(2) human computer interaction

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    Main points1. What is HCI ?

    2. Why HCI ?

    3. HCI brief history.4. Importance of HCI.

    5. HCI Evolution.

    6. HCI Challenges.

    7. HCI Goals.

    8. HCI Applications.

    9. New researches.

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    What is HCI ?

    y Human-computer interaction is a discipline concerned with thedesign, evaluation and implementation of interactive computingsystems for human use and with the study of major phenomenasurrounding them.

    y is the study ofinteraction between people (users) andcomputers. It is often regarded as the intersection of computerscience, behavioral sciences, design and several other fields ofstudy.

    y Interaction between users and computers occurs at the userinterface (or simply interface), which includes both software andhardware.

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    What is HCI ?Multidisciplinary nature of HCI

    yHuman-Computer Interaction studies a human and a machine inconjunction, it draws from supporting knowledge on both themachine and the human side

    yMachine sidecomputer graphics .operating systems .programming languages .

    yHuman sidecommunication theory .

    graphic and industrial design disciplines .linguistics .social sciences .cognitive psychology .and human performance .

    o HCI is also sometimes referred to as manmachine interaction (MMI) or computerhuman interaction (CHI)

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    Why do human-computer interaction?

    y to enable us to design interactive products to supportpeople in their everyday and working lives

    yA basic goal of HCI is to improve the interactionsbetween users and computers by making computersmore usable and receptive to the user's needs.

    y usable products:

    y easy to learn (usable)y effective to use (useful)

    y provide an enjoyable experience (used)

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    Why do human-computer interaction?

    y There is a lot of design about that can cause problemsfor users

    y Good design involves understanding how users

    interact with computers, and enabling them to do soeffectively

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    Some problematic designs

    Now we have a small quiz

    I guess there is a good girl here

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    Some problematic designs

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    How can you turn on the big plate ??

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    Some problematic designs

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    How fast am I going?

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    Some roblematic esig s

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    Where does the mouse go?

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    To avoid problematic design

    we need to... Take into account

    who the users are

    what activities are being carried out where the interaction is taking place

    O

    ptimise the interactions users have with aproduct

    such that they match users activities and needs

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    Usability

    Usa ility als

    Desi n principles

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    Usability goals

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    Usabilitygoals

    Effectiveness

    Efficiency

    Safety

    Utility

    Learnability

    Memorability

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    Usability goals

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    A general goal: how well does a system dowhat it should do?

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    Usability goals

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    Ability for users to come back to the systemand remember how to use it once theyvebeen away from it for some time.

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    Usability goals

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    Ability for users to learn the system easily.

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    Usability goals

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    Ability for users to save time in their workonce theyve learned the system.

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    Usability goals

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    Protect people from hazards (usually not a SW issue)

    Help prevent user from making errors and recoverfrom errors

    Give users confidence

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    Usability goals

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    Usability goals

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    Has the right kind of functionalitySupports users in accomplishing tasks

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    How to Measure Usability?

    yWe want to achieve these goals, but how do we know?

    y

    Develop measurable criteria based on previous goals.Examples:y Time to learn

    y Speed of performance

    y Rate of errors over by users

    y Retention over time

    y Subjective satisfaction (Effectiveness)

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    User experience goalsy Satisfying

    y Helpful

    y Motivatingy Fun

    y Enjoyable

    y Entertaining

    y Aesthetically pleasing

    y Well designedy emotionally fulfilling

    y and more

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    Remember where we are

    Why do HCI?

    Some problematic designs

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    Usability

    Usability Goals

    Effectiveness Eff iciency Safety Utility Learnability Memorability

    DesignPrinciples

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    Design Principles

    y First two (Usability Goals & User Experience)

    were higher level (goals)

    y

    Now talking about guidance for how to achieve goalsy What to provide and what not to provide at the interface

    y Derived from a mix of theory-based knowledge, experienceand common-sense

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    Design Principles

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    DesignPrinciples

    Visibility

    Feedback

    Constraints

    Mapping

    Consistency

    Affordance

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    Design Principles

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    Design Principles

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    y Sending information back to the user about whathas been done

    y

    Includes sound, highlighting, animation andcombinations of thesey e.g. when screen button clicked on provides sound or

    red highlight

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    Design Principles

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    y Restricting the possible actions that can be performed

    y Helps prevent user from selecting incorrect options

    logical

    cultural

    physical

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    Design Principles

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    y Exploit peoples reasoning about

    relationships between objects inthe world

    A. relationship between picture

    and object it represents meansit goes here

    B. as A, but with an extra step: colour-coding

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    Design Principles

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    Standard conventions which help us use

    technologies Can apply in a number of ways

    Icons, menus

    Keyboards, number pads

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    Design Principles

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    y Relationship between controls and theirmovements and the results in the world

    yWhich is the better mapping?

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    Design Principles

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    A B C D

    yWhich is the better mapping, and why?

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