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CS3240 - Human Computer InteractionLecture 1 : Usability of Interactive SystemsLecture 1 : Usability of Interactive Systems
Lecturer : Dr Bimlesh Wadhwadcsb @n s ed [email protected]
ContentContent
1 Interaction Design & HCI1. Interaction Design & HCI2. Evolution of HCI3. User, Usability and UX, y
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Interaction Design & HCI
Computing and communication devices, M Lib E hibiti
1-4Museums, Library, Exhibition, On-line communities, Websites, Phone applications….
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ExampleExample
1-5From: www.baddesigns.com
Examples
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Interaction Design & HCI
• Art Craft or EngineeringArt, Craft or Engineering
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Interaction Design & HCIHuman-computer interaction is a discipline concerned with
the design evaluation andthe design, evaluation and implementation of interactive computing systems for human use d ith th study of majoruse and with the study of major phenomena surrounding them.
-- Association for Computing Machinery (ACM)
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Interaction Design & HCI
Designing interactive products to support the way people
Interaction Design & HCI
g g p pp y p pcommunicate and interact in their everyday and working lives
Sharp Rogers and Preece (2007)– Sharp, Rogers and Preece (2007)
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Interaction Design & HCIInteraction Design & HCI
The design of spaces for human communication and interaction
– Terry Winograd (1997)
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Interaction Design & HCIInteraction Design & HCI
Artists and designers are trained to use the language of explicit meanings to a rich communicative element over and above direct functional communication If we only design with thefunctional communication. If we only design with the function of something, not what it also communicates, we risk our designs being
i i t t d W t t t it tmisinterpreted. Worst, we waste an opportunity to enhance everyday life.
Bill Moggridge
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Interaction Design & HCI
Find and read whatFind and read what (i) Jakob Nielsen & (ii) Don Norman ( )have to say about HCI and Interaction Design.
Jakob Nielsen : useit.com
1-12Don Norman : jnd.org
Interaction Design & HCIInteraction Design & HCI
It is about understanding and creating software and products and technologies that people will want to use will be able to use and willwill want to use, will be able to use, and will find effective when used.
Example :htt //f t lf i b ki /
1-13http://futureselfservicebanking.com/
ContentContent
1 Interaction Design & HCI1. Interaction Design & HCI2. Evolution of HCI3. User, Usability and UX, y
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E l ti fEvolution of HCIHCI
HCI- Beginning
The beginning of HCI is traced to the March 1982 (U.S.) g g ( )National Bureau of Standards conference, "Human Factors in Computer Systems“.
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HCI- Foundation
Iterative development from software engineering
User interface software from computer graphics
Psychology & human factors of computing systems
Models, theories, and frameworks from cognitive science
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HCI- Key initiativesy
ACM's Special Interest Group in Computer- Human Interaction (SIGCHI).( )
IFIP's Task Group on Human-Computer Interaction (later, Technical Committee 13).
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HCI- Focus
Initial focus : • methods and software, and • the integration of the two in a framework called user-
t d t d l tcentered system development.
Other focal areas that have developed• groupware/cooperative activity• groupware/cooperative activity • media/information.
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Evolution of HCI
Read up more about past-present-future of HCI.
Example : http://www.youtube.com/watch?v=gpvjEg9IiSc
People
ProductsTrends
HCIToolsTechnologies
1-20Challenges
ContentContent
1 Interaction Design & HCI1. Interaction Design & HCI2. Evolution of HCI3. User, Usability and UX, y
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User
– Who the users are.
– What activities are being– What activities are being carried out.
– Where the interaction is taking place.
1-23Anna, IKEA online sales agent
Usability• user-friendly
easy to use; accessible; comprehensible; intelligible; idiot f il bl d dproof; available; and ready
• “friend”friend – helps – valuable.
d t d– understands– reliable and doesn’t hurt. – pleasant
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Usability goals
• Effective to use• Efficient to use• Safe to use• Easy to learn• Easy to remember how to use• ...
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Usability motivations
• Life-critical systems
– e.g. Air traffic control, nuclear reactors
– High costs, reliability and effectiveness expected
– Lengthy training periods
Subjective satisfaction is less an issue– Subjective satisfaction is less an issue
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Usability motivations (cont.)
• Industrial and commercial uses – e.g. Banking, insurance, pos
– Speed of performance, satisfaction & Ease of learning fairly important
– Error rates are relative to cost
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Usability motivations (cont.)• Office, home, and entertainment applications
Word processing, electronic mail
E f l i ti f ti li h l l tEase of learning, satisfaction, online help, low cost important
Population has a wide range of both novice and expert users
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Usability motivations (cont.)
• Exploratory, creative, and cooperative systems
Web browsing, search engines, artist toolkits, scientific modeling systemsscientific modeling systems
Collaborative work
Benchmarks are hard to describe for exploratory t k d d itasks and device users.
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Usability motivations (cont.)
• Social-technical systems
e.g. Voting, health support, identity verification, crime reporting
Trust, privacy, responsibility, and security are issues
Verifiable sources and status feedback are important
Administrators need tools to detect unusual patterns of usage
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Universal Usability
Human dimensions, strength, reachSense perception Vision: depth contrast color blindness andVision: depth, contrast, color blindness, and motion sensitivity Screen-brightness preferences To ch ke board and to chscreen sensiti itTouch: keyboard and touchscreen sensitivity Hearing: distinct audio clues
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Universal Usability
• Physical abilities and physical workplaces
Human dimensions, strength, reachSense perception Vision: depth contrast color blindness andVision: depth, contrast, color blindness, and motion sensitivity Screen-brightness preferences To ch ke board and to chscreen sensiti itTouch: keyboard and touchscreen sensitivity Hearing: distinct audio clues
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The standard ANSI/HFES 100-2007 Human Factors Engineering of Computer Workstations (2007)
Universal Usability (cont.)
• Users with physical challengesp y g
• Older Adult Users
• Younger users
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Universal Usability (cont.)
C i i d l bili i• Cognitive and perceptual abilities
• Long-term, Short-term, and Sensory memoryLong term, Short term, and Sensory memory• Language communication and comprehension • Learning, skill development, knowledge acquisition,
and concept attainmentand concept attainment• Problem solving and reasoning• Decision making and risk assessment
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Universal Usability (cont.)
• Personality differencesC lt l d i t ti l di it• Cultural and international diversity– Left-to-right versus right-to-left versus vertical input and reading – Characters, numerals, special characters, and diacriticals
Date and time formats Numeric and currency formats– Date and time formats , Numeric and currency formats – Weights and measures – Telephone numbers and addresses – Names and titles (Mr Ms Mme )– Names and titles (Mr., Ms., Mme.) – Social-security, national identification, and passport numbers – Capitalization and punctuation – Sorting sequences So t g seque ces– Icons, buttons, colors – Pluralization, grammar, spelling – Etiquette, policies, tone, formality, metaphors
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User eXperience
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UX
• “look and feel” (Mac)
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UX
• “look and feel” (Vista)
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UX
• “look and feel” …
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UX Goals
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Lecture 1Key pointsey po ts
1. Interaction design is concerned with designing interactive products to support the way people communicate andproducts to support the way people communicate and interact in their everyday and working lives.
2. It is concerned with how to create quality user experiences.
3. It requires taking into account a number of interdependent factors, including context of use, type of activities, cultural differences and user groupsdifferences, and user groups.
4. It is multidisciplinary, & involves many inputs from wide-1-41
y yreaching disciplines and fields.