experience
• Identify problems in the system
Lecture 6
Cognitive complexity theory (CCT):
Begins with decomposition of the goal using goal operation method
selection (GOMS) which provides the model more predictive power,
has two descriptions user goals and the system/device
Knowledge-level system:
System that exhibit rational behavior and contains agent that
behave in an environment, the agent will have knowledge about
itself, its goals and its environment
Participatory design:
Philosophy that involves the user as a member of the design team
not only part of an experiment
Face-to-face communication:
Most primitive yet most sophisticated form of communication
because it interplays between different channels and productivity
Animation:
Adding motion to images as the time passes (ex: digital clocks)
Applications of animation:
• Video/audio
• Rapid prototyping
• Education
• Collaboration
• E-commerce
Operators:
The base layer of the ecosystem also known as mobile network
operators (MNO) such as service providers, carriers and cellular
companies they install cellular towers and operate the cellular
networks and overall make services available for mobile subscribers
the operator’s role id to create and maintain set of wireless services
over cellular network
Networks:
Cellular technology which is just a radio that receive signals from an antenna (ex: GSM 2G/ UMTS 3G)
Platforms:
Provide access to the device to run software and services
Types of platforms:
• Licensed: sold to device makers for nonexclusive distribution to create an API that work
across multiple devices with minimal effort (ex: Java micro edition (Java ME) most common,
binary runtime environment for wireless (BREW), windows phone, LiMo)
• Proprietary: designed by device makers to use on their devices and not available for
competitive devices (ex: palm, blackberry, iPhone)
• Open source: platforms freely available for all users to download alter and edit
(ex: Android)
Operating systems:
Have core services that enables the applications to talk to each
other and share data and services without it the application will be
walled (ex: symbian, windows mobile, palm OS, linux, Mac os x, android)
Application framework:
Run on top of OS and provide core services like communications,
messaging, graphics, location, security, and authentication (ex: S60,
javaME, android SDK)
Clickstream:
Showing the behavior of the user on the website by displaying how
the user navigate the site based on logs from the server or heatmaps
Color Palettes
Set of predefined colors that are used to maintain consistency