Professional Documents
Culture Documents
Hci 1
Hci 1
• What is HCI?
• How does HCI affect you?
• Why is HCI important to you?.
HCI
• “Human‐computer interaction (HCI) is the study of interaction between people(users) and computers. It is an
interdisciplinarysubject, relating computer science with many other fields of study and research. Interaction
between users and computers occurs at the user interface (or simply interface), which includes both hardware(i.e.
input and output devices) and software(for example determining which, and how, information is presented to the
user on a screen).”
HCI
• Inherently interdisciplinary
–Computer Science
–Human Factors and Ergonomics
• Industrial Engineering
–Industrial Design
–Graphics Design
–Psychology
–Anthropology
Goal of HCI
• Purposeful design of a system.
–Efficient, effective, and error free.
--- The chief difference from other interface design philosophies is that user‐centered design tries to optimize the
user interface around how peoplecan, wantor needto work, rather than the users to change how they work to
accommodate the system or function.”
UCD
• Involve users early
• Direct contact with users
• Continual user feedback
• Designers ARE NOTusers!
User Goals
• What are the user’s goals?
• How does the computer interface facilitate the
user attaining the goals?
HCI
• What does it mean for a computer to be usable?
• What do these terms mean?
Universal Usability
• Ultimate goal: addressing the needs of all users.
5W+H
• What/How
–Understand the physical and virtual interface components.
• For example, I/O devices, windows, icons, etc.
• Where/When
–Related to physical environment.
–Differences between office, portable, wearable systems.
• Who/Why –Types of tasks and skill sets required.
Norman’s Principles
• Provide a good conceptual model.
• Make things visible.
• Use good mappings.
• Provide feedback.
Johnson’s Principles
• Focus on the users and their tasks, not the technology.
• Consider function first, presentation later.
• Conform to the user’s view of the task.
• Do not complicate the user’s task.
• Promote Learning.
• Deliver information, not just data.
• Design for responsiveness.
• Try it on users first, then fix it.
Interaction Paradigms
• Innovation
• Computing Environments
• Analyzing Interaction Paradigms
• Interaction Paradigms
Memex: A Memex is a device in which an individual stores all his books, records, and communications, and which
is mechanized so that it may be consulted with exceeding speed and flexibility. It is an enlarged intimate supplement
to his memory.
Innovation - J. C. R. Licklider
• The Computer as a Communication Device (1968)
• Licklider envisioned something like the current manifestation of the Internet with its diversity of computing
technologies and platforms.
• OLIVER – (online interactive vicarious expediter and responder),
OLIVER was designed to be a complex of applications, programmed to carry out many low-level tasks, which
would
serve as an intermediary between the user and his or her online community.
OLIVER would manage files and communications, take dictation, and keep track of transactions and appointments.
In what ways has the Ultimate Display become manifest in our current computing environments?
Computing Environments
• Physical Computing Environment
• Social Computing Environment
• Cognitive Computing Environment
Interaction Paradigms
• Large Scale Computing
• Personal Computing
• Networked Computing
• Mobile Computing
• Collaborative Environments
• Virtual Reality
• Augmented Reality
Interaction Paradigms
Large Scale Computing
• The original mainframe computers were large-scale computing machines, referred to as hosts
• They resided in a central location
• They were accessed by remote alphanumeric terminals equipped with keyboards
–The terminals were referred to as “dumb terminals”
–These systems are also referred to as host/terminal systems
• They were programmed using punch cards
• Time-sharing services (TSSs) were schemes that used the downtime of one user for another user who was currently
active.
• Mainframe computers are currently used in enterprise computing environments like Wall Street
EX: IBM Mainframes photo album
• Super Computers
–These highly specialized machines crunch large amounts of data at high speed, as in computing fluid dynamics,
weather patterns, seismic activity predictions, and nuclear explosion dynamics.
–Supercomputers are used for the very high speed backbone (vBNS)connections that constitute the core of the
Internet.
EX: National Center for Super Computing Applications (NCSA)
Personal Computing
Desktop Computing: The Alto, developed at the Xerox Palo Alto Research Center in 1973, was the first computer
to use a GUI that involved The desktop metaphor: pop-up menus, windows, and icons.
Personal Computing
• Personal-Public Computing
–Public Access Computing
– The information divide
–Public Information Appliances
Networked Computing
• Licklider –The Galactic Network
• ARPAnet - 10:30 pm on October 29, 1969
• Scope
–WAN – Wide Area Network
–MAN – Metropolitan Area Network
–LAN – Local Area Network
–PAN –Personal Area Network
• Wired - Wireless
–Wi-Fi (IEEE 802.11x)
–Bluetooth
–3G
Mobile Computing
• Mobile computing technologies comprise a very diverse family of devices:
–Laptop computers
–Tablet computers
–Game players
–MP3 players
–PDAs
–Cell phones
• Mobile devices can be connected to global positioning systems(GPS)
– These have touchscreens and voice interaction to alleviate potential visual attention problems during
driving
• Mobile devices can offer situational computing that can take advantage of location-specific information through
location-based mobile services (LMS).
– LMS can be beneficial for location-sensitive advertisements, public service announcements, social interactions,
and location-specific educational information.
Collaborative Environments
• Networks allow members of a group to interact with other members on shared files and documents.
–This creates a virtual space where people can collaborate and work collectively.
–Groupware
• Collaborative work
–Communication
–Coordination
–Organization
–Presentation
• Computer-mediated communication (CMC)
• Computer-supported cooperative work (CSCW)
• What are some of the different types of groupware?
• Remote interaction
–Synchronous
• Video conferencing
• Instant messaging
• Chat rooms
• Remote access white boards
–Asynchronous
• Recommender systems
• Bulletin boards
• Email
• Face-to-face
–Smart rooms
• Projectors
• Smart Boards
• Collaboratory (Laboratories without walls)
–Developed to allow the scientific community to perform and share research projects and results regardless
of physical Location.
EX: The Research Collaboratory for Structural Bioinformatics (RCSB), • The Chimpanzee Collaboratory, •
The National Fusion Grid
Embodied Virtuality
Some of us use the term “embodied virtuality” to refer to the process of drawing computers out of their electronic
shells. The “virtuality” of computer-readable data—all the different ways in which it can be altered, processed and
analyzed—is brought into the physical world
• How do we disperse computing functionality throughout the environment?
• What form should EV computing take?
• What kind of interface does it require?
• How much control should we retain, and how much should be automated?
• Four discernable currents in EV (location/operation)
Side 1—Portable/manual (sometimes wearable) devices such as cell phones, MP3 players, digital cameras, and
PDAs offer portable functionality the user can manipulate.
Side 2—Manual/fixed devices such as ATMs and kiosks are manipulated by the user but are fixed in place.
Side 3—Portable/automated devices are read by situated sensors, such as the car transceivers used for toll both
payments. There are no possible manual operations.
Side 4—Automated/fixed devices such as alarm sensors can be used to detect the presence of intruders or industrial
hazards.
• Emerging fields
– Ubiquitous/pervasive computing
– Invisible/transparent computing
– Wearable computing
Embodied Virtuality
• Embodied Virtuality Environments and Their Characteristics
Virtual Reality
• The goals of the virtual reality (VR) community are the direct opposite of the goals of the EV
community.
– EV strives to integrate computer functionality with the real world
– VR strives to immerse humans in a virtual world
• Virtual reality technologies can be divided into two distinct groups:
– Nonimmersive environments
– Immersive environments
• Nonimmersive - screen-based, pointer-driven, threedimensional (3D) graphical presentations that may involve
haptic feedback
– VRML
– QuickTime VR
• Immersive VR environments are designed to create a sense of “being” in a world populated by virtual objects.
– To create a convincing illusion, they must use as many human perceptual channels as possible.
• VR I/O devices
– Head Mounted Display (HMD)
– Spatial Immersive Display (SID)
– Cave Automated Virtual Environment (CAVE)
• VR I/O devices
– Head-movement-tracking systems
– Passive systems
• Platform device
– Flight simulation
– Active locomotion systems
• Treadmill
– Military training
• Applications
– Engineering
• Computer-aided design (CAD) and VR
• Clemson Research in Engineering Design and Optimization
– Virtual Reality Design Tools > Virtual Reality (VR) related Projects:
– Education
– Psychology
• Treatment of phobias
– Spiders
– Agoraphobia
– Claustrophobia
– Fear of flying
Augmented Reality
• The goal of AR is to create a seamless integration between real and virtual objects in a way that augments the
user’s perception and experience.
• Criteria for AR environments
– The virtual information must be:
• Relevant to and
• in sync with the real-world environment
• AR I/O devices
– Heads Up Displays (HUD)
• Optical see through
• Video see through EX: GOOGLE GLASS
Chapter 2:
Interaction Styles
Interaction Styles
• Frameworks for Understanding Interaction
• Coping with Complexity
–Avoid “cluttering”, mixing-up, becoming too eclectic
–Good for analysis/evaluation?
Consistency often thought of in re. to interaction styles
• Interaction Styles vs. Paradigms
–Not so much to do with what we plan on using computers for
Frameworks for Understanding Interaction
• We are going to talk about two different (or more) interaction models/frameworks:
–Execution/Evaluation Action Cycle
–Interaction Framework
•A framework is basically a structure that provides a context for conceptualizing something
•We can (also) use these frameworks to:
–Structure the design process
–Help us to identify problematic areas within the design
–Help us to conceptualize the problem space as a whole
Gulf of Execution
•Does the interface allows us to carry out the actions required by the intention?
Goal = save a file
Intention = use the file menu
Action = click the save option
•Is there a save option in the file menu?
• Given a particular interface design, how easily can you:
–Determine the function of the device?
–Determine what actions are possible?
–Determine mapping from intention to physical movement?
–Perform the action?
–Determine whether the system is in the desired state?
–Determine the mapping from system state to interpretation?
–Determine what state the system is in?
Interaction Framework
• Abowd and Beale expanded on the EEC to include the system
• System (S)—Uses its core language (computational attributes
related to system state)
• User (U)—Uses its task language (psychological attributes
related to user state)
• Input (I)—Uses its input language
• Output (O)—Uses its output language
Mental Models
• A mental model is a cognitive representation of something that defines a logical and believable estimation as to
how a thing is constructed or
how it functions
–Transparent objects expose their functions
• Bicycles
–Opaque objects hide their functions
• Computers
• “Bee in a box”
• Mental models are:
–Unscientific—They are often based on guesswork and approximations.
–Partial—They do not necessarily describe whole systems, just the aspects that are relevant to the persons
who formulate them.
–Unstable—They are not concrete formulations, but evolve and adapt to the context.
–Inconsistent—They do not necessarily form a cohesive
-whole; some parts may be incompatible with other parts of the same model.
–Personal—They are specific to each individual and are not universal concepts that can be applied
generically.
MAXIM
Designs that align with a user’smental model will be easier for him or her to use
•How can we ascertain information about a user’s mental model?
Mapping
• The concept of mapping describes how we make connections between things
Semantic and Articulatory Distance
• Semantic Distance
–The distance between what people want to do and the meaning of an interface element.
• Articulatory Distance
–The distance between the physical appearance of an interface element and what it actually means.
Affordances
• The affordances of some interfaces can be intuitively understood: a steering wheel affords turning, and a door bell
affords pushing.
• These connections allow us to make predictions about the results of our actions and help us to create usable mental
models.
• Affordance Confusion- when certain aspects of an object do not work in a way in which we assume they should
• Norman considers an affordance to be a relationship between an object and a user, not a property of an object
• What may be an affordance to one person may not be to another
• The perception of affordance fosters usability
• The affordances a user may need must be present
• Affordances must not contradict the user’s expectations