(Lecture - 12) Human-Computer Interaction... Brief Introduction
(Lecture - 12) Human-Computer Interaction... Brief Introduction
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
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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
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?
Must provide
Usability
Universality
Usefulness
Requirements analysis
Frequency
Frequent
Occasional
Exceptional
Repair
Shneiderman
Time to learn
Speed of performance
Rate of errors
Retention over time
Subjective satisfaction
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)