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L3 Goals and Evolution of Human-Computer Interaction4

This lecture discusses the goals of Human-Computer Interaction (HCI), focusing on usability and user experience, and provides a historical overview of its evolution. It highlights the importance of designing interactive systems that are effective, efficient, and enjoyable for users, while also addressing the unique experiences of each user. Key milestones in HCI development, including landmark systems like Dynabook and Apple Lisa, are also examined.

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Hasnat Rasool
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0% found this document useful (0 votes)
2 views

L3 Goals and Evolution of Human-Computer Interaction4

This lecture discusses the goals of Human-Computer Interaction (HCI), focusing on usability and user experience, and provides a historical overview of its evolution. It highlights the importance of designing interactive systems that are effective, efficient, and enjoyable for users, while also addressing the unique experiences of each user. Key milestones in HCI development, including landmark systems like Dynabook and Apple Lisa, are also examined.

Uploaded by

Hasnat Rasool
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Human computer

interaction
Syed Zohair Haider
Lecturer
I.S.P University, Multan

LECTURE 3: GOALS & EVOLUTION OF


HUMAN-COMPUTER INTERACTION
Engineers Belief
Engineers believe that since they made it, can use it, everyone can use it

“If WE can use it, YOU can use it. If you can’t, YOU must be STUPID”

“Users are stupid” – anonymous

“Users are dummies” – anonymous


In Today’s Lecture
Goals of HCI
◦ Usability
◦ User Experience

History and Evolution of HCI


HCI – A Definition
“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/IEEE
Human-Computer
Interaction
Usability User Experience

Interface

Interaction

Computer Human
The Shopping Analogy
Types of experiences
◦ Good or Bad

Every user is unique


◦ Experiences are unique
User Experience – A
Definition
The user experience is the holistic combination of everything that the
user
◦ Sees
◦ Touches
◦ Feels
◦ Interacts with
Good and Bad
Experiences
Satisfaction
Good experience
Happiness
Elation

Frustration
Resentment
Bad experience Anger
Usability - Abstract-
level Components
Ease of Use
(Could I use it?)

Usefulness
(Would I use it?)
Usability
Ensuring that interactive products are easy to learn, effective to user
and enjoyable from the user’s perspective
Perspective ?
People perceive the same item in different ways

What do you see in the Image ?


Usability & User Experience

Usability
Goals

User Experience Goals


Usability Goals
Effectiveness

Efficiency

Safety

Utility

Learnability

Memorablity
Effectiveness
How good the system is at doing what it is supposed to do

◦ iDrive system being effective since it would perform all the tasks

◦ Porsche example the system was effective enough to detect the high intake
of Air in Fuel system

◦ The Alarm clock is effective in the way that it would play music in exactly the
same way it is supposed to

Are these systems really effective ? Think again !!


◦ Main goal of HCI is to evaluate things from the User’s perspective
Efficient
The way system supports its users in carrying out their tasks
◦ Talk about the three systems

Does the product help users sustain a high level of productivity?


Safety
Protecting the user from dangerous conditions and
undesirable situation

◦ Which of the Cases we discussed earlier you think was the


most unsafe ?
◦ Plane
Safety
ok
Utility
System providing the right kind of functionality so that the user can do
what they want
Learnability
How easy a system is to learn to user

Ten Minute Rule (Jacob Neilson)

Was iDrive easy to Learn

Simple Device VCR


◦ Task 1: Learning to Play

◦ Task 2: Pre-Record Two Programs


Memorability
How easy the system is to remember once learnt

Riding a bicycle
User Experience Goals
Satisfying • Aesthetically Pleasing

Enjoyable • Supportive to Creativity

Fun • Rewarding

Entertaining • Emotionally Fulfilling

Helpful

Motivating
Fun

Satisfying Emotionally
fullfilling
Efficient to
use
enjoyable Effective Rewarding
Easy to
to use
remember
Usability
Goals

Easy to Supportive of
Safe to creativity
Entertaining learn
use
Have good
utility
Aesthetically
helpful pleasing

Motivating
Today’s Revelation
“Don’t Make me THINK, is the key to a
usable product”
Usability and Quality
What is Quality?
◦ You like a product
◦ Does not break down

More about Quality later


Software Quality – A
Definition
The extent to which a software product exhibits these characteristics
◦ Functionality
◦ Reliability
◦ Usability
◦ Efficiency
◦ Maintainability
◦ Portability
Evolution and History of
HCI
Groundwork for HCI:
1960s – Early 1970s
“Man-machine Symbiosis" (Licklider, 1960)
◦ Symbiotic relationship
◦ Computers would contribute in creative process

“Augmentation of human intellect” (Engelbart, 1963)

Sketch Pad system at MIT (Sutherland, 1963)(Marvin Minsky)


◦ Ideas for displaying, manipulate, copy pictures
◦ Use of input devices
Groundwork for HCI:
1960s – Early 1970s
Parallel developments
◦ Interactive graphic interfaces
◦ Interactive text processing systems
◦ Line and display editors
◦ WYSIWYG editors
◦ Computer graphics (CAD/CAM)
Difference in Approach:
Late 1970s and 1980s
US
◦ How computers enrich lives
◦ Facilitating problem-solving and creativity
◦ Empirical evaluation
◦ Psychology of programming

Europe
◦ Theories of HCI
◦ Methods of design
◦ Formalize usability
Early Days of HCI
Early days of computing computers were used and operated by
Engineers / Technical Staff only

1970’s: technology explosion


◦ Notion of user-interface arises, a.k.a. Man-Machine Interface (MMI)
◦ User-interface became a concern for system designers and researchers

Growing realization
◦ Success depended on improving physical aspect of UI
◦ ‘user friendly’ was often just lip service and making UI aesthetically pleasing
Role of Academic
Researchers
Academic researchers were more interested in how computers
enriched human life

They investigated
◦ ‘people’ side of interaction
◦ Limitations and capabilities of humans

Other issues found


◦ Training issues
◦ Working practices
◦ Management and organizational issues
‘Birth of HCI’
‘HCI’ term adopted in mid-1980s

Another HCI definition


◦ A set of processes, dialogues, and actions through which a human user
employs and interacts with a computer.
Landmark Systems in
Evolution
Three systems were landmarks in evolution
◦ Dynabook
◦ The Star
◦ Apple Lisa

Unifying theme in these systems


◦ Easy-to-use for all
◦ Visual spatial-interface
Dynabook – 1970s
Brainchild of Alan Key and his Associates in Xerox’s Palo Alto Research
Center (PARC), California

Intention
◦ Develop highly-responsive book-sized PC
◦ Colour display
◦ Radio link to a world wide computer network
◦ Could function as
◦ Secretary
◦ Mailbox
◦ Reference Library
◦ Telephone Center
◦ Amusement Center
The Star
Same team of Dynabook

Desktop Sized Personal Workstation

Intended for Individual Use

First Time a Mouse was Used

Xerox as slow to capitalize on its invention


Apple Lisa – Early
1980s
Apple exploited this discovery (Star)

Lisa developed

Macintosh developed
◦ Smaller, cheaper and more powerful version than Lisa

The concept of GUI


What We Learnt Today

Goals of HCI
◦ Usability
◦ User Experience

History and Evolution of HCI

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