CMP-3711
Human-Computer Interaction
Spring 2020
Qaisar Farooq
qaisar.farooq@su.edu.pk
Course Information
• Books
– Human-Computer Interaction, by Alan Dix,
Janet Finlay, Gregory Abowd, and Russell
Beale. Prentice Hall, 2004.
• Web
– Lectures and Assignments can be
downloaded and submitted to respective
google classroom
what you will learn (we hope!)
facts
about systems and about humans
analysis
deep understanding of issues
design
from understanding to solutions
attitude
thinking about real use and real users
(read a book!)
topic areas for the course
design basics
process, evaluation, experience
underlying knowledge and theory
e.g. human perception/cognition/emotion
implementation
architecture, prototypes
specific topics/domains
e.g. information visualisation, physicality
what is HCI?
what is HCI?
an academic discipline
–studying people interacting with
(computer) technology
a design discipline
–designing interventions for systems
involving people & technology
many roots
HCI
psychology
sociology
computing
etc. etc. etc.
business &
management
many branches
HCI
CSCW
computer supported
cooperative work
visualisation
ubiquitous
computing
etc. etc. etc.
e-learning
design – three ‘use’ words
useful
functional, does things
usable
easy to do things, does the right things,
enjoyable, user experience
used
attractive, available, acceptable to
organisation
changes and
trends
increasing multiplicity
1980s - personal computers
one man and his machine
and they were men!
increasing multiplicity
1980s - personal computers
late 1980’s & 1990s - CSCW
lots of people
geographically remote
but ... one person per machine
and ... one machine per person
increasing multiplicity
• 1980s - personal computers
• late 1980’s & 1990s - CSCW
• NOW ...
–domestic use
–global networks
–ubiquitous devices
families and friends
lots of people, together and remote
how many …
computers in your house?
computers in your pockets?
ubiquitous & wearable
computing
sensors
and devices
everywhere
so what
does this mean
from – dialogue with the
computer
to – dialogue with the world
ubicomp – no computer/artefact divide
wearable/cyborg – no computer/user divide
work and fun
traditional HCI methods
tasks, goals, work, work, work
... and the odd game
now
internet shopping, communities, home
experience and enjoyment
more decision points

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Editor's Notes

  • #8: -Philosophy, Linguistics, Art, Anthropology, Engineering, AI…..
  • #9: Computer-supported cooperative work (CSCW) consists of software tools and technology that supports a group of individuals working on projects at different sites. It is based on the principle of group coordination and collaborative activities supported through computer systems.
  • #13: computer supported cooperative work