Notes Fp511 Chapter1 Intro to Hci
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Transcript of Notes Fp511 Chapter1 Intro to Hci
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Human-Computer Interaction
Introduction to HCI
Aida Azmila Azmi
JTMK
FROM THE ORIGINAL VERSION OF :
Alexiei Dingli
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What is HCI?
The study of how people interact with
computers and to what extent computers
are or are not developed for successful
interaction with human beings.
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What is 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”
(ACM SIGCHI definition of HCI).
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Creating usable systems (1)
• HCI investigates interaction between
• Human (1 user, a group, sequence of users)
• Computer (any computer big or small, process
control, embedded, etc)
• used to perform various tasks
• in particular environments.
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Creating usable systems (2)
• The human factors …
• different users
• different conceptions or mental models about
their interactions
• different ways of learning, keeping knowledge
and skills
• cultural and national differences
• user preferences change as they gradually
master new interfaces
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Creating usable systems (3)
• The computer factor …
• different devices
• Smart phones, Touch Screen Kiosks, …
• different capabilities and limitations
• Computing power, Input/output devices, …
• different operating systems
• user interface technology is changing rapidly
• it offers new interaction possibilities to which
previous research findings may not apply
• Visual, Tactile, Gesture based, …
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Creating usable systems (4)
• What about the interaction?
• Communication between user and computer
• Direct interaction
• Dialogue with feedback
• Control throughout performance of the task
• Indirect interaction
• Batch processing
• Intelligent sensors controlling the environment
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Creating usable systems (5)
• It aims to achieve
1. Usability (Useful, Usable, Used)
2. Safe
3. Effective
4. Efficient
5. Enjoyable system
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Creating usable systems (6)
• User compatibility
• Product compatibility
• Task compatibility
• Work flow
compatibility
• Consistency
• Familiarity
• Simplicity
• Control
• WYSIWYG
• Flexibility
• Responsiveness
• Invisible
Technology
• Robustness
• Protection
• Ease of Learning
and Use
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Creating usable systems (7)
• HCI focuses on user needs by assessing
interface design & implementation
according to usability criteria.
• Makes use of new, novel techniques &
technologies.
• It applies usability design principles to
achieve more productive & usable systems
and more satisfied users.
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Creating usable systems (8)
• EC Directive 90/270/EEC
• Requires employers to ensure the following
when designing, selecting, commissioning or
modifying software:
• suitable for the task
• easy to use
• where appropriate, adaptable to user’s knowledge
& experiences
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Creating usable systems (9)
• provides feedback on performance
• displays information in a format & at a pace that is
adapted to the user
• It must conform to the principles of software
ergonomics • (Ergonomics is the science that deals with the interaction between
people/work/environment/psychology. It considers the functions of the human body in the
design of tools, equipment, etc.)
• Designers & employers can no longer afford to
ignore the user!!
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Question …
• Have you ever used a system that exhibit good
HCI with the users?
• Give a few examples …
• What systems have you used that exhibit bad
HCI with the users?
• Name a few … and why do you think they were
bad?
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Historical basis of HCI (1)
• Second World War …
• Study of interaction between humans & machines in order to produce more effective weapons (Bletchley Park, Enigma, Colossus)
• Ergonomic Research Society formed (1949)
• Research in Man-Machine Interaction began to spread
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Historical basis of HCI (2)
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Historical basis of HCI (3)
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Historical basis of HCI (4)
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Basic Interaction (1)
• Graphical Objects
• 1963 (MIT)
• Graphical Objects manipulated by a pointing device (light
pen)
• Objects could be selected, moved, resized, etc.
• 1966 (Imperial College, London)
• Icons, Gesture Recognition, Dynamic Menus, etc.
• 1970 (XEROX PARC)
• Object selection and manipulation
• WYSIWYG
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Basic Interaction (2)
• Mouse
• 1965 (Stanford Research Lab [SRI])
• Created to be a cheap replacement for light pens
• 1970
• Adopted at Xerox PARC
• First appeared commercially as part of
• The Xerox Star (1981),
• The Apple Lisa (1982),
• The Apple Macintosh (1984).
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Basic Interaction (3)
• Windows • 1968 (Stanford Research Lab [SRI])
• 1969 - 1974 (Xerox PARC)
• Smalltalk System
• 1974 (MIT)
• EMACS Text Editor
• 1981 (Xerox PARC)
• The Cedar Window Manager
• 1981 Xerox Star
• 1982 Apple Lisa
• 1983 (Carnegie Mellon University funded by IBM))
• Andrew window manager
• 1984 Apple Macintosh
• The early versions of the Star and Microsoft Windows were tiled, but eventually they supported overlapping windows like the Lisa and Macintosh.
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Applications (1)
• Drawing programs
• uses a mouse for graphics (1965)
• uses a tablet (1971)
• handling of lines and curves (1975)
• Text Editing
• first word processor with automatic word wrap, search &
replace, user-definable macros, scrolling text, & commands
to move, copy, and delete characters, words, or blocks of
text (1962)
• screen editing & formatting of arbitrary-sized strings with a
lightpen (1967)
• mouse-based editing (1968)
• first WYSIWYG editor-formatter (1974)
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Applications (2)
• Spreadsheets • initial spreadsheet was VisiCalc (1977-8) for the Apple II
• HyperText • the idea where documents are linked to related documents
(1945)
• Ted Nelson coined the term "hypertext" (1965)
• NLS system was one of the first on-line journals, and it included full linking of articles (1970)
• HyperCard from Apple (1988) significantly helped to bring the idea to a wide audience
• Tim Berners-Lee used the hypertext idea to create the World Wide Web in 1990 at the government-funded European Particle Physics Laboratory (CERN)
• Mosaic, the first popular hypertext browser for the World-Wide Web
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Eg: Cosmic Book
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Applications (3)
• Computer Aided Design (CAD)
• first CAD systems similar to drawing programs (1963)
• pioneering work on interactive 3D CAD system (1963)
• first CAD/CAM (manufacture) system in industry was
probably General Motor's DAC-1 (about 1963)
• Video Games
• first graphical video game was probably SpaceWar (1962)
• the first computer joysticks (1962)
• early computer adventure game was created (1966)
• first popular commercial game was Pong (about 1976).
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Up & Coming Areas (1)
• Gesture Recognition • first pen-based input device used light-pen gestures (1963)
• first trainable gesture recognizer (1964)
• a gesture-based text editor using proof-reading symbols (1969)
• gesture recognition has been used in commercial CAD systems since the 1970s
• came to universal notice with the Apple Newton (1992)
• Multi-Media • multiple windows with integrated text and graphics (1968)
• Interactive Graphical Documents project was the first hypermedia system which used raster graphics and text (1979-1983)
• Diamond project explored combining multimedia (text, spreadsheets, graphics, speech) (1982)
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Up & Coming Areas (2)
• 3-D
• first system 3-D CAD system (1963)
• first interactive 3-D system used for molecular modelling
(1966)
• the late 60's and early 70's saw the flowering of 3D raster
graphics funded by the government
• the military-industrial flight simulation work of the 60's - 70's
led the way to making 3-D real-time
• Virtual Reality
• original work on VR funded by Air Force (1965-1968)
• study of force feedback, early research on head-mounted
displays and on the DataGlove (1971)
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Up & Coming Areas (3)
• Computer Supported Cooperative Work
• remote participation of multiple people at various
sites (1968)
• Electronic mail, still the most widespread multi-user
software, was enabled by the ARPAnet (1969)
• and by the Ethernet from Xerox PARC (1973)
• an early computer conferencing system (1975)
• Natural language and speech
• Speech synthesis
• Speech recognition
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HCI as a business necessity
• Can the users be ignored? (Linux, Windows,…)
• NO
• HCI + Usability engineering are a crucial business necessity
• Good Interface & Interaction Design should not • Be added after system is built
• Supporting users is an integral part of the design. To do this one must consider … • International Standards in HCI and Ergonomics
• User population is growing (size, diversity, etc.)
• Expanding awareness amongst users of what can be achieved
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Safety-critical systems (1)
• Poor designs
• Very common in
• Safety
• Life-critical
• Which all depend on computer-control
• We need to understand why
• Disasters
• Accidents
• Frustrations
• happen?
• Can you mention some examples?
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Safety-critical systems (3)
• Air-traffic control
• Aircraft crash due to problems pilot had to interpret
information on cockpit display
• Manned spacecraft
• On June 4, 1996, the maiden flight of the European
Ariane 5 launcher crashed about 40 seconds after
takeoff. Media reports indicated that the amount lost
was half a billion dollars. The error came from a
piece of the software that was not needed during
the crash!!
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Safety-critical systems (4)
• Nuclear power plant (The Meltdown at Three
Mile Island 1979)
• “As alarms rang and warning lights flashed, the
operators did not realize that the plant was
experiencing a loss-of-coolant accident. They took
a series of actions that made conditions worse by
simply reducing the flow of coolant through the
core.”
• Medical Institutions
• Break down in the scheduling system led to delays
in reaching seriously ill patients. (UK)
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Disaster examples
• 1988
• USS Vincennes shot down an Iran Air A300 Airbus
with 290 people aboard
• Aegis weapon system had
• Sophisticated software to identify potential threats
• BUT
• Was unable to provide up-to-date altitude information on
its large display (this could be read from other screens)
• In the confusion, the Airbus which leveled off at
12,500 feet was taken to be an F-14 fighter
descending to attack!
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‘User Hostile’ example
• Poor HCI can lead to User Hostile systems rather than User Friendly ones …
• John has a stereo system with a matched set of
components made by the same manufacturer: a receiver, a CD player, and a cassette deck, stacked in that order. They all have the on/off button on the left side. Every time John goes to turn off all three components, he presses the top left button on the receiver, which turns it off; then he presses the top left button on the CD player, which turns it off; then, naturally, he presses the top left button on the cassette deck -- which pops open the cassette door.
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It’s obvious …
• It seems "obvious" that the manufacturer could have improved the interface • putting all three buttons in the same location
• But it clearly wasn't obvious to the system's designers!!
• Most actions used to accomplish tasks with an interface are quite obvious to people who know them, including, of course, the software designer. But the actions are often not obvious to the first-time user.
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Another example …
• Imagine a first-time user of a computer 1. he has been shown how to login to the system
2. has done some work
3. is now finished with the computer for the day
• Experienced computer users will find it obvious that a logout command is needed.
• But it may not occur to first-time users that a special action is required to end the session. • People don't "log out" of typewriters or televisions or video games, so
why should they log out of computers?
• Learning to predict problems like these by taking the user's point of view is a skill that requires practice.
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Who studies HCI? (1)
• Multi-discipline field …
Psychology +
Cognitive Science
Knowledge of user’s
perceptual, cognitive &
problem-solving skills
Sociology Understand Interaction
Computer Science +
Engineering
Build the necessary
technology
Business Market the product
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Who studies HCI? (2)
Ergonomics User’s physical capabilities
Graphic Design Produce effective interaction
presentation
Technical Writing Produce the manuals and
documentations
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Conclusion (1)
• HCI studies
• Interaction between users & computer systems
• In order to build systems which are:
• Usable
• Safe
• Efficient
• Effective
• Enjoyable
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Conclusion (2)
• Important points to keep in mind …
1. You need a lot of common sense
2. You must be ready to accept criticism
3. Think ‘user’
4. Try it out (They know what they want!)
5. Involve the users
6. Iterate
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Exercise
• If we take a toaster ...
• Describe:
• the users the machine seems to be designed for;
• the tasks and subtasks the machine was evidently
designed to support;
• the "interface" part of the machine;
• the part of the machine that is NOT the interface.
• What about an electric drill ...