• Able to define interaction design and human-computer
interaction; • Describe the concepts of usability, user experience and user- centered design. • Describe the lifecycle model of interaction design. Human-Computer Interaction
• Human-computer interaction (HCI) is a
multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design. Human-Computer Interaction User Experience and User Interface • Technology provides a much faster means of accomplishing tasks. However, some may say that technology can be intimidating and hard to grasp. It is therefore a must to explore ways by which interacting with technology can be improved to enhance overall human experience. Although one may argue that experience is subjective, e.g., determining, which is better between iOS and Android, there are ways to ensure that a computer will interact well with its user. User Experience and User Interface • When developing a product or application, two of the major concerns of designers are user interface (UI) and user experience (UX). • The UI of a product refers to the interface by which a user interacts with the product. Thus, UI design primarily focuses on two things: ✓ (a) anticipating what users might need to do and ✓ (b) ensuring that the interface has elements that are easy to access, understand, and use. UI design is mostly focused on the visual experience of a user. • UX Design focuses on the overall experience of a user. Aside from ease of use, UX design also takes into account one's emotional responses. UX design prioritizes the logical journey of a user to a desired task. It is a human- first way of designing a product. User Experience and User Interface • What is a good example of an application with a bad UI and UX design? ✓Consider websites that display annoying advertisements or has . lot of pop-up ads. Such websites can hinder the happiness of the user while visiting the website. In the UI and UX design of the Google search engine, such concern is addressed in two ways (a) advertisements are only placed at the top of a webpage (b) only a few advertisements are displayed. ✓Another example of a significant improvement in UI design is evident in the history of mobile phone interfaces. Back in the early 2000s, mobile phones are not yet smart, le., they cannot connect to the Internet. In those days, common mobile phones are designed with a so-called keypad. User Experience and User Interface • The keypad functions both as a mouse and keyboard in desktop computers. The keypad has arrow keys, select keys, and number keys. The number keys are also used to type in letters and symbols. Back then, one has to press the key for number 'i' three times to type in the letter 'c.' Also, the screens of the mobile phones are small. Most of the space is occupied by the keypad. User Experience and User Interface • With the touchscreen innovation and adaptation, mobile phones no longer have keypads and instead have big mobile phone screens. • The user input is mostly touch-based, i.E., Touch an icon to select and a virtual keyboard. • Smartphones today also measure how long an icon is touched. As a result, a long press can be distinguished from a short one. • In the home screen, one can use a short press to open an app and a long press, for example, to remove an app. Also, smartphones today, with the help of the internet, can recognize voice commands so that one can open applications even without touching his/her phone. • With voice assistants like google assistant and siri, one can even perform complex tasks like searching and answering questions. Wearable Computers • As technology improves, human- computer interaction also improves, not just at the level of software design but even at the level of hardware. • For example, in the domain of computer games, better game controllers have been developed that enhances user experience. Wearable Computers • In 2006, Nintendo released Wii. This introduced a new paradigm in home gaming, with its breakthrough ability of manipulating items on screen by simply pointing and recognizing gestures through an accelerometer and optical sensor technology. Kinect, a similar but more advanced console was released in 2010 by Xbox. • It does not have any wearable piece of equipment; instead data are collected through a camera, a microphone and a depth sensor. It features a 3D motion capture and uses machine learning algorithms for different types of recognition: gesture, voice, and facial recognition. Wearable Computers
Depth perception using the
infrared camera Wearable Computers
Transfer of information from
the camera to the TV screen you see Wearable Computers • Significant improvement in user experience may also be greatly influenced by the prevalence of so-called wearable computers. • A wearable computer is a computing device that is either strapped to or carried on a user's body. Itis used most often in entertainment (where the person wearing the computer actually moves or is otherwise engaged with his or her surroundings); in research that focuses on behavioral modeling; in health monitoring systems; and in many IT solutions. • Wearable computers provide constant computer and user interaction. Wearable Computers • Significant improvement in user experience may also be greatly influenced by the prevalence of so-called wearable computers. • A wearable computer is a computing device that is either strapped to or carried on a user's body. Itis used most often in entertainment (where the person wearing the computer actually moves or is otherwise engaged with his or her surroundings); in research that focuses on behavioral modeling; in health monitoring systems; and in many IT solutions. • Wearable computers provide constant computer and user interaction. Wearable Computers • Wearable computers that are designed fa commercial use have smart sensors that can easily recognize patterns made by the human body. • The occurrence of such sensors has opened a lot of possibilities for software development Wearables like Fitbit tracker and Apple Watch have been commonly used for health purposes, e.g., monitoring heart rate, number f steps walked, quality of sleep, and calories burned. • Today, such type of wearables can already be synced to a compatible smartphone, thereby improving user experience. Virtual Reality • The dawn of high performing processors has led to the realization of technologies, which has taken the user experience to unimaginable levels. The development of user interfaces has transcended - from just visual experience to more interactive platforms - to make user experience more immersive. Virtual Reality Virtual Reality • Virtual Reality (VR) technologies completely immerse a user inside synthetic environment, and as a result, the user cannot see the real world around him. ✓For example, using VR can enable one to be in a fantasy world discover space or be in a different part of the world. The most common setup for VR involves a headset, integrated audio, and motion controller. • The most important component is the headset. When a user is in the virtual world, the way he moves his headset influences his view, making it look like he is exploring the virtual world. Virtual Reality • In most low-end, mobile-based devices, VR experience is designed for a person that is stationary during the entire experience. When the user wants to walk or reach under a table in the virtual environment, the user commonly uses an external controller like a joystick in order move. Into contrast, majority of high-end VR hardware allows room-scale experience. • In such case, real-life movements of a user are tracked and influences the digital environment. This implies that when one walks in the physical world. this is also translated as walking in the virtual environment. • Room-scale experience provides a more immersive experience. However,italso has setbacks. ✓ For example, it needs a wide empty physical space for walking otherwise, the user may bump into physical obstacles. Also, the limits of the real-world physical barriers must be reflected as boundary the digital world. Virtual Reality • In most low-end, mobile-based devices, VR experience is designed for a person that is stationary during the entire experience. When the user wants to walk or reach under a table in the virtual environment, the user commonly uses an external controller like a joystick in order move. Into contrast, majority of high-end VR hardware allows room-scale experience. • In such case, real-life movements of a user are tracked and influences the digital environment. This implies that when one walks in the physical world. this is also translated as walking in the virtual environment. • Room-scale experience provides a more immersive experience. However, it also has setbacks. ✓ For example, it needs a wide empty physical space for walking otherwise, the user may bump into physical obstacles. Also, the limits of the real-world physical barriers must be reflected as boundary the digital world. Virtual Reality • One example of a high-end VR hardware is the Oculus Rift It has three components: a headset, touch controllers, and rift sensors. The touch controllers are worn on the hands and thus provide intuitive hand presence. This creates the feeling that your virtual hands are actually your own. The rift sensors track movements of the user so that such movements can be reflected in the VR environment. Virtual Reality Other examples of VR hardware available in the market today include HTC Vive, PlayStation VR, Google Daydream, and Google Cardboard. Unlike Oculus Rift, which needs external hardware like sensors and controllers, some low-end VR devices can function even by using a smartphone. For example, one can create their own VR headset using instructions given in the Google Cardboard website (https://vr.google.com/cardboard/get-cardboard/).Using Google Cardboard, a user can be immersed in a virtual world, albeit for a limited one, even by simply holding up a smartphone display in one's face. Augmented Reality • Augmented Reality (AR) is taking digital or computer generated information -whether it be images, audio, video, and touch or haptic sensations - and overlaying them on real-time environment . • Augmented Reality technically can be used to enhance all five senses, but its most common present-day use is visual. Unlike VR that creates a computer-simulated reality and completely isolates the user from the real-world, Augmented Reality Augmented Reality • AR enriches the real-world with computer-generated input to add value to the physical world we experience. Some popular mobile applications that offer basic AR are Snapchat, Instagram, Yelp, and Pokémon Go. Whenever you add bunny ears to your image in Snapchat or have Pikachu appearing at your classroom, you are using AR. Today, AR can be used in one's day-to- day communication and Functions. Augmented Reality • The iPhone X released in 2018 boasted AR features like Ikea Place and Tap Measure. Other well-known consumer AR products include heads-up displays in car windshields and wearables like smart glasses. Smart glasses enable notifications, reminders, and other applications to be superimposed onto a field of view. • While majority of these applications only provide a digital overlay on a physical environment, other sophisticated forms of AR take a view of the real world and integrate digital content that can interact with the view of the physical world.For example, this enables the user to drop a ball off the walls and floor in the real world. Other forms of AR enable a user to interact with the digital elements. Microsoft HoloLens is one example of an existing AR headset having such capability. Thank You for listening