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(Lecture - 12) Human-Computer Interaction... Brief Introduction

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

(Lecture - 12) Human-Computer Interaction... Brief Introduction

Uploaded by

N. W. Flannel
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 29

Human Computer

Interaction

FA I S A L A H M E D S I D D I Q U I

C O N TA C T
[email protected]

L EC T U R E # 1 3

B E S - 1 0 1 I n t r o d u c t i o n To C o m p u t e r
Introduction

• What is a user interface?


• Why do we care about
design?
• We see this all the time

• What’s good about the design


of this error box?
• The user knows there is an error
• What’s poor about the design of this error box?
• Discouraging (who gets the blame?)
• Not enough information
• No way to resolve the problem (instructions or contact
info)
• Whose fault is this?
Definition of HCI

 “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 SIGCHI Curricula for HCI (Hewett et al. 1992)


http://sigchi.org/cdg/cdg2.html
Why HCI is Important

It can affect


 Effectiveness
 Productivity
 Morale
 Safety

Activity: Consider a program, device, or


product’s interface
 How would you describe the interface?
 How would you describe the product to your
friend?
 Would you buy the product again?
 Would you buy a product from the same company
again?
What words would you use?

How can companies design positively?


What makes or breaks a product?
What fields does HCI cover?

Computer Science
Psychology
Affective Computing
Communication
Education
Anthropology
Design (e.g. graphic and industrial)
Bad Interfaces

Burdening
Confusing
Slow
Trust (ex.
windows
crashing)
What makes it
hard?
 Varies by culture
 Multiple platforms
 Variety of users
Good or bad design?

From: http://www.chicagonow.com/mars-venus-game/files/2013/11/rotary-
Good or bad design?

From: http://realitypod.com/wp-content/uploads/2013/01/Coca-Cola-
Freestyle-Vending-Machine.jpg
So how do you avoid bad design?
 Activity
 Design the ultimate fast food drive thru

From: http://pigjockey.com/wp-content/uploads/2009/10/mcdonalds-
Did your design support?

A customer who can’t read English?


A customer who is hearing impaired?
A customer who has never eaten a
hamburger before?
A customer who is health conscious?
A customer who has an IQ of less than 80?
A customer who is over 7’ tall
Did you design an interface for you?
Is not that what someone already did?
Good Design

You can’t create one just by sitting around


and dreaming one up
Rely on
 Known design solutions
 User evaluations

Must provide
 Usability
 Universality
 Usefulness
Requirements analysis

 In designing a building I want inhabitants to


move between floors
1. Ascertain users’ needs
2. Ensure proper reliability
3. Promote appropriate standardization, integration,
consistency, and portability
4. Complete projects on schedule and within budget
Ascertain user’s needs
Define tasks
 Tasks
 Subtasks

Frequency
 Frequent
 Occasional
 Exceptional
 Repair

Ex: Difference between


a bike, a car and an
airplane
ages from: http://www.dexigner.com/news/25736
p://carseatblog.com/wp-content/uploads/2010/07/airplane.jpg
p://prafulla.net/wp-content/sharenreadfiles/2013/01/374828/Finnjet_car_Germany.jpg
Ensure reliability

Actions function as specified


Data displayed must be
correct
Updates done correctly
Leads to trust! (software,
hardware, information) –
case: 1994 Pentium FDIV bug
 Cost to Intel: $475 million

Privacy, security, access, data


destruction, tampering
Standardization, Integration, Consistency, Portability

Standardization – common user-interface features


across multiple applications
 Apple
 Web
 Windows
 Smart phones
Integration – product should run across application
packages
 file formats
Consistency – common action sequences, terms,
units, layouts, color, typography within an application
Portability – allow user to convert data and interfaces
across multiple hardware and software environments
 Word/HTML/PDF/ASCII/Flash
Usability measures
How can we measure the
‘goodness’ of an interface?
What are good metrics?
ISO 9241
 Effectiveness
 Efficiency
 Satisfaction

Shneiderman
 Time to learn
 Speed of performance
 Rate of errors
 Retention over time
 Subjective satisfaction

mages from: http://www.eoncc.com/telephones.htm


ttp://www.seriouswheels.com/2008/2008-Pontiac-G8-GT-Show-Car-Dashboard-1280x960.htm
•Time to learn
•Speed of performance
Usability Motivations •Rate of errors
•Retention over time
•Subjective satisfaction
Life-Critical systems
 Applications: air traffic, nuclear reactors, military,
emergency dispatch
 Requirements: reliability and effectiveness (even under
stress)
 Not as important: cost, long training, satisfaction, retention

Industrial and Commercial Use


 Applications: banking, insurance, inventory, reservations
 Requirements: ease of use/learning to reduce training costs,
multiple languages, multiplatform, speed of performance
Office, Home, and Entertainment
 Applications: email, games, search engines, cell phones
 Requirements: Ease of learning/use/retention, error rates,
satisfaction (competition is fierce)
Universal Usability

• Interface should handle diversity


of users
• Backgrounds
• Abilities
• Motivation
• Personalities
• Cultures
• Technical capacity

• Question, how would you design


an interface to a database
differently for:
A. right-handed female, Indian,
software engineer, technology savvy
B. left-handed male, French, artist
Universal Usability

Does not mean ‘dumbing


down’
 Ex. Crosswalks (parents w/
strollers, elderly, diff
cultures)

Goal: Address the needs


of more users - unlike
yourself!
Everyone is often not at
full faculties at all times
Cognitive and perceptual abilities
The journal Ergonomics Abstracts offers
this classification of human cognitive
processes:
 Long-term and semantic memory
 Short-term and working memory
 Problem solving and reasoning
 Decision making and risk assessment
 Language communication and comprehension
 Search, imagery, and sensory memory
 Learning, skill development, knowledge acquisition,
and concept attainment
Cognitive and perceptual abilities

However, perceptual and motor


performance can be affected by these
factors:
 Fatigue and sleep deprivation
 Cognitive load

 Monotony and boredom

 Nutrition and diet

 Fear, anxiety, mood, and emotion

 Drugs and alcohol


Personality
No set taxonomy for identifying personality
types
Myers-Briggs Type Indicator
 extroversion vs introversion
 sensing vs intuition
 perceptive vs judging
 feeling vs thinking
Big Five Test
 Openness to experience (open/closed)
 Conscientiousness (disorganized/organized)
 Extraversion (extraverted/introverted)
 Agreeableness (disagreeable/agreeable)
 Neuroticism (calm/nervous)
Cultural and International Diversity

Language
Date / Time conventions
Weights and Measures
Reading: left-to-right, up-and-down
Telephone #s and addresses
Names, titles, salutations
SSN, ID, passport
Icons, buttons, colors
Etiquette, tone, formality
Users with Disabilities
1998 Amendment to Rehabilitation Act
Federal law to ensure access to IT, including
computers and web sites
Vision (text-to-speech)
 Blind (bill-reader)
 Low-vision
 Color-blind
Hearing (conversion of tones to visual signals)
 Deaf
 Limited hearing
Mobility (eye-gaze control, head-mounted
optical mice)
Learning
 Dyslexia
 Attention deficient, hemisphere specific, etc.
Keyboard, mouse, color alternatives
Elderly
• Reduced
• Motor skills
• Perception
• Vision, hearing, touch, mobility
• Speed
• Memory

• Other needs
• Technology experience is varied
(How many grandmothers use
email? mothers?)
• Uninformed on how technology
could help
• Practice skills (hand-eye, problem
solving)
• Touch screens, larger fonts,
louder sounds
Images from:
http://www.comforcareblog.com/wp-content/uploads/2013/10/elderly-woman-at-
computer.jpg
Children
Technology familiarity
Age changes:
 Physical dexterity
 (double-clicking, click and drag, and
small targets)
 Attention span
Varied backgrounds (socio-
economic)
Goals
 Educational acceleration
 Socialization with peers
 Psychological – improve self-
image, self-confidence
 Creativity – art, music, etc.
exploration
Children
Teenagers are a special group
 Next generation
 Beta test new interfaces, trends
 Cell phones, text messages, simulations, fantasy
games, virtual worlds
Requires Safety
They
 Like exploring (easy to reset state)
 Don’t mind making mistakes
 Like familiar characters and repetition
 Don’t like patronizing comments, inappropriate
humor
Design: Focus groups
Goals for Academic HCI
Provide tools, techniques and knowledge
for commercial developers
 Competitive advantage (think iPad)

Raising the computer consciousness of the


general public
 Reduce computer anxiety (error messages)
 Common fears:
 I’ll break it
 I’ll make a mistake
 The computer is smarter than me
 HCI contributes to this!

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