Human Computer Interaction (HCI)web.vu.lt/mif/k.lapin/files/2016/02/1_HCI_introduction2016.pdf ·...

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Human Computer Interaction (HCI) 1 lecture dr Kristina Lapin 1

Transcript of Human Computer Interaction (HCI)web.vu.lt/mif/k.lapin/files/2016/02/1_HCI_introduction2016.pdf ·...

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Human Computer Interaction (HCI)

1 lecture

dr Kristina Lapin

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Objectives

• Concerns of interactive system design

• Evolution

• Interaction design (IxD) and human computer interaction (HCI)

• Usability and user experience

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Bad designs – Elevator controls and labels on the bottom row all look

the same, so it is easy to push a label by mistake instead of a control button

– People do not make same mistake for the labels and buttons on the top row. Why not?

From: www.baddesigns.com

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Why is this vending machine so bad?

• Need to push button first to activate reader

• Normally insert bill first before making selection

• Contravenes well known convention

From: www.baddesigns.com

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Good and bad design

• What is wrong with the remote on the right?

• Why is the TiVo remote so much better designed?

– Peanut shaped to fit in hand

– Logical layout and color-coded, distinctive buttons

– Easy to locate buttons

www.id-book.com

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Designing interactive systems

• developing high quality interactive systems, products and services that

– fit with people and their ways of living

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Activity

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Context

The ergonomic model of HCI

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Activities

People Technology

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User-centered design

Design

implementation evaluation

8 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra

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Definition

• Human-computer Interaction – a discipline concerned with

– the study,

– design,

– construction and

– implementation of

– human-centric interactive computer systems.

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Human computer interaction

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ACM model of HCI

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Interaction design: fusion of skills

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www.id-book.com 13

Working in multidisciplinary teams

• Many people from different backgrounds involved

• Different perspectives and ways of seeing and talking about things

• Benefits – more ideas and designs generated

• Disadvantages – difficult to communicate and progress forward the designs

being create

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Interaction design in business • Increasing number of ID consultancies, examples of well known

ones include: – Nielsen Norman Group: “help companies enter the age of the consumer, designing human-

centered products and services”

– Cooper: ”From research and product to goal-related design”

– Swim: “provides a wide range of design services, in each case targeted to address the product development needs at hand”

– IDEO: “creates products, services and environments for companies pioneering new ways to provide value to their customers”

– Adaptive path: We halp companies crreate products and services that deliver great experiences and improve people’s lives.

Sėkmingi ir nesėkmingi produktai | SP ir ŽKS | Naudotojo potyriai ir panaudojamumas | SP gairės

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www.id-book.com 15

What do professionals do in the ID business?

• interaction designers - people involved in the design of all the interactive aspects of a product

• usability engineers - people who focus on evaluating products, using usability methods and principles

• web designers - people who develop and create the visual design of websites, such as layouts

• information architects - people who come up with ideas of how to plan and structure interactive products

• user experience designers (UX) - people who do all the above but who may also carry out field studies to inform the design of products

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www.id-book.com 16

What is involved in the process of interaction design

Establishing requirements

Developing alternatives

Prototyping

Evaluating

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Save development costs

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Bias, Randolph G., Mayhew, Deborah J. Cost-justifying usability: an update for the internet age. Morgan

Kaufman Publishers, 2005.

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Being human-centred

• Thinking about what people want to do rather than what the technology can do

• Designing new ways to connect people with people

• Involving people in the design process

• Designing for diversity

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THE VARIETY OF INTERACTIVE SYSTEMS

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Desktop systems

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Handheld devices

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Virtual reality

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Immersive technologies

Games Virtual Worlds Social Networks

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Virtual worlds

Second life is a huge on-line community populated by animated virtual

people (avatars). Consists of simulated islands with parks, buildings, etc.

People create the avatars to represent themselves.

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Ambient technologies

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http://www.thefuntheory.com/

http://www.youtube.com/watch?v=2lXh2n0aPyw&feature=player_embedd

ed#!

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Domestic toy robot i Robo Q

• moves freely around the house

• reacts to voice commands,

• monitors its surroundings with a

surveillance camera and takes

pictures

• teaches children languages,

• plays games,

• provides the weather forecast, news and recipes.

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Photographed at a robot exhibition in

Seoul, South Korea.

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Social networks

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Various user interfaces

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What do the interfaces consist of?

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EVOLUTION OF HCI

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Vannevar Bush “As We May Think”

• The Atlantic Monthly, 1945.

• Memex: analog hypertext

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1890 – 1974

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ENIAC, 1946 Electronic Numerical Integrator And Computer

31 http://en.wikipedia.org/wiki/File:Eniac.jpg

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Grace Hopper – the inventor of compiler

• Compiler improved usability

• A-0: Arithmetic Language version 0; 1951-1952

• COBOL, 1959

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First interactive screens

1960-ties: data stored in paper tape or cards with holes punched in them. Cards were sent to computer centre, data was processed, results printed.

• Joseph C.R. Licklider the first screens and cathode ray tubes

(CRT)

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Direct interaction with computer

Ivan Sutherland (MIT),

Sketchpad, 1962 It could draw both horizontal and

vertical lines and combine them into figures and shapes. Figures could be copied, moved, rotated, or resized, retaining their basic properties.

Input: light pen

Išvestis: oksilografo ekranas

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http://www.youtube.com/watch?v=USyoT_Ha_bA

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Computer mouse

• Douglas Engelbart, 1968

• Demonstrated the interaction using the mouse at The Mother of All Demos

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http://sloan.stanford.edu/mousesite/1968Demo.html#complete,

clip 12

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Graphical user interface

• XEROX STAR, 1981

• Office metaphor

– windows, icons, folders

– Ethernet network,

– file server,

– print server,

– email

• microcomputers

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http://www.youtube.com/watch?v=Cn4vC80Pv6Q

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Evolution of HCI

• 40–ties – vision, Vannevar Bush

• 50-ties – compilers, Grace Hoper

• 60-ties – Sketchpad, Ivan Sutherland

• 70-ties – Dynaburg, Alan Kay

• 80-ties – XEROX Star, microcomputers

• 90-ties – multimedia

• 2000-ties – mobiles

• 2010-ties - ?

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Long nose of innovation, Bill Buxton

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Long nose of innovation

• New products and ideas come from observing history and the evolution of the ecosystem.

• ipod took aesthetical inspiration from Dieter Rams’ Braun T3 radio, produced in 1958.

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Why go to this length?

• Help designers: – understand how to design interactive products that fit with

what people want, need and may desire

– appreciate that one size does not fit all e.g., teenagers are very different to grown-ups

– identify any incorrect assumptions they may have about particular user groups

e.g., not all old people want or need big fonts

– be aware of both people’s sensitivities and their capabilities

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Learning resources

• Course website:

– web.vu.lt/mif/k.lapin

• Books at the MIF library

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MIF library

David Benyon, Phil Turner, Susan Turner

Designing Interactive Systems: People, Activities, Contexts, Technologies,

Addison Wesley,

2005, 2010, 2014

43 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra

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MIF library

• Helen Sharp, Yvonne Rogers, Jenny Preece

Interaction Design: Beyond Human-Computer Interaction

John Wiley & Sons, 2002 (20 egz.)

2007, 2011.

44 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra

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MIF library

• Donald A. Norman. The Design of Everyday Things. Basic Books; Reprint edition (September 17, 2002), 272 pages – Puikus ŽKS įvadas

45 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra

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MIF library

• Dix, A., J. Finlay, G. Abowd, R. Beale. Human-Computer Interaction, 2nd Edition, Prentice Hall, 2003, 638 p.

46 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra

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MIF library

• Schneiderman, B., Plaisant C. Designing the user interface. Addison-Wesley. 2004, 2010

47 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra

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MIF library

• Faulkner, Ch. The Essence of Human-Computer Interaction, Pearson Prentice Hall,1996.

48 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra

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MIF library

• The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications. Julie A. Jacko (ed.) and Andrew Sears (ed.) Lawrence Erlbaum Associates. 2003

49 ŽKS ištakos ir struktūra Studijų reikalavimai Motyvacija Literatūra

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Other resources

• User Experience Professionals Association

• AIGA, the professional association for design

• ACM Special Interest Group CHI

• Usability Net

• Nielsen Norman Group

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Human computer interaction

Kristina Lapin

web.vu.lt/mif/k.lapin/

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References

• David Benyon. Designing Interactive Systems: A

comprehensive quide to HCI and interaction

design, Addison Wesley, 2005, 2010, 2014.

– 1 chapter: Designing interactive systems: a fusion of

skills

• Jennifer Preece, Yvonne Rogers,

Helen Sharp (2002, 2007, 2011). Interaction

design: beyond human – computer interaction. John Wiley & Sons www.id-book.com

– 1 chapter: What is Interaction Design?

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