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Introduction to HCI
Introduction to HCI
Human Computer Interaction
Human Computer Interaction
Class Goals
Class Goals
►Motivate the field of HCI
Motivate the field of HCI
►Learn
Learn
 Basics of interface design
Basics of interface design
 Evaluation of interfaces
Evaluation of interfaces
 HCI research problems
HCI research problems
 HCI community (conferences and people)
HCI community (conferences and people)
What the class will look like
What the class will look like
► Lectures
Lectures
► Readings + Quizzes + Presentations (?)
Readings + Quizzes + Presentations (?)
► Initial user study (web interface comparison)
Initial user study (web interface comparison)
► Final project
Final project
 Identify a client
Identify a client
 Create a new interface
Create a new interface
 Evaluate the interface
Evaluate the interface
► Differences between undergrad/grad
Differences between undergrad/grad
 Project requirements
Project requirements
Why take this course?
Why take this course?
►Build your portfolio
Build your portfolio
 Work on a project you’ve always wanted
Work on a project you’ve always wanted
►Study a unique topic
Study a unique topic
 A computer science course focused on users
A computer science course focused on users
►Skill building
Skill building
 Important in most research
Important in most research
 Burgeoning job field
Burgeoning job field
Intro
Intro
► What is a user interface?
What is a user interface?
► Why do we care about design?
Why do we care about design?
► We see this all the time.
We see this all the time.
 What’s good about the design of this error box?
What’s good about the design of this error box?
► The user knows there is an error
The user knows there is an error
 What’s poor about the design of this error box?
What’s poor about the design of this error box?
► Discouraging
Discouraging
► Not enough information
Not enough information
► No way to
No way to resolve
resolve the problem (instructions or contact info)
the problem (instructions or contact info)
Definition of HCI
Definition of HCI
►Human-computer interaction is a discipline
Human-computer interaction is a discipline
concerned with the design, evaluation and
concerned with the design, evaluation and
implementation of interactive computing
implementation of interactive computing
systems for human use and with the study
systems for human use and with the study
of major phenomena surrounding them.
of major phenomena surrounding them.
►ACM SIGCHI Curricula for HCI (Hewett et al.
ACM SIGCHI Curricula for HCI (Hewett et al.
1992)
1992)
►http://sigchi.org/cdg/cdg2.html
http://sigchi.org/cdg/cdg2.html
Why HCI is Important
Why HCI is Important
► The study of our interface with information.
The study of our interface with information.
► It is not just ‘how big should I make buttons’ or ‘how to
It is not just ‘how big should I make buttons’ or ‘how to
layout menu choices’
layout menu choices’
► It can affect
It can affect
 Effectiveness
Effectiveness
 Productivity
Productivity
 Morale
Morale
 Safety
Safety
► Example: a car with poor HCI
Example: a car with poor HCI
► Take 5 minutes for everyone to write down one
Take 5 minutes for everyone to write down one
common device with substantial HCI design choices
common device with substantial HCI design choices
and discuss with the neighbor the pros and cons. How
and discuss with the neighbor the pros and cons. How
does it affect you or other users?
does it affect you or other users?
My
My
Choice
Choice
► iPod by Apple
iPod by Apple
Computers
Computers
► Pros:
Pros:
 portable
portable
 power
power
 ease of use
ease of use
 # of controls
# of controls
► Cons:
Cons:
 scratches easily
scratches easily
 no speech for car use
no speech for car use
 proprietary
proprietary
What fields does HCI cover?
What fields does HCI cover?
►Computer Science
Computer Science
►Psychology (cognitive)
Psychology (cognitive)
►Communication
Communication
►Education
Education
►Anthropology
Anthropology
►Design (e.g. graphic and industrial)
Design (e.g. graphic and industrial)
HCI Community
HCI Community
► Academics/Industry
Academics/Industry
Research
Research
 Taxonomies
Taxonomies
 Theories
Theories
 Predictive models
Predictive models
► Experimenters
Experimenters
 Empirical data
Empirical data
 Product design
Product design
► Other areas (Sociologists,
Other areas (Sociologists,
anthropologists, managers)
anthropologists, managers)
 Motor
Motor
 Perceptual
Perceptual
 Cognitive
Cognitive
 Social, economic, ethics
Social, economic, ethics
HCI Tools
HCI Tools
► Sound
Sound
► 3D
3D
► Animation
Animation
► Video
Video
► Devices
Devices
 Size (small->very large)
Size (small->very large)
 Portable (PDA, phone)
Portable (PDA, phone)
 Plasticity
Plasticity
► Context sensitive/aware
Context sensitive/aware
► Personalizable
Personalizable
► Ubiquitous(
Ubiquitous(Ubiquitous
computing, also known as
pervasive computing, is the idea
that computing capabilities are
built into everyday objects and
devices everywhere)
Usability Requirements
Usability Requirements
► Goals:
Goals:
 Usability
Usability
 Universality
Universality
 Usefulness
Usefulness
► Achieved by:
Achieved by:
 Planning
Planning
 Sensitivity to user
Sensitivity to user
needs
needs
 Devotion to
Devotion to
requirements analysis
requirements analysis
 Testing
Testing
Bad Interfaces
Bad Interfaces
► Encumbering
Encumbering
► Confusing
Confusing
► Slow
Slow
► Trust (ex. windows
Trust (ex. windows
crashing)
crashing)
► What makes it
What makes it
hard?
hard?
 Varies by culture
Varies by culture
 Multiple platforms
Multiple platforms
 Variety of users
Variety of users
► What’s wrong with each?
What’s wrong with each?
 Type of error
Type of error
 Who is affected
Who is affected
 Impact
Impact
► What’s a redesign solution?
What’s a redesign solution?
Requirements Analysis
Requirements Analysis
1.
1. Ascertain users’ needs
Ascertain users’ needs
2.
2. Ensure proper reliability
Ensure proper reliability
3.
3. Promote appropriate standardization,
Promote appropriate standardization,
integration, consistency, and portability
integration, consistency, and portability
4.
4. Complete projects on schedule and within
Complete projects on schedule and within
budget
budget
Ascertain User’s
Ascertain User’s
Needs
Needs
► Define tasks
Define tasks
 Tasks
Tasks
 Subtasks
Subtasks
► Frequency
Frequency
 Frequent
Frequent
 Occasional
Occasional
 Exceptional
Exceptional
 Repair
Repair
► Ex. difference between a space
Ex. difference between a space
satellite, car engine, and fighter jet
satellite, car engine, and fighter jet
Reliability
Reliability
► Actions function as specified
Actions function as specified
► Data displayed must be
Data displayed must be
correct
correct
► Updates done correctly
Updates done correctly
► Leads to trust! (software,
Leads to trust! (software,
hardware, information) –
hardware, information) –
case: Pentium floating point
case: Pentium floating point
bug
bug
► Privacy, security, access, data
Privacy, security, access, data
destruction, tampering
destruction, tampering
Standardization, Integration,
Standardization, Integration,
Consistency, Portability
Consistency, Portability
► Standardization
Standardization – common user-interface features
– common user-interface features
across multiple applications
across multiple applications
 Apple
Apple
 Web
Web
 Windows
Windows
► Integration
Integration – across application packages
– across application packages
 file formats
file formats
► Consistency
Consistency – common action sequences, terms, units,
– common action sequences, terms, units,
layouts, color, typography within an application
layouts, color, typography within an application
► Portability
Portability – convert data and interfaces across
– convert data and interfaces across
multiple hardware and software environments
multiple hardware and software environments
 Word/HTML/PDF/ASCII
Word/HTML/PDF/ASCII
Case Study: Library of Congress
Case Study: Library of Congress
Database Design
Database Design
►http://catalog.loc.gov/
http://catalog.loc.gov/
► Two interfaces
Two interfaces
 Catalog New Books
Catalog New Books
► 3-6 hour training course - staffers
3-6 hour training course - staffers
 Search Catalog of Books
Search Catalog of Books
► General public – too complex, command language and complex
General public – too complex, command language and complex
cataloging rules
cataloging rules
► Solution
Solution
 Touch screen
Touch screen
 Reduced functionality
Reduced functionality
 Better information presentation
Better information presentation
► Eventually Web based interface
Eventually Web based interface
► Same database and services, different interfaces
Same database and services, different interfaces
Usability
Usability
Measures
Measures
► How can we measure the
How can we measure the
‘goodness’ of an interface?
‘goodness’ of an interface?
► What are good metrics?
What are good metrics?
► ISO 9241
ISO 9241
 Effectiveness
Effectiveness
 Efficiency
Efficiency
 Satisfaction
Satisfaction
► Schneiderman
Schneiderman
 Time to learn
Time to learn
 Speed of performance
Speed of performance
 Rate of errors
Rate of errors
 Retention over time
Retention over time
 Subjective satisfaction
Subjective satisfaction
Usability
Usability
Motivations
Motivations
► Life-Critical systems
Life-Critical systems
 Applications
Applications: air traffic, nuclear reactors, military, emergency
: air traffic, nuclear reactors, military, emergency
dispatch
dispatch
 Requirements
Requirements: reliability and effective (even under stress)
: reliability and effective (even under stress)
 Not as important
Not as important: cost, long training, satisfaction, retention
: cost, long training, satisfaction, retention
► Industrial and Commercial Use
Industrial and Commercial Use
 Applications
Applications: banking, insurance, inventory, reservations
: banking, insurance, inventory, reservations
 Requirements
Requirements: short training, ease of use/learning, multiple
: short training, ease of use/learning, multiple
languages, adapt to local cultures, multiplatform, speed
languages, adapt to local cultures, multiplatform, speed
► Office, Home, and Entertainment
Office, Home, and Entertainment
 Applications
Applications: E-mail, ATMs, games, education, search engines,
: E-mail, ATMs, games, education, search engines,
cell phones/PDA
cell phones/PDA
 Requirements
Requirements: Ease of learning/use/retention, error rates,
: Ease of learning/use/retention, error rates,
satisfaction
satisfaction
 Difficulties
Difficulties: cost, size
: cost, size
•Time to learn
•Speed of performance
•Rate of errors
•Retention over time
•Subjective satisfaction
Usability Motivations
Usability Motivations
► Exploratory, Creative, Collaborative
Exploratory, Creative, Collaborative
 Applications
Applications: Web browsing, search engines,
: Web browsing, search engines,
simulations, scientific visualization, CAD, computer
simulations, scientific visualization, CAD, computer
graphics, music composition/artist, photo arranger
graphics, music composition/artist, photo arranger
(email photos)
(email photos)
 Requirements
Requirements: remove the ‘computer’ from the
: remove the ‘computer’ from the
experience,
experience,
 Difficulties
Difficulties: user tech savvy-ness (apply this to
: user tech savvy-ness (apply this to
application examples)
application examples)
► Socio-technical systems
Socio-technical systems
 Applications
Applications: health care, voting, police
: health care, voting, police
 Requirements
Requirements: Trust, security, accuracy, veracity,
: Trust, security, accuracy, veracity,
error handling, user tech-savy-ness
error handling, user tech-savy-ness
•Time to learn
•Speed of performance
•Rate of errors
•Retention over time
•Subjective satisfaction
Universal Usability
Universal Usability
► Interface should handle diversity of
Interface should handle diversity of
users
users
 Backgrounds
Backgrounds
 Abilities
Abilities
 Motivation
Motivation
 Personalities
Personalities
 Cultures
Cultures
► Question, how would you design an
Question, how would you design an
interface to a database differently for:
interface to a database differently for:
 A. right-handed female, Indian, software
A. right-handed female, Indian, software
engineer, technology savvy, wants rapid
engineer, technology savvy, wants rapid
interaction
interaction
 B. left-handed male, French, artist
B. left-handed male, French, artist
Universal Usability
Universal Usability
► Does not mean ‘dumbing
Does not mean ‘dumbing
down’
down’
 Ex. Helping disabled has helped
Ex. Helping disabled has helped
others (parents w/ strollers,
others (parents w/ strollers,
elderly)
elderly)
 Ex. Door handles
Ex. Door handles
► Goal: Address the needs of
Goal: Address the needs of
more users - unlike yourself!
more users - unlike yourself!
► Everyone is often not at full
Everyone is often not at full
faculties at all times
faculties at all times
Physical Variation
Physical Variation
► Ability
Ability
 Disabled (elderly,
Disabled (elderly,
handicapped, vision,
handicapped, vision,
ambidexterity, ability to see
ambidexterity, ability to see
in stereo [SUTHERLAND])
in stereo [SUTHERLAND])
 Speed
Speed
 Color deficiency
Color deficiency
► Workspace (science of
Workspace (science of
ergonomics
ergonomics)
)
 Size
Size
 Design
Design
► Lots of prior research
Lots of prior research
Physical Variation
Physical Variation
► Field of
Field of anthropometry
anthropometry
 Measures of what is 5-95% for
Measures of what is 5-95% for
weight, height, etc. (static and
weight, height, etc. (static and
dynamic)
dynamic)
 Large variance reminds us there
Large variance reminds us there
is great ‘variety’
is great ‘variety’
 Name some devices that this
Name some devices that this
would affect.
would affect.
► note most keyboards are the
note most keyboards are the
same
same
► screen brightness varies
screen brightness varies
considerably
considerably
► chair height, back height,
chair height, back height,
display angle
display angle
► Multi-modal interfaces
Multi-modal interfaces
► Audio
Audio
► Touch screens
Touch screens
Cognitive and Perceptual Variation
Cognitive and Perceptual Variation
► Bloom’s Taxonomy
Bloom’s Taxonomy
 knowledge,
knowledge,
comprehension,
comprehension,
analysis, application,
analysis, application,
synthesis, evaluation
synthesis, evaluation
► Memory
Memory
 short-term and working
short-term and working
 long-term and semantic
long-term and semantic
► Problem solving and
Problem solving and
reasoning
reasoning
► Decision making
Decision making
► Language and
Language and
communication
communication
Cognitive and Perceptual Variation
Cognitive and Perceptual Variation
► Language and
Language and
communication
communication
► Search, imagery, sensory
Search, imagery, sensory
memory
memory
► Learning, skill
Learning, skill
development, knowledge
development, knowledge
acquisition
acquisition
► Confounding factors:
Confounding factors:
 Fatigue
Fatigue
 Cognitive load
Cognitive load
 Background
Background
 Boredom
Boredom
 Fear
Fear
 Drugs/alcohol
Drugs/alcohol
Personality
Personality
► Computer anxiety
Computer anxiety
► Gender
Gender
 Which games do women like?
Which games do women like?
 Pac-man, Donkey Kong, Tetris
Pac-man, Donkey Kong, Tetris
 Why? (Hypotheses: less violent,
Why? (Hypotheses: less violent,
quieter soundtracks, fully visible
quieter soundtracks, fully visible
playing fields, softer colors,
playing fields, softer colors,
personality,
personality,
closure/completeness)
closure/completeness)
 Can we measure this?
Can we measure this?
► What current games are for
What current games are for
women?
women?
► Style, pace, top-down/bottom-
Style, pace, top-down/bottom-
up, visual/audio learners,
up, visual/audio learners,
dense vs. sparse data
dense vs. sparse data
Personality
Personality
► No simple taxonomy of user
No simple taxonomy of user
personality types. Ex. Myers-
personality types. Ex. Myers-
Briggs Type Indicator
Briggs Type Indicator
 Extrovert vs. introvert
Extrovert vs. introvert
 Sensing vs. intuition
Sensing vs. intuition
 Perceptive vs. judging
Perceptive vs. judging
 Feeling vs. thinking
Feeling vs. thinking
► Weak link between personality
Weak link between personality
types and interfaces
types and interfaces
► Think about your application,
Think about your application,
and see if user personality is
and see if user personality is
important!
important!
 Fighter jets vs. search engines
Fighter jets vs. search engines
Cultural and International
Cultural and International
Diversity
Diversity
► Language
Language
► Date / Time conventions
Date / Time conventions
► Weights and Measures
Weights and Measures
► Left-to-right
Left-to-right
► Directions (!)
Directions (!)
► Telephone #s and addresses
Telephone #s and addresses
► Names, titles, salutations
Names, titles, salutations
► SSN, ID, passport
SSN, ID, passport
► Sorting
Sorting
► Icons, buttons, colors
Icons, buttons, colors
► Etiquette
Etiquette
► Evaluation:
Evaluation:
 Local experts/usability studies
Local experts/usability studies
Users with Disabilities
Users with Disabilities
► Federal law to ensure access to IT, including computers
Federal law to ensure access to IT, including computers
and web sites. (1998 Amendment to Rehabilitation Act)
and web sites. (1998 Amendment to Rehabilitation Act)
► Disabilities
Disabilities
 Vision
Vision
► Blind (bill-reader)
Blind (bill-reader)
► low-vision
low-vision
► color-blind
color-blind
 Hearing
Hearing
► Deaf
Deaf
► Limited hearing
Limited hearing
 Mobility
Mobility
 Learning
Learning
► Dyslexia
Dyslexia
► Attention deficient, hemisphere specific, etc.
Attention deficient, hemisphere specific, etc.
► Keyboard and mouse alternatives
Keyboard and mouse alternatives
► Color coding
Color coding
► Font-size
Font-size
Users with Disabilities
Users with Disabilities
► Contrast
Contrast
► Text descriptors for web
Text descriptors for web
images
images
► Screen magnification
Screen magnification
► Text to Speech (TTS) –
Text to Speech (TTS) –
JAWS (web pages)
JAWS (web pages)
 Check email on the road, in
Check email on the road, in
bright sunshine, riding a
bright sunshine, riding a
bike
bike
► Speech Recognition
Speech Recognition
► Head mounted optical
Head mounted optical
mice
mice
Users with Disabilities
Users with Disabilities
► Eye Gaze control
Eye Gaze control
► Learning what helps those
Learning what helps those
with disabilities affects
with disabilities affects
everyone
everyone
 Present procedures, directions,
Present procedures, directions,
and instructions accessible to
and instructions accessible to
even poor readers
even poor readers
 Design feedback sequences that
Design feedback sequences that
explain the reason for error and
explain the reason for error and
help put users on the right track
help put users on the right track
 Reinforcement techniques with
Reinforcement techniques with
other devices
other devices
► Good target area for a final
Good target area for a final
project!
project!
Elderly
Elderly
► Reduced
Reduced
 Motor skills
Motor skills
 Perception
Perception
 Vision, hearing, touch, mobility
Vision, hearing, touch, mobility
 Speed
Speed
 Memory
Memory
► Other needs
Other needs
 Technology experience is varied (How
Technology experience is varied (How
many grandmothers use email?
many grandmothers use email?
mothers?)
mothers?)
 Uninformed on how technology
Uninformed on how technology
could help them
could help them
 Practice skills (hand-eye, problem
Practice skills (hand-eye, problem
solving, etc.)
solving, etc.)
► Touch screens, larger fonts,
Touch screens, larger fonts,
louder sounds
louder sounds
Children
Children
► Technology saviness?
Technology saviness?
► Age changes much:
Age changes much:
 Physical dexterity
Physical dexterity
► (double-clicking, click and drag, and small targets)
(double-clicking, click and drag, and small targets)
 Attention span
Attention span
 (vaguely) Intelligence
(vaguely) Intelligence
► Varied backgrounds (socio-economic)
Varied backgrounds (socio-economic)
► Goals
Goals
 Educational acceleration
Educational acceleration
 Socialization with peers
Socialization with peers
 Psychological - improve self-image, self-confidence
Psychological - improve self-image, self-confidence
 Creativity – art, music, etc. exploration
Creativity – art, music, etc. exploration
Children
Children
► Teenagers are a special group
Teenagers are a special group
 Next generation
Next generation
 Beta test new interfaces, trends
Beta test new interfaces, trends
 Cell phones, text messages, simulations, fantasy
Cell phones, text messages, simulations, fantasy
games, virtual worlds
games, virtual worlds
► Requires Safety
Requires Safety
► They
They
 Like exploring (easy to reset state)
Like exploring (easy to reset state)
 Don’t mind making mistakes
Don’t mind making mistakes
 Like familiar characters and repetition (ever had to
Like familiar characters and repetition (ever had to
babysit a kid with an Ice Age DVD?)
babysit a kid with an Ice Age DVD?)
 Don’t like patronizing comments, inappropriate humor
Don’t like patronizing comments, inappropriate humor
► Design: Focus groups
Design: Focus groups
Accommodating Hardware and
Accommodating Hardware and
Software Diversity
Software Diversity
► Support a wide range of hardware and software
Support a wide range of hardware and software
platforms
platforms
► Software and hardware evolution
Software and hardware evolution
 OS, application, browsers, capabilities
OS, application, browsers, capabilities
 backward compatibility is a good goal
backward compatibility is a good goal
► Three major technical challenges are:
Three major technical challenges are:
 Producing satisfying and effective Internet
Producing satisfying and effective Internet
interaction (broadband vs. dial-up & wireless)
interaction (broadband vs. dial-up & wireless)
 Enabling web services from large to small (size and
Enabling web services from large to small (size and
resolution)
resolution)
 Support easy maintenance of or automatic
Support easy maintenance of or automatic
conversion to multiple languages
conversion to multiple languages
HCI Goals
HCI Goals
► Influence academic and industrial researchers
Influence academic and industrial researchers
 Understand a problem and related theory
Understand a problem and related theory
 Hypothesis and testing
Hypothesis and testing
 Study design (we’ll do this!)
Study design (we’ll do this!)
 Interpret results
Interpret results
► Provide tools, techniques and knowledge for
Provide tools, techniques and knowledge for
commercial developers
commercial developers
 competitive advantage (think ipod)
competitive advantage (think ipod)
► Raising the computer consciousness of the general
Raising the computer consciousness of the general
public
public
 Reduce computer anxiety (error messages)
Reduce computer anxiety (error messages)
 Common fears:
Common fears:
► I’ll break it
I’ll break it
► I’ll make a mistake
I’ll make a mistake
► The computer is smarter than me
The computer is smarter than me
 HCI contributes to this!
HCI contributes to this!
Near & Futur e Interfaces
Near & Futur e Interfaces
•Time to learn
•Speed of performance
•Rate of errors
•Retention over time
•Subjective satisfaction

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Introduction to HCI (1)Introduction to HCI (1).ppt.ppt

  • 1. Introduction to HCI Introduction to HCI Human Computer Interaction Human Computer Interaction
  • 2. Class Goals Class Goals ►Motivate the field of HCI Motivate the field of HCI ►Learn Learn  Basics of interface design Basics of interface design  Evaluation of interfaces Evaluation of interfaces  HCI research problems HCI research problems  HCI community (conferences and people) HCI community (conferences and people)
  • 3. What the class will look like What the class will look like ► Lectures Lectures ► Readings + Quizzes + Presentations (?) Readings + Quizzes + Presentations (?) ► Initial user study (web interface comparison) Initial user study (web interface comparison) ► Final project Final project  Identify a client Identify a client  Create a new interface Create a new interface  Evaluate the interface Evaluate the interface ► Differences between undergrad/grad Differences between undergrad/grad  Project requirements Project requirements
  • 4. Why take this course? Why take this course? ►Build your portfolio Build your portfolio  Work on a project you’ve always wanted Work on a project you’ve always wanted ►Study a unique topic Study a unique topic  A computer science course focused on users A computer science course focused on users ►Skill building Skill building  Important in most research Important in most research  Burgeoning job field Burgeoning job field
  • 5. Intro Intro ► What is a user interface? What is a user interface? ► Why do we care about design? Why do we care about design? ► We see this all the time. We see this all the time.  What’s good about the design of this error box? What’s good about the design of this error box? ► The user knows there is an error The user knows there is an error  What’s poor about the design of this error box? What’s poor about the design of this error box? ► Discouraging Discouraging ► Not enough information Not enough information ► No way to No way to resolve resolve the problem (instructions or contact info) the problem (instructions or contact info)
  • 6. Definition of HCI Definition of HCI ►Human-computer interaction is a discipline Human-computer interaction is a discipline concerned with the design, evaluation and concerned with the design, evaluation and implementation of interactive computing implementation of interactive computing systems for human use and with the study systems for human use and with the study of major phenomena surrounding them. of major phenomena surrounding them. ►ACM SIGCHI Curricula for HCI (Hewett et al. ACM SIGCHI Curricula for HCI (Hewett et al. 1992) 1992) ►http://sigchi.org/cdg/cdg2.html http://sigchi.org/cdg/cdg2.html
  • 7. Why HCI is Important Why HCI is Important ► The study of our interface with information. The study of our interface with information. ► It is not just ‘how big should I make buttons’ or ‘how to It is not just ‘how big should I make buttons’ or ‘how to layout menu choices’ layout menu choices’ ► It can affect It can affect  Effectiveness Effectiveness  Productivity Productivity  Morale Morale  Safety Safety ► Example: a car with poor HCI Example: a car with poor HCI ► Take 5 minutes for everyone to write down one Take 5 minutes for everyone to write down one common device with substantial HCI design choices common device with substantial HCI design choices and discuss with the neighbor the pros and cons. How and discuss with the neighbor the pros and cons. How does it affect you or other users? does it affect you or other users?
  • 8. My My Choice Choice ► iPod by Apple iPod by Apple Computers Computers ► Pros: Pros:  portable portable  power power  ease of use ease of use  # of controls # of controls ► Cons: Cons:  scratches easily scratches easily  no speech for car use no speech for car use  proprietary proprietary
  • 9. What fields does HCI cover? What fields does HCI cover? ►Computer Science Computer Science ►Psychology (cognitive) Psychology (cognitive) ►Communication Communication ►Education Education ►Anthropology Anthropology ►Design (e.g. graphic and industrial) Design (e.g. graphic and industrial)
  • 10. HCI Community HCI Community ► Academics/Industry Academics/Industry Research Research  Taxonomies Taxonomies  Theories Theories  Predictive models Predictive models ► Experimenters Experimenters  Empirical data Empirical data  Product design Product design ► Other areas (Sociologists, Other areas (Sociologists, anthropologists, managers) anthropologists, managers)  Motor Motor  Perceptual Perceptual  Cognitive Cognitive  Social, economic, ethics Social, economic, ethics
  • 11. HCI Tools HCI Tools ► Sound Sound ► 3D 3D ► Animation Animation ► Video Video ► Devices Devices  Size (small->very large) Size (small->very large)  Portable (PDA, phone) Portable (PDA, phone)  Plasticity Plasticity ► Context sensitive/aware Context sensitive/aware ► Personalizable Personalizable ► Ubiquitous( Ubiquitous(Ubiquitous computing, also known as pervasive computing, is the idea that computing capabilities are built into everyday objects and devices everywhere)
  • 12. Usability Requirements Usability Requirements ► Goals: Goals:  Usability Usability  Universality Universality  Usefulness Usefulness ► Achieved by: Achieved by:  Planning Planning  Sensitivity to user Sensitivity to user needs needs  Devotion to Devotion to requirements analysis requirements analysis  Testing Testing
  • 13. Bad Interfaces Bad Interfaces ► Encumbering Encumbering ► Confusing Confusing ► Slow Slow ► Trust (ex. windows Trust (ex. windows crashing) crashing) ► What makes it What makes it hard? hard?  Varies by culture Varies by culture  Multiple platforms Multiple platforms  Variety of users Variety of users
  • 14. ► What’s wrong with each? What’s wrong with each?  Type of error Type of error  Who is affected Who is affected  Impact Impact ► What’s a redesign solution? What’s a redesign solution?
  • 15. Requirements Analysis Requirements Analysis 1. 1. Ascertain users’ needs Ascertain users’ needs 2. 2. Ensure proper reliability Ensure proper reliability 3. 3. Promote appropriate standardization, Promote appropriate standardization, integration, consistency, and portability integration, consistency, and portability 4. 4. Complete projects on schedule and within Complete projects on schedule and within budget budget
  • 16. Ascertain User’s Ascertain User’s Needs Needs ► Define tasks Define tasks  Tasks Tasks  Subtasks Subtasks ► Frequency Frequency  Frequent Frequent  Occasional Occasional  Exceptional Exceptional  Repair Repair ► Ex. difference between a space Ex. difference between a space satellite, car engine, and fighter jet satellite, car engine, and fighter jet
  • 17. Reliability Reliability ► Actions function as specified Actions function as specified ► Data displayed must be Data displayed must be correct correct ► Updates done correctly Updates done correctly ► Leads to trust! (software, Leads to trust! (software, hardware, information) – hardware, information) – case: Pentium floating point case: Pentium floating point bug bug ► Privacy, security, access, data Privacy, security, access, data destruction, tampering destruction, tampering
  • 18. Standardization, Integration, Standardization, Integration, Consistency, Portability Consistency, Portability ► Standardization Standardization – common user-interface features – common user-interface features across multiple applications across multiple applications  Apple Apple  Web Web  Windows Windows ► Integration Integration – across application packages – across application packages  file formats file formats ► Consistency Consistency – common action sequences, terms, units, – common action sequences, terms, units, layouts, color, typography within an application layouts, color, typography within an application ► Portability Portability – convert data and interfaces across – convert data and interfaces across multiple hardware and software environments multiple hardware and software environments  Word/HTML/PDF/ASCII Word/HTML/PDF/ASCII
  • 19. Case Study: Library of Congress Case Study: Library of Congress Database Design Database Design ►http://catalog.loc.gov/ http://catalog.loc.gov/ ► Two interfaces Two interfaces  Catalog New Books Catalog New Books ► 3-6 hour training course - staffers 3-6 hour training course - staffers  Search Catalog of Books Search Catalog of Books ► General public – too complex, command language and complex General public – too complex, command language and complex cataloging rules cataloging rules ► Solution Solution  Touch screen Touch screen  Reduced functionality Reduced functionality  Better information presentation Better information presentation ► Eventually Web based interface Eventually Web based interface ► Same database and services, different interfaces Same database and services, different interfaces
  • 20. Usability Usability Measures Measures ► How can we measure the How can we measure the ‘goodness’ of an interface? ‘goodness’ of an interface? ► What are good metrics? What are good metrics? ► ISO 9241 ISO 9241  Effectiveness Effectiveness  Efficiency Efficiency  Satisfaction Satisfaction ► Schneiderman Schneiderman  Time to learn Time to learn  Speed of performance Speed of performance  Rate of errors Rate of errors  Retention over time Retention over time  Subjective satisfaction Subjective satisfaction
  • 21. Usability Usability Motivations Motivations ► Life-Critical systems Life-Critical systems  Applications Applications: air traffic, nuclear reactors, military, emergency : air traffic, nuclear reactors, military, emergency dispatch dispatch  Requirements Requirements: reliability and effective (even under stress) : reliability and effective (even under stress)  Not as important Not as important: cost, long training, satisfaction, retention : cost, long training, satisfaction, retention ► Industrial and Commercial Use Industrial and Commercial Use  Applications Applications: banking, insurance, inventory, reservations : banking, insurance, inventory, reservations  Requirements Requirements: short training, ease of use/learning, multiple : short training, ease of use/learning, multiple languages, adapt to local cultures, multiplatform, speed languages, adapt to local cultures, multiplatform, speed ► Office, Home, and Entertainment Office, Home, and Entertainment  Applications Applications: E-mail, ATMs, games, education, search engines, : E-mail, ATMs, games, education, search engines, cell phones/PDA cell phones/PDA  Requirements Requirements: Ease of learning/use/retention, error rates, : Ease of learning/use/retention, error rates, satisfaction satisfaction  Difficulties Difficulties: cost, size : cost, size •Time to learn •Speed of performance •Rate of errors •Retention over time •Subjective satisfaction
  • 22. Usability Motivations Usability Motivations ► Exploratory, Creative, Collaborative Exploratory, Creative, Collaborative  Applications Applications: Web browsing, search engines, : Web browsing, search engines, simulations, scientific visualization, CAD, computer simulations, scientific visualization, CAD, computer graphics, music composition/artist, photo arranger graphics, music composition/artist, photo arranger (email photos) (email photos)  Requirements Requirements: remove the ‘computer’ from the : remove the ‘computer’ from the experience, experience,  Difficulties Difficulties: user tech savvy-ness (apply this to : user tech savvy-ness (apply this to application examples) application examples) ► Socio-technical systems Socio-technical systems  Applications Applications: health care, voting, police : health care, voting, police  Requirements Requirements: Trust, security, accuracy, veracity, : Trust, security, accuracy, veracity, error handling, user tech-savy-ness error handling, user tech-savy-ness •Time to learn •Speed of performance •Rate of errors •Retention over time •Subjective satisfaction
  • 23. Universal Usability Universal Usability ► Interface should handle diversity of Interface should handle diversity of users users  Backgrounds Backgrounds  Abilities Abilities  Motivation Motivation  Personalities Personalities  Cultures Cultures ► Question, how would you design an Question, how would you design an interface to a database differently for: interface to a database differently for:  A. right-handed female, Indian, software A. right-handed female, Indian, software engineer, technology savvy, wants rapid engineer, technology savvy, wants rapid interaction interaction  B. left-handed male, French, artist B. left-handed male, French, artist
  • 24. Universal Usability Universal Usability ► Does not mean ‘dumbing Does not mean ‘dumbing down’ down’  Ex. Helping disabled has helped Ex. Helping disabled has helped others (parents w/ strollers, others (parents w/ strollers, elderly) elderly)  Ex. Door handles Ex. Door handles ► Goal: Address the needs of Goal: Address the needs of more users - unlike yourself! more users - unlike yourself! ► Everyone is often not at full Everyone is often not at full faculties at all times faculties at all times
  • 25. Physical Variation Physical Variation ► Ability Ability  Disabled (elderly, Disabled (elderly, handicapped, vision, handicapped, vision, ambidexterity, ability to see ambidexterity, ability to see in stereo [SUTHERLAND]) in stereo [SUTHERLAND])  Speed Speed  Color deficiency Color deficiency ► Workspace (science of Workspace (science of ergonomics ergonomics) )  Size Size  Design Design ► Lots of prior research Lots of prior research
  • 26. Physical Variation Physical Variation ► Field of Field of anthropometry anthropometry  Measures of what is 5-95% for Measures of what is 5-95% for weight, height, etc. (static and weight, height, etc. (static and dynamic) dynamic)  Large variance reminds us there Large variance reminds us there is great ‘variety’ is great ‘variety’  Name some devices that this Name some devices that this would affect. would affect. ► note most keyboards are the note most keyboards are the same same ► screen brightness varies screen brightness varies considerably considerably ► chair height, back height, chair height, back height, display angle display angle ► Multi-modal interfaces Multi-modal interfaces ► Audio Audio ► Touch screens Touch screens
  • 27. Cognitive and Perceptual Variation Cognitive and Perceptual Variation ► Bloom’s Taxonomy Bloom’s Taxonomy  knowledge, knowledge, comprehension, comprehension, analysis, application, analysis, application, synthesis, evaluation synthesis, evaluation ► Memory Memory  short-term and working short-term and working  long-term and semantic long-term and semantic ► Problem solving and Problem solving and reasoning reasoning ► Decision making Decision making ► Language and Language and communication communication
  • 28. Cognitive and Perceptual Variation Cognitive and Perceptual Variation ► Language and Language and communication communication ► Search, imagery, sensory Search, imagery, sensory memory memory ► Learning, skill Learning, skill development, knowledge development, knowledge acquisition acquisition ► Confounding factors: Confounding factors:  Fatigue Fatigue  Cognitive load Cognitive load  Background Background  Boredom Boredom  Fear Fear  Drugs/alcohol Drugs/alcohol
  • 29. Personality Personality ► Computer anxiety Computer anxiety ► Gender Gender  Which games do women like? Which games do women like?  Pac-man, Donkey Kong, Tetris Pac-man, Donkey Kong, Tetris  Why? (Hypotheses: less violent, Why? (Hypotheses: less violent, quieter soundtracks, fully visible quieter soundtracks, fully visible playing fields, softer colors, playing fields, softer colors, personality, personality, closure/completeness) closure/completeness)  Can we measure this? Can we measure this? ► What current games are for What current games are for women? women? ► Style, pace, top-down/bottom- Style, pace, top-down/bottom- up, visual/audio learners, up, visual/audio learners, dense vs. sparse data dense vs. sparse data
  • 30. Personality Personality ► No simple taxonomy of user No simple taxonomy of user personality types. Ex. Myers- personality types. Ex. Myers- Briggs Type Indicator Briggs Type Indicator  Extrovert vs. introvert Extrovert vs. introvert  Sensing vs. intuition Sensing vs. intuition  Perceptive vs. judging Perceptive vs. judging  Feeling vs. thinking Feeling vs. thinking ► Weak link between personality Weak link between personality types and interfaces types and interfaces ► Think about your application, Think about your application, and see if user personality is and see if user personality is important! important!  Fighter jets vs. search engines Fighter jets vs. search engines
  • 31. Cultural and International Cultural and International Diversity Diversity ► Language Language ► Date / Time conventions Date / Time conventions ► Weights and Measures Weights and Measures ► Left-to-right Left-to-right ► Directions (!) Directions (!) ► Telephone #s and addresses Telephone #s and addresses ► Names, titles, salutations Names, titles, salutations ► SSN, ID, passport SSN, ID, passport ► Sorting Sorting ► Icons, buttons, colors Icons, buttons, colors ► Etiquette Etiquette ► Evaluation: Evaluation:  Local experts/usability studies Local experts/usability studies
  • 32. Users with Disabilities Users with Disabilities ► Federal law to ensure access to IT, including computers Federal law to ensure access to IT, including computers and web sites. (1998 Amendment to Rehabilitation Act) and web sites. (1998 Amendment to Rehabilitation Act) ► Disabilities Disabilities  Vision Vision ► Blind (bill-reader) Blind (bill-reader) ► low-vision low-vision ► color-blind color-blind  Hearing Hearing ► Deaf Deaf ► Limited hearing Limited hearing  Mobility Mobility  Learning Learning ► Dyslexia Dyslexia ► Attention deficient, hemisphere specific, etc. Attention deficient, hemisphere specific, etc. ► Keyboard and mouse alternatives Keyboard and mouse alternatives ► Color coding Color coding ► Font-size Font-size
  • 33. Users with Disabilities Users with Disabilities ► Contrast Contrast ► Text descriptors for web Text descriptors for web images images ► Screen magnification Screen magnification ► Text to Speech (TTS) – Text to Speech (TTS) – JAWS (web pages) JAWS (web pages)  Check email on the road, in Check email on the road, in bright sunshine, riding a bright sunshine, riding a bike bike ► Speech Recognition Speech Recognition ► Head mounted optical Head mounted optical mice mice
  • 34. Users with Disabilities Users with Disabilities ► Eye Gaze control Eye Gaze control ► Learning what helps those Learning what helps those with disabilities affects with disabilities affects everyone everyone  Present procedures, directions, Present procedures, directions, and instructions accessible to and instructions accessible to even poor readers even poor readers  Design feedback sequences that Design feedback sequences that explain the reason for error and explain the reason for error and help put users on the right track help put users on the right track  Reinforcement techniques with Reinforcement techniques with other devices other devices ► Good target area for a final Good target area for a final project! project!
  • 35. Elderly Elderly ► Reduced Reduced  Motor skills Motor skills  Perception Perception  Vision, hearing, touch, mobility Vision, hearing, touch, mobility  Speed Speed  Memory Memory ► Other needs Other needs  Technology experience is varied (How Technology experience is varied (How many grandmothers use email? many grandmothers use email? mothers?) mothers?)  Uninformed on how technology Uninformed on how technology could help them could help them  Practice skills (hand-eye, problem Practice skills (hand-eye, problem solving, etc.) solving, etc.) ► Touch screens, larger fonts, Touch screens, larger fonts, louder sounds louder sounds
  • 36. Children Children ► Technology saviness? Technology saviness? ► Age changes much: Age changes much:  Physical dexterity Physical dexterity ► (double-clicking, click and drag, and small targets) (double-clicking, click and drag, and small targets)  Attention span Attention span  (vaguely) Intelligence (vaguely) Intelligence ► Varied backgrounds (socio-economic) Varied backgrounds (socio-economic) ► Goals Goals  Educational acceleration Educational acceleration  Socialization with peers Socialization with peers  Psychological - improve self-image, self-confidence Psychological - improve self-image, self-confidence  Creativity – art, music, etc. exploration Creativity – art, music, etc. exploration
  • 37. Children Children ► Teenagers are a special group Teenagers are a special group  Next generation Next generation  Beta test new interfaces, trends Beta test new interfaces, trends  Cell phones, text messages, simulations, fantasy Cell phones, text messages, simulations, fantasy games, virtual worlds games, virtual worlds ► Requires Safety Requires Safety ► They They  Like exploring (easy to reset state) Like exploring (easy to reset state)  Don’t mind making mistakes Don’t mind making mistakes  Like familiar characters and repetition (ever had to Like familiar characters and repetition (ever had to babysit a kid with an Ice Age DVD?) babysit a kid with an Ice Age DVD?)  Don’t like patronizing comments, inappropriate humor Don’t like patronizing comments, inappropriate humor ► Design: Focus groups Design: Focus groups
  • 38. Accommodating Hardware and Accommodating Hardware and Software Diversity Software Diversity ► Support a wide range of hardware and software Support a wide range of hardware and software platforms platforms ► Software and hardware evolution Software and hardware evolution  OS, application, browsers, capabilities OS, application, browsers, capabilities  backward compatibility is a good goal backward compatibility is a good goal ► Three major technical challenges are: Three major technical challenges are:  Producing satisfying and effective Internet Producing satisfying and effective Internet interaction (broadband vs. dial-up & wireless) interaction (broadband vs. dial-up & wireless)  Enabling web services from large to small (size and Enabling web services from large to small (size and resolution) resolution)  Support easy maintenance of or automatic Support easy maintenance of or automatic conversion to multiple languages conversion to multiple languages
  • 39. HCI Goals HCI Goals ► Influence academic and industrial researchers Influence academic and industrial researchers  Understand a problem and related theory Understand a problem and related theory  Hypothesis and testing Hypothesis and testing  Study design (we’ll do this!) Study design (we’ll do this!)  Interpret results Interpret results ► Provide tools, techniques and knowledge for Provide tools, techniques and knowledge for commercial developers commercial developers  competitive advantage (think ipod) competitive advantage (think ipod) ► Raising the computer consciousness of the general Raising the computer consciousness of the general public public  Reduce computer anxiety (error messages) Reduce computer anxiety (error messages)  Common fears: Common fears: ► I’ll break it I’ll break it ► I’ll make a mistake I’ll make a mistake ► The computer is smarter than me The computer is smarter than me  HCI contributes to this! HCI contributes to this!
  • 40. Near & Futur e Interfaces Near & Futur e Interfaces •Time to learn •Speed of performance •Rate of errors •Retention over time •Subjective satisfaction