Lecture 1
Lecture 1
INTERACTION
Human Computer Interaction (ITC-502)
Course Outlines
The Human
Computer and Interaction
Usability paradigm and principles
Introduction to design basics
HCI in software process
Design rules, prototyping, evaluation techniques, task analysis
Universal design and User support
Computer Supported Cooperative Work;
Introduction to specialized topics such as Groupware,
pervasive and ubiquitous applications
Objectives of Course
At the end of the course, you will be able to answer
following questions:
What is HCI?
What are the main computing environments in HCI?
What are the best methods of analyzing interaction
paradigms?
What are the main interaction paradigms?
Develop an understanding of how human factors
influence the usability and effectiveness of
interactive systems.
Learn principles and skills for design and evaluation
of interactive systems and Web based applications.
Objectives
Innovation
Computing Environments
Analyzing Interaction Paradigms
Interaction Paradigms
Definitions
“HCI is the discipline concerned with the design,
evaluation, and implementation of interactive
computing systems” (Baecker et al. 1995)
OLIVER (Licklider)
The Ultimate Display (Ivan Sutherland)
Foundations of HCI
Psychology:
Heuristics: Common sense, intelligent guess
Cognition:
Vision: Form, Shape, Color, Pattern, Models, Templates
and Motion
Touch: Texture, Vibration and Temperature
Hearing: Audio
Smell: Fragrance
Sociology:
Behavior of people in a social group rather than as
an individual. Social norms and conventions. Effect
of social, ethnic and cultural factors.
Foundations of HCI
Anthropology:
Physical habits of human beings inherited
from the animal family
Law:
Legal and copyright considerations
Environmental:
Environmental considerations
Computing Environment
To find creative solution, one must first
understand current technology and the
different ways people use computing
technologies
HCI specialist needs to understand:
Physical Computing Environment
Social Computing Environment
Cognitive Computing Environment
Computing Environment
(Contd…)
Physical Computing Environment:
Evolved from dumb terminal to
public/personal and fixed/mobile
configuration
ATM: fixed and public
PDA: mobile and personal
What/How:
Include Mainframe computer accessed via dumb
terminals and Super computer
When/Where:
Large computers were owned by government
agencies and large institutes affiliated with
universities
Who/Why:
Computing resources are expensive and are used
to carry out government sponsored-research
projects and university based research project
IP: Personal Computing
Douglas Engelbart + other researchers
at ARC
Computers made available to people
with little or no technical background
Alto was 1st GUI based computer (Popup-
menus, icons and Windows) developed
at Xerox PARC in 1973 and had a great
influence from NLS (ARC)
Apple lisa, Macs and Windows use
similar concept
Personal Computing Paradigm (Desktop)
IP: Personal Computing
(contd…)
Desktop:
What/How:
Computer with keyboard, pointing device, software
application and internet based resources
Permanent Media: CDs, DVDs and BlueRay
Portable Hard drive: USB
Where/When:
Desktop PCs are available for home, office use and
entertainment
Who/Why:
Office environment (word, excel and presentation), computer
games, E-Commerce and banking application etc
Modern PCs are as powerful as Large Scale computers
IP: Personal Computing
(contd…)
Public Computing Paradigm
ATM machines, mall directories, electronic
advertisements etc
What/How:
Implemented using PC desktop with security that prevent
access to operating system functions and protect against
viruses
Where/When:
Indoor and outdoor installations like government offices,
banks, malls and theaters
Who/Why:
Access public information, public services and conduct
financial transactions for banking and payments
Networked Computing
Personal Computing architecture is suitable for
home users but not for office users
What/How:
Network differ in scope (PAN, LAN, MAN and WAN)
Almost same What/How of PC
Where/When:
New concept of place, distance and time
Time constraint has been altered and “when” is now
more flexible
Who/Why:
People from all backgrounds and ages are using the
internet in daily life.
Mobile Computing Paradigm
What/How:
Laptops, Tablets, Game Players, MP3 Players, PDAs,
Wearable Computers and Cell Phone
Where/When:
No need to be at specific location
Wi-Fi internet access is available at most public places
Situational computing using Location-based Mobile
Services (LMS)
Who/Why:
Business: access email and databases away from offices
Other e.gs: E-Commerce, Health Care, Entertainment etc
Collaborative Environment Paradigm
What/How:
CMC involves networked PCs with desktop
environment, optional audio, video devices and large
projected displays
Where/When:
Different configurations: same or different place/time
scenario with various groupware applications and
devices
Who/Why:
Business with remote customers, educational institutes