Professional Documents
Culture Documents
Introduction
~ Lecture 1 ~
Samar Alsaleh
Summer 2021
Today’s Agenda
01 Course Overview
02 Introduction to HCI
03 A Brief History
04 Course Mini-Project
05 Finishing Thoughts
Today’s Agenda
01 Course Overview
02 Introduction to HCI
03 A Brief History
04 Course Mini-Project
05 Finishing Thoughts
About This Course
✗ The first 40 years of computer science were concerned mainly with
computers themselves—making them faster, smaller, more reliable,
and better understood mathematically
✗ Perhaps that's still the main concern of the field as a whole, but
today computer scientists devote increasing attention to computers
in their real-world context, which usually involves the people who
use them
✗ Computers may be complex systems, but human beings are even
more complex, and when we try to understand how computers and
people work together—well, there's a lot to cover
Topics to be Covered
1 Introduction to HCI
2 Understanding the problem
3 Understanding users and user studies
4 Task & requirement analysis
5 Design and prototyping
6 Models of human information processing and interaction
7 Cognitive walkthrough
8 Psychological and physiological constraints
9 Heuristic evaluation
10 Perspectives & overview of the UI design process
7
Learning Objectives
Upon successfully completing this course, students will be able to:
✗ Ideate and propose interaction design solutions
✗ Study existing design practices and challenges
✗ Explore potential design opportunities and tradeoffs
✗ Evaluate designs and view them from critical perspectives
✗ Validate designs with rapid prototyping and iteration
✗ Communicate the tackled problems and proposed designs
Human-Computer Interaction,
by Alan Dix et al., 3rd Edition, 2000
The Design of Everyday Things, by Don
Norman, Revised and Expanded Edition, 2013
Alternative, Any textbook that covers
course topics
Course Assessment
11
Other Logistics
12
Communication
asamar@taibahu.edu.sa
- Include your name/ID in every email
- Place course number/section and email topic in the subject line
(e.g. CS487 - Project Question)
Microsoft Teams
- Individual/group meetings can be set up upon request
All announcements regarding the course will be posted on
Blackboard and/or emailed to your TaibahU email address
13
Today’s Agenda
01 Course Overview
02 Introduction to HCI
03 A Brief History
04 Course Mini-Project
05 Finishing Thoughts
Why are we here?
✗ Computing is everywhere!
✗ From desk-top to set-top to palm-
top to flip-top to wrist-top …
✗ User interfaces matter
✗ for efficiency, for convenience, for
commercial success, even for life
and death
✗ People time is more expensive than
computer time
✗ Everyone has stories of bad
interaction with user interfaces
15
16
So What is HCI?
✗ HCI examines what happens when a human and a computer system
interact to perform a task
✗ Task might be playing, learning, communicating, ...
■ Examples: write document, calculate budget, solve equation, learn topic,
drive home, monitor air traffic, …
✗ Narrowly: 1 user, 1 computer
✗ Focus on software, layout and operation of UI
✗ Broadly: people and computers
✗ Users’ mental processes, work practices
✗ Training; collaboration; management
✗ Social/organizational/health issues
17
18
19
Usability Goals
✗ Combination of:
✗ Satisfaction (utility, effectiveness, experience)
✗ Safety/robustness (low user error rate)
✗ Efficiency (performance speed, movement)
✗ Learnability (time to learn to get work done)
✗ Memorability (retention over time or when using infrequently)
✗ So, a usable system is easy to learn, easy to remember how to use,
effective, efficient, safe, and enjoyable to use
20
HCI != Usability
✗ Usability is only one part of HCI, but has been one of its main goals
✗ HCI studies involve:
✗ Developing guidelines and standards that support designers
✗ Developing methods to evaluate the user experience of a given
product/system
✗ Using mathematical models to predict users’ performance with a
system (e.g., laws for mouse movement time and models that predict
search time or mental effort)
✗ Investigating new interaction paradigms or new ways of integrating
technology in our lives (think smart clothes, touch displays, VR/AR,
voice-based interfaces, ...)
21
22
23
24
Famous Quotes
✗ “It is easy to make things hard. It is hard
to make things easy.” – Al Chapanis, 1982
✗ “Learning to use a computer system is like
learning to use a parachute – if a person
fails on the first try, odds are he won’t try
again.” – anonymous
25
26
27
28
29
Today’s Agenda
01 Course Overview
02 Introduction to HCI
03 A Brief History
04 Course Mini-Project
05 Finishing Thoughts
A Walk Through Time
Modern HCI
31
Modern HCI
32
Classical HCI
✗ Key concepts:
✗ Applying psychology research
✗ Cognitive modeling —>
✗ Methods:
✗ Controlled lab experiments
✗ User modeling
✗ Rigid guidelines
✗ User requirements
33
Modern HCI
- Second Wave, Late 80’s, Early 90’s -
34
Modern HCI
✗ Key concepts:
✗ External & distributed cognition —>
✗ Situated action
✗ Ethnomethodology & ethnography
✗ Activity theory
✗ Methods:
✗ Intensive, long term involvement
✗ Rapid prototyping
✗ Iterative (co-)design & evaluations
35
Modern HCI
36
Contemporary HCI
✗ Key concepts:
✗ Turn to design
✗ Turn to culture
✗ Turn to the wild —>
✗ Turn to embodiment
✗ Methods:
✗ Exploratory, creative methods (inspiration seeking)
✗ User involvement
✗ Co-design, accounting for human values and social norms
37
Today’s Agenda
01 Course Overview
02 Introduction to HCI
03 A Brief History
04 Course Mini-Project
05 Finishing Thoughts
Project Theme
Improve Something Out There!
Project Overview
Summary:
✗ Evaluate the usability of an interface (of a website, an application or any
computational system) and propose a validated redesign that will improve
the user experience
Goals:
✗ Evaluate existing computing-related task or problem
✗ Develop interface design alternatives for the task or problem
✗ Implement a prototype of your design
✗ Evaluate your design
Teams:
✗ Groups of 3 students
40
* Project concept and details are courtesy of Prof. David G. Kay @UCLA
What to Improve?
✗ Think about the problems people face when:
✗ Traveling
✗ Shopping
✗ Gaming
✗ Health care
✗ Working
✗ Can be any aspect of daily life!
✗ Design to support one particular kind of activity or relationship
that is important to you but which is not sufficiently well
supported by current tools
41
42
Project Phases
✗ The project is organized around the following milestones:
Part 0 - Team formation & topic choice
Part 1 - Existing system evaluation
Part 2 - Design alternatives and evaluation
Part 3 - New design proposal
✗ Each team is expected to deliver a report at the end of each phase
43
Deliverables Details
✗ P0 - Team formation & topic choice - (Week 1)
✗ Submit a one-page document with a team name, members names and
IDs, and topic or existing system to be studied
44
45
46
47
Project Presentation
✗ Final week of classes (Week 7)
✗ 10-15 minute project summary
✗ Motivation - what existing problem are you addressing?
✗ Evaluation (existing) - what problems does existing system have?
✗ ReDesign - what does your solution look like?
✗ Evaluation (new) - what did you do and what were the results?
✗ Conclusions - if you had more time, what would you do next?
48
49
Semester Weeks
1 2 3 4 5 6 7 8
(May 23) (May 30) (June 6) (June 13) (June 20) (June 27) (July 4) (July 11)
Project * P0 P1 P2 P3 Present
Quizez Q1 Q2
Mid ^ M1 M2
Final ◆
* All project reports are due by the end of the Saturday of their respective weeks
^ Midterm exams will be held during the first lecture of their respective weeks
50
Today’s Agenda
01 Course Overview
02 Introduction to HCI
03 A Brief History
04 Course Mini-Project
05 Finishing Thoughts
What’s Next?
Usability principles & techniques
User-centered design process
To Do:
Read: How HCI augments our everyday experience
(3-5 min)
Think about a bad experience you had interacting
with a user interface
52
Comic Relief :)
53
Resources & More…
Textbooks Chapters:
✗ Human-Computer Interaction - Ch1 and Ch2
Credits:
✗ Some slides content and illustrations are courtesy of:
✗ Prof. David G. Kay @UCLA, <link>
✗ Prof. John T. Stasko @GeorgiaTech, <link>
✗ Nigini Oliveira et al. @The Allen School, <link>
✗ Slides design and infographics, <slidescarnival.com>
54
Thanks!
Any questions?
Remember, you can find me at:
✗ Microsoft Teams
✗ asamar@taibahu.edu.sa
Samar Alsaleh
Summer 2021
Today’s Agenda
01 Usability Principles
02 User-Centered Design
03 Finishing Thoughts
Today’s Agenda
01 Usability Principles
02 User-Centered Design
03 Finishing Thoughts
What Makes a Good UI?
✗ Functionality
✗ Speed & efficiency
✗ Reliability, security, data integrity
✗ Standardization, consistency
✗ USABILITY !
Usability
“Extent to which a product can be used
by specified users to achieve specified
goals with effectiveness, efficiency and
satisfaction in a specified context of use.”
Remember…
✗ A usable system is:
✗ easy to use
✗ easy to learn
✗ easy to remember how to use
✗ effective to use
✗ efficient to use
✗ safe to use
✗ enjoyable to use
Abstract Generic
The Variety
✗ No “cookbooks” (sorry:/)
✗ No simple, universal checklists
✗ There are many concepts, principles, and guidelines to help you!
✗ You need to:
✗ Think from perspective of user
✗ Understand the higher level principles that apply across situations,
display types, etc.
✗ Implement the standards and guidelines following the specified rules
12
Levels of Consideration
1. Meta-display level
✗ Apply to the whole system, across media & across displays
✗ Focus on this in Basic Layout Stage
2. Display Layout
✗ Apply to groups of elements in a display
✗ Focus on this in Prototyping and Redesign
3. Element level
✗ Details about specific parts of a display
✗ Colors, sound attributes, symbols
18
19
Today’s Agenda
01 Usability Principles
02 User-Centered Design
03 Finishing Thoughts
Good Design, The Goal!
“Every designer wants to build a high-
quality interactive system that is admired by
colleagues, celebrated by users, circulated
widely, and imitated frequently.”
— Shneiderman, 1992
...and anything goes!...
22
Can you identify what’s bad about each?
More Bad Examples
23
Closer to Fine: A Philosophy
“The human user of any system is the focus
of the design process. Planning and
implementation is done with the user in
mind, and the system is made to fit the user,
not the other way around.”
— Bruce Walker
Traditional:
Requirements
✗ Sequential
Design
✗ Concerned with producing
Implementation software, software specification,
Validation maintainability, and testing
Maintenance
✗ Considers the interface to be just
another software component
Example, Waterfall Model
27
User-Centered:
Requirements
✗ Iterative
Design
✗ Focuses on an understanding of
Implementation the users and their context
Validation ✗ Interface design and evaluation
Users Needs Maintenance
are built in from the first stage of
projects, through implementation
Lots of Feedback!
28
✗ It can also:
✗ Reduce the number of decisions made out of the blue
✗ Help focus design activities
✗ Help document and defend decisions for later review 31
✗ Cut costs and increases user satisfaction and productivity
✗ Easy-to-use products
✗ Satisfy customers
✗ Decrease expenditures on technical
support and training
✗ Advertise ease-of-use successes
✗ Ultimately increase market share
32
01 Usability Principles
02 User-Centered Design
03 Finishing Thoughts
What’s Next?
Human roles and capabilities
To Do:
Watch: 3 Goals of UX Design (< 3 min)
Watch: Human-centered design in 60 seconds!
Form a project team and start working!
38
Comic Relief :)
39
Resources & More…
Textbooks Chapters:
✗ Human-Computer Interaction - CH2, CH3, CH4, and CH7
Credits:
✗ Some slides content and illustrations are courtesy of:
✗ Prof. David G. Kay @UCLA, <link>
✗ Prof. John T. Stasko @GeorgiaTech, <link>
✗ Nigini Oliveira et al. @The Allen School, <link>
✗ Slides design and infographics <slidescarnival.com/>
40
Thanks!
Any questions?
Remember, you can find me at:
✗ Microsoft Teams
✗ asamar@taibahu.edu.sa
Samar Alsaleh
Summer 2021
Today’s Agenda
03 Finishing Thoughts
Today’s Agenda
03 Finishing Thoughts
More About The UCD Process
✗ UCD is not just adding steps to an existing process—really
rethinking design!
✗ New priorities in allocating and timing use of resources
✗ Front-loaded, both in time and money
✗ Data-driven decision-making
Design Implications
✗ At each stage, consider how the details of your discovery process
affect your design
✗ For example:
Fact ➡ Implications
Range of text sizes
Users 16-80 yrs ➡ Range of grip strength
Some French speakers ➡ Multilingual interface
Astronaut users ➡ Extensive training available
Aesthetics less of an issue
Military context ➡ Ruggedness is critical 7
10
16
17
Today’s Agenda
03 Finishing Thoughts
Why Do We Care?
✗ Well, knowing the user informs the design
✗ If we’re designing interfaces for human users, it only makes sense
to know something about “how people work”
✗ This leads to better design and improved user performance!
✗ Time and effort expended to complete tasks
✗ Our brains don’t just “take pictures”; They process, select,
categorize, model, …
✗ Also, models of behavior are only part of the information we need
for successful design 19
The Human…
✗ In order to design something for someone, we need to better
understand them!
✗ To gain an understanding of what human are really like, we need to
know:
1. Human role
2. Human sensor
3. Human memory
4. Human cognition
20
5. Human performance
1
The Human Role
How is Human Viewed in HCI?
✗ Different roles engender different frameworks
✗ Human considered to be a…
1. Sensory processor
■ Experimental psych, sensory psych, …
2. Interpreter/Predictor
■ Cognitive psych, AI, …
3. Actor in environment
■ Activity theory, ethnography psych, …
22
2
The Human Sensors
Input-Output Channels
✗ Human interact with computes using input and output channels
1. Human Input
■ Input in human occurs mainly through the senses
● Sight, hearing, touch, taste and smell
➡ What senses do you use when using a computer?
2. Human Output
■ Output happens through the motor control of the effectors
(Responders)
● Limbs (arms, legs), fingers, eyes, head and vocal system
25
26
Visual Abilities
✗ Thee important features: sensitivity, acuity,
and movement
✗ Human vision abilities vary and usually
decrease with age
✗ Design implication:
➡ Font size and location depends on task;
➡ Much done by context and grouping 28
Color Vision
✗ Our perception of a color is affected by
the surrounding color
✗ Saturated colors (i.e., pure colors) require
more focusing than desaturated (i.e.,
pastels)
Does it hurt to read
✗ Design implication:
this message?
➡ Avoid saturated colors;
➡ Use redundant color coding when 29
possible
Color Deficiency
✗ 9% of the population are color blind (totally
or partially)
Want to test it?
✗ Color blind people tend to be more sensitive
to differences in brightness and saturation
✗ Design implication:
➡ UI should be understandable even
without colors; 30
➡ Use different hatched fills as well as colors
Visual Perception
✗ How human perceive size, depth, relative
distance, brightness, and color
What do you see?
Reading
“IS THIS EASY TO READ?” ✗ Reading from computer screen is slower
(Vs) than from a book
✗ 200 wpm on paper vs 180 wpm on screen
“Is This Easy To Read? ”
✗ Also, WORDS WRITTEN IN BLOCK CAPITALS
take longer to read than those in lower case
✗ Word shape is important to recognition
✗ Design implication ➡ Use shorter lines and
fewer words in a page; and UPPERCASE only 33
for individual letters and non-words
33
Read-Flow Principle
✗ Analyzing how people read and view
content on web pages, for page design
✗ Design implication:
➡ Action items (buttons, links) should
support the flow of the user in the
same way as reading occurs;
➡ The last action should be the most-
likely action to avoid backtracking 34
FLOW
34
3
The Human Memory
Let’s Talk Memory
✗ Can you
✗ name the last person you met yesterday?
✗ count the number of items you last purchased from market?
✗ Names/Objects are often missed out or recalled in wrong order
✗ Why?
✗ Its our ability to store and retrieve information
✗ This is the job of our memory system!
43
A Mode of Memory
✗ There are three types of memory function:
Attention
Rehearsal
45
Sensory Memory
✗ Buffers for the information received via senses
➡ Stores visual and auditory impressions
➡ Creates a persistent image
➡ Provides play-back of information
✗ Constantly overwritten by new information
✗ Very brief, but veridical representation of what
was perceived
✗ Details decay quickly (~.5 sec)
➡ Attention prevents decay
➡ Another task prevents attention 46
Memory Characteristics
✗ Things move from STM to LTM by rehearsal and practice and by use
in context
✗ We “forget” things due to decay and interference
51
✗ Stroop effect
✗ People will read whatever you put in
front of them
✗ Conflicting information cause slower
processing
Read text first and then the text color
✗ Design implications:
➡ Don’t interfere with the user’s natural
thought process
➡ Keep mixed messages to a minimum 54
4
The Human Cognition
Human Cognitive System
✗ Cognation is the mental action or process of acquiring
knowledge and understanding through thought,
experience, and the senses
✗ Humans are limited in their capacity to process
information; This has important implications for design
✗ There are four main processes of cognitive system:
✗ Selective Attention
✗ Learning
✗ Problem Solving
✗ Language 56
1. Selective Attention
✗ Many competing stimuli, but only limited capacity
✗ need to focus, and select
✗ We can focus on one particular thing
✗ Attention focus is voluntary or involuntary
✗ Factors affecting attentional focus include:
✗ meaningfulness, structure of display, use of color,
intensity, …
✗ Salient visual/auditory cues facilitate focus
✗ Boldface, blinking and beeping
57
✗ Can you think of other examples?
2. Learning
✗ Two types:
✗ Procedural Learning - How to do something
✗ Declarative Learning - Facts about something
✗ Involves memorization, understanding concepts & rules and
acquiring motor skills
✗ Facilitated by analogy, structure & organization, incremental units,
and repetition
✗ Hindered by previous knowledge (move from Mac to Windows)
✗ Design implication ➡ Use user’s previous knowledge in interface 60
3. Problem Solving
✗ Thinking involves reasoning and problem solving
✗ They both are based on storage of information in LTM, then application
of knowledge
✗ Reasoning can be:
✗ Deductive - If A, then B
■ E.g: It’s Monday, therefore we have an HCI lecture!
✗ Inductive - Generalizing from previous cases to learn about new ones
■ If every bird we have ever seen has wings, we infer all birds have wings
✗ Abductive - Reasoning from a fact back to the action/state that caused it
■ If our friend, always talks too fast when she is nervous 61
➡ Friend talks too fast → infer she is nervous
4. Language
✗ Rule-based
✗ How do you make plurals?
✗ Productive
✗ We make up sentences
✗ Key-word and positional
✗ Patterns
✗ Should systems have natural language interfaces?
63
5
The Human Performance
Human Performance
✗ Humans position themselves on the speed-
accuracy trade-off in a manner that is both
comfortable and consistent with their goals
✗ We may do multiple task, such as using computer,
taking with friends and listen to the music
✗ Human performance is
✗ correlated to their reaction time
✗ affected by emotions
✗ prone to errors
✗ subject to individual differences 65
Today’s Agenda
03 Finishing Thoughts
Comic Relief :)
Resources & More…
Textbooks Chapters:
✗ Human-Computer Interaction - Ch1
Credits:
✗ Some slides content and illustrations are courtesy of:
✗ Prof. David G. Kay @UCLA, <link>
✗ Prof. John T. Stasko @GeorgiaTech, <link>
✗ Nigini Oliveira et al. @The Allen School, <link>
✗ Slides design and infographics <slidescarnival.com/>
Thanks!
Any questions?
You can find me at:
✗ Microsoft Teams
✗ asamar@taibahu.edu.sa
Samar Alsaleh
Summer 2021
Today’s Agenda
03 Finishing Thoughts
Today’s Agenda
03 Finishing Thoughts
What Do You Remember About UCD?
✗ Most common method for UCD is Usability Testing
✗ “Testing” might be the wrong word
✗ exploratory more often than evaluative
■ Exploratory = qualitative
■ Evaluative = quantitative
✗ Combinations can be very effective
✗ Like all of UCD, issue-driven
✗ Scalable, from “discount” approaches to large validation exercises
✗ Watching the user DOING stuff 4
✗ immersion in the task is critical!
6
?✗ Can you identify which one is which?
Usability Testing Goals
✗ The goals of usability testing vary by study, but they usually include:
10
Flow of Information
✗ A usability-testing session involves a
participant and a facilitator who gives
tasks to the participant and observes
the participant’s behavior
✗ The facilitator administers tasks to the
participant
✗ As the participant performs these tasks,
the facilitator observes the participant’s
behavior and listens for feedback
✗ The facilitator may also ask followup
questions to elicit detail from the 11
participant
Today’s Agenda
03 Finishing Thoughts
Usability Testing Process
✗ To run an effective usability test, you need to:
1. Come up with a test plan
2. Recruit/Choose your test participants
3. Perform/Conduct the test
4. Analyze/Document/Report the findings
5. Plan the revision
13
1
The Plan
Planning a Usability Test
✗ One of the first steps in each round of usability testing is to develop
a plan for the test
✗ In this phase of the usability testing process, the team
✗ identifies the scope,
✗ defines goals,
✗ designates tasks,
✗ chooses the metrics to examine, and
✗ delegates testing roles
15
2
The Participants
Recruiting Usability Test Participants
✗ Screening and recruiting is arguably the most
difficult part of running a usability test
✗ With a usability test, the participants should
resemble your actual user base as closely as possible
✗ You shouldn’t be testing any random person
✗ Participants are chosen based on their
✗ demographics (age, sex, location, …) and
✗ the probability of them using the application i.e target
customer
✗ Ideally, we should recruit both experts and 22
beginners for this testing for better insights
Screening Participants
3
The Test
Running a Usability Test
4
The Findings
Analyzing The Results
✗ At the end of usability testing you will have collected
several types of data depending on the metrics you
identified in your test plan
✗ Start by analyzing each test one at a time and identify any
usability issue
✗ Where did they get stuck? Why did they get stuck? How
long did it take them to figure things out?
✗ Then you can start to compare tests side by side
✗ Did all of the users have the same problems? What similar
feedback did you get from participants?
✗ Look for trends and keep a count of problems that
occurred across participants
35
➡ If you can’t interpret the results, then your tests are
essentially useless!
5
The ReDesign
So What’s Next?
✗ For a usability test to have any value, you must use what you learn
to improve the interface
✗ You may not be able to implement all the recommendations as
developing any product is a series of trade-offs in which you balance
schedule, budget, people's availability, and the needed changes
✗ If you cannot implement all the recommendations, develop
priorities based on fixing the most global and serious problems.
✗ As you prioritize, push to get the changes that users need
✗ Remember that the cost of supporting users of a poorly-designed
interface is much greater than the cost of fixing the interface while 40
it is still being developed
Today’s Agenda
03 Finishing Thoughts
Comic Relief :)
44
To Do:
Follow the process you learnt today to evaluate the
existing system in your mini-project (part of P1 report)
Check out the following articles:
Usability Testing 101
Usability Testing Guide
Watch the following mini video series (< 3 min each)
1st Pillar of Usability Testing: Typical Users
2nd Pillar of Usability Testing: Appropriate Tasks
3rd Pillar of Usability Testing: Skilled Facilitator
45
Credits:
✗ Some slides content and illustrations are courtesy of:
✗ Usability.gov ➡ the leading resource for UX
✗ NNgroup.com ➡ world leaders in research-based UX
✗ Slides design and infographics <slidescarnival.com/>
46
Thanks!
Any questions?
You can find me at:
✗ Microsoft Teams
✗ asamar@taibahu.edu.sa