human computer interaction - the university of edinburgh · human computer interaction dr mark...
TRANSCRIPT
Dr Mark Wright - Informatics HCI Course 2012/13
Human Computer Interaction
Dr Mark WrightUniversity of Edinburgh
andEdinburgh College of Art
Semester 1 2012/2013
Dr Mark Wright - Informatics HCI Course 2012/131
Key points:– Definition– The Three Paradigms of HCI– The Technological Background– What knowledge does HCI have to make good interactions?– When is this knowledge relevant and how do you apply it?
Principles and Overview Lecture 1
Definition of HCI
"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." Association for Computing Machinery
4
Human FactorsEngineering Epoc
Classical CognitiveInformation Epoc
Embodied/SituatedInteraction Epoc
The Three Paradigms of HCIHarrison, Tatar and Sengers
CHI 2007
The 3 Paradigms of HCI
The 3 Paradigms of HCI
1st HCI ParadigmHuman Factors
Engineering Epoc
2nd HCI ParadigmClassical Cognitivism
Information Epoc3rd HCI Paradigm
Embodied CognitionInteraction Epoc
Metaphor of Interaction
Interaction as Man-Machine Coupling
Interaction as Information Transfer
Interaction as Phenomenologically Situated
Central Goal for Interaction
Optimise fit between man and
machine
Optimise accuracy and Efficiency of Information
Transfer
Support of Situation Action in the World
Typical Questions of Interest How can we fix
specific problems that arise in Interaction?
What mismatches arise in communication
between humans and computers?
How can we accurately model what people do?How can improve the
efficiency of HCI?
What existing situated activities should we support? How do users appropriate technology?How can we support interaction with constraining it by what a computer can do/understand?What is the wider context roles, politics and values?
How can we fix specific problems
that arise in Interaction?
What mismatches arise in communication
between humans and computers?
How can we accurately model what people do?How can improve the
efficiency of HCI?
What existing situated activities should we support? How do users appropriate technology?How can we support interaction with constraining it by what a computer can do/understand?What is the wider context roles, politics and values?
Awareness of the paradigms help us make sense of this huge field
The 3 Paradigms of HCI
1st HCI ParadigmHuman Factors
Engineering Epoc
2nd HCI ParadigmClassical Cognitivism
Information Epoc3rd HCI Paradigm
Embodied CognitionInteraction Epoc
Appropriate Disciplines for Interaction
Engineering, Programming, Ergonomics
Laboratory and Theoretical Behavioural
Science
Ethnography, Action Research Ethnomethodology, Interaction Design, User Centred Design
Desirable Methodologies Cool Hacks
Verifiable Quantitative design and evaluation methods that can be applied regardless of
context
A palette of situated design and evaluation strategies
Legitimate kinds of Knowledge
Pragmatic Objective Details
Objective facts and models with general
applicability
Thick Description of Context and Stakeholder Concerns.
How do you know something is True?
You Tried it out and it worked
You confirm of refute your hypothesis based on a statistical analysis
of the evidence
You argue about the relationship between your data
and what you seek to understand
Today Paradigms 2&3 Largely Predominate
The 3 Paradigms of HCI
1st HCI ParadigmHuman Factors
Engineering Epoc
2nd HCI ParadigmClassical Cognitivism
Information Epoc3rd HCI Paradigm
Embodied CognitionInteraction Epoc
Values
Reduce errors and make it work.
Ad Hoc is OK.
Cool Hacks that exploit a specific
instance are desired
Optimisation.Strive for Objective,
Abstract, Quantitative, Generalizable
Knowledge wherever possible.
Principled evaluation is a priori better than ad hoc, since design can be structured to suite
this paradigm. Structured Design
better than un-structured. Reduce
Ambiguity. Top Down View of Knowledge.
Construction of meaning is intrinsic to and unfolds from interaction. What goes on around systems is more
interesting than what’s happening at the interface.
“Zensign” - what you don’t build is as important and what you do
build. Goal is to grapple with the full complexity around the
system.Knowledge can not just be a powerful abstraction but
can be embedded in the world as hidden context and tacit skill
which is revealed through engagement
Viewpoints: Paradigm2 Analytic/Scientific Paradigm3:Phenomenological/Design
8
Classical CognitiveInformation Epoc
Embodied/SituatedInteraction Epoc
The key question is not which of the paradigms is “correct” but what different perspectives, strengths, weaknesses, insights and tools they offer and when
they are appropriate to apply
Which HCI Paradigm is the correct one?
Technological Context
9
• HCI arose and evolved as Computer Technology arose and evolved.
• There are a number of recognisable eras and approaches associated with technologies which are useful to keep in mind
• One perspective is PreDesktop,Desktop and Post-Desktop
• Before HCI • Physical Switches• Teletype Terminals
• Early language development from machine code can be seen as an attempt to make programming easier.
Wimp Interface - A relatively stable design - till recently?
• WIMP - Windows, Icons, Menus and Pointer
• The WIMP interface has remained relatively unchanged during a great deal of rapid development in technology, platforms and interaction metaphors.
11
Pre Internet - Stand Alone PC
• PC with little or no local network.
• No Internet• Single Users on
single machines using stand alone applications
• Spreadsheets were a huge early success of HCI
12
Web 1.0 - Static Web
• Static Web Pages • Server Creates• Browser Only Reads • Slow Internet• Few Content Creators• No E-Commerce• The age of web usability
layout, colour
13
Web 2.0 - Dynamic Web
• Dynamic Web • Client Side - Javascript• Server Side Databases - PHP/
mysql• Mashups - api’s, Browser
rather than OS based ecosystems
• Users as Content Creators• Rich Internet Applictions (RIA)
with the interactive experience of stand alone applications
14
Typical Google Maps MashupApp for London Flats/Prices
Mobile and Social Media• Smart Phones• Apps vs HTML5• Location Based
Services (LBS)• Communication and
Content Creation• A post PC era of
phones and tablets?• Constantly changing
interactions, social context and place.
• Twitter, Facebook, Foursquare, Google Maps
Social Computing
• CSCW Computer Supported Collaborative Working
• Beyond immediate interaction to a web of surrounding relations
• Ethnography, Ethnomethodology
• Actual Practices
16
Virtual and Augmented Reality
• Virtual Worlds - Simulation, immersion• Second Life, Massive Multi-player Online
Role Playing Games MMORPG• Virtual Reality - A separate virtual place• HeadMounted Displays, Caves• Augmented Reality - The Real World Plus • Tablets, Phones, Google Glasses
17
Ubiquitous Computing UbiComp• Computers omni-present
but “invisible”• Computers escape from
the desktop and disappear• Wireless, Wearable, Small,
Embedded• RFID tags,
Micro-controllers, Speckled computing, Machine to Machine
• Internet of Things IOT
18
Tangible Computing• Physical Interface• Use of Embodied skills• Rich tactile and
proprioceptive feedback• Physical affordances and
constraints of the physical world
19
Tangible Bits: Towards Seamless Interfaces Between People, Bits and Atoms
Ishii and Ullmer, CHI 97
What can we take from HCI to make better interactions?
• Science (Classical Cognitive Science)– Theory and Models– Formal Methods– Experimental Method– Statistical Inference– Justification for laws and guidelines– BUT as the Interface can change
some knowledge is only speculative• Embodiment and Situated Cognition
suggest Ethnomethodology and Design are viable and useful methodologies too
• Social Context and Embedded knowledge are crucial but often hidden
20
23
Design Rules for HCI
n principles– abstract design rules– “an interface should be easy to navigate”
n guidelines– advice on how to achieve principle– may conflict; understanding theory helps resolve– “use colour to highlight links”
n standards– specific rules, measurable– “MondoDesktop links are RGB #1010D0”
n Many sets of rules have been proposed to encapsulate understanding and best practice– Operate at various levels
25
Shneiderman’s 8 Golden Rules (1987):1. Strive for consistency2. Enable frequent users to use shortcuts3. Offer informative feedback4. Design dialogs to yield closure5. Offer error prevention and simple error handling6. Permit easy reversal of actions7. Support internal locus of control8. Reduce short-term memory load
Design Rules
26
Norman’s 7 Principles (1988): 1. Use both knowledge in the world and knowledge in the
head.2. Simplify the structure of tasks.3. Make things visible.4. Get the mappings right.5. Exploit the power of constraints, both natural and artificial.6. Design for error.7. When all else fails, standardize.
Design Rules
27
Nielsen’s 10 Usability Heuristics (1994):1. Visibility of system status2. Match between system and the real world3. User control and freedom4. Consistency and standards5. Help users recognize, diagnose and recover from errors6. Error prevention7. Recognition rather than recall8. Flexibility and efficiency of use9. Aesthetic and minimalist design10. Help and documentation
http://www.useit.com/papers/heuristic/heuristic_list.html
Design Rules
29
Dix groups these and related principles as follows:
n Learnability– the ease with which new users can begin effective interaction
and achieve maximal performance (e.g. familiarity, generalisability, predictability)
n Flexibility– the multiplicity of ways the user and system exchange
information (e.g. customisability, substitutability, user control)n Robustness
– the level of support provided to the user in determining successful achievement and assessment of goal-directed behaviour (e.g. observability, recoverability)
Design Rules
n Many seem like common sense - but often violated– Home exercise: pick one everyday object and one piece of
software and assess with respect to these rulesn Some are grounded in our understanding of how humans perceive,
think and learn n Some are the result of empirical study (e.g. Nielsen’s heuristics are
based on factor analysis of 249 usability problems)n Some are derived from particular characterisations of the nature of
human action (e.g. Norman’s principles are closely related to his theory of action)
n Some are collections of experience (e.g. Shneiderman’s rules)n Some can be directly related to computational complexityn In this course we will study the background and justification of these
rules and elaborate on how they can be applied in specific contexts to design and assess human computer interaction.
Design Rules
Mac OS X Human Interface Guidelines: Grouping Items in MenusArranging menu items in logical groups makes it easy for users to quickly locate commands for related tasks. The guidelines in this section can help you list menu items in ways that make sense to users.
30
Guidelines for various platforms
When is this knowledge relevant and how do you apply it? • HCI is a Research Discipline and a
Design Practice• HCI Research Goal is to gain insight
whereas the practice is to make good interfaces.
• Quantitative and Qualitative approaches are useful for both.
• Need to judge if an issue is objective or subjective. Science it good at telling if a phenomenon is real or provide useful insight as to why an approach works.
• User Centred Design, Interaction Design, Scenarios, Prototyping are typical approaches of actual practice to uncover the complex issues which contribute to the creation of successful digital interactions in the real world 31
32
The aim of this course it to give you the grounding necessary to understand the Principles and Practice of HCI and how to use that knowledge to create better interactions between people and digital systems.
HCI Course Objective