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invented one of the first links.

WEEK 1: THE HUMAN, THE COMPUTER, THE


INTERFACE WHAT INTERACTION DID YOU SEE
EARLY BEGINNINGS OF COMPUTING IN 1945 • MECHANICAL
• POOR FEEDBACK
Harvard Mark I - was a large computer • SPECIALIST USE
designed to assist in differential equation • PROCESS CONTROL
numerical computation. It was developed at • CALCULATIONS
Harvard University by Howard Aiken and was • NO INTENTION TO ADDRESS
funded and installed by IBM. The computer (or THE MASS MARKET
the IBM Automatic Sequence Controlled
Calculator (ASCC)) was known as the Harvard DEVELOPMENT
Mark I. • EXTREMELY DIFFICULT TO USE
- The Harvard Mark 1 is a room-sized, relay-based • LARGE AND EXPENSIVE
calculator. The machine had a fifty-five • “PEOPLE TIME” (LABOUR)
feet long, eight feet high, and 5 tons in • USED BY SPECIALISTS
weight. • NO KNOWLEDGE ABOUT HOW
TO MAKE USE EASIER
E.N.I.A.C - all-electronic calculating machine was
proposed by physicist John Mauchly in 1942. Human-computer interaction (HCI)
Meanwhile, the U.S. Army needed is a collaborative area of research
complicated wartime ballistics tables to be that focuses on computer
measured. technology development and, in
ENIAC (Electronic Numerical Integrator And particular, human (user) interaction
Computer), designed between 1943 and 1945, with computers.
was the first large-scale computer to operate
without being slowed by any mechanical PRINCIPLE OF HCI (USABILITY)
components at the electronic level. USEFUL
• Accomplish what is required
PDP-1 (Programmed Data Processor-1) (functional, does things)
computer build in 1959. USABLE
It was the first consumer computer that • Do it easily and naturally without error
concentrated on user interaction instead (does the right things)
of the productive use of computer USED
process. • Make people want to use it
- The first computer game is generally (be attractive, acceptable to org.)
assumed to be the game Spacewar!,
developed in 1962 at MIT (Stephen
Russell a.o.). Spacewar originally ran on a WHY DO WE NEED TO UNDERSTAND
PDP-1 computer the size of a large car. HUMAN IN HCI
Humans are limited in their
Grace Murray Hopper capacity to process information.
The American computer scientist and This has important implications
rear admiral of the United States for design.
Navy was Grace Brewster Murray Interacting with technology is
Hopper. cognitive
She was one of the first Harvard Mark Human Information Processing is
I computer programmers and a referred to as cognition
computer programming pioneer who
INPUT-OUTPUT CHANNELS

Vision - Human vision is a highly complex


activity with a range of physical and
perceptual limitations, yet it is the
primary source of information for the
average person.

Hearing - The sense of hearing is often


considered secondary to sight, but
we tend to underestimate the
amount of information that we
receive through our ears.
Muller-Lyer illusion is a well known optical illusion in
Touch - The third and last of the senses that
which two lines of the same length appear to be
we will consider is touch or haptic
of different lengths. The illusion was
perception. Although this sense is
first created by a German psychologist named Franz Carl
often viewed as less important than
Muller-Lyer in 1889.
sight or hearing, imagine life without it.
Muller-Lyer illusion is that our brains perceive the
depths of the two shafts based upon depth cues.
Movement - Before leaving this section on the
When the fins are pointing in toward the shaft of
human’s input–output channels, we
the line, we perceive it as sloping away much like
need to consider motor control and
the corner of a building.
how the way we move affects our
interaction with computers.
What is human memory?

Memory refers to the processes that are used to


acquire, store, retain, and later retrieve information.
Human Information is stored in memory:
• Sensory Memory
act as buffers for stimuli received through the senses.
A sensory memory exists for each sensory channel:
iconic memory for visual stimuli, echoic memory for
aural stimuli and haptic memory for touch.
These memories are constantly
overwritten by new information coming
in on these channels.

• Short-term (Working) Memory


Short-term memory or working memory
acts as a ‘scratch-pad’ for temporary
recall of information. It is used to store
The Ponzo illusion is an
information which is only required
optical illusion that was first
fleetingly.
demonstrated by the Italian
Short-term memory can be accessed
psychologist Mario Ponzo
rapidly, in the order of 70 ms. However,
(1882-1960) in 1913.
it also decays rapidly, meaning that
He suggested that the human mind judges an
information can only be held there
object's size based on its background.
temporarily, in the order of 200 ms.
He showed this by drawing two identical lines
long-term memory
across a pair of converging lines, similar to
railway tracks.
• Long-term Memory.
If short-term memory is our working
memory or ‘scratch-pad’, long-term
memory is our main resource. It refers to computer memory chips
Here we store factual information, containing permanent or semi-permanent
experiential knowledge, procedural data.
rules of behavior – in fact, everything Used to store the start-up instructions for a
that we ‘know’. computer, also known as firmware.
Unlike working memory there is little ROM is non-volatile; even after you turn off
decay: long-term recall after minutes is your computer, the contents of ROM will
the same as that after hours or days remain. ROM is mostly used for firmware
updates

THE COMPUTER LONG TERM MEMORY

A computer system comprises various elements, Hard disk drive (HDD) - is a magnetic
each of which affects the user of the system. storage device that is installed
inside the computer.
Input device - are the hardware devices which Solid-State Drive (SSD) - Uses integrated circuit
take information from user of the computer system, assemblies to store data persistently, typically
convert it into electrical signals and transmit it to the using flash memory.
processor.
OPTICAL DRIVE
Output device - It is used to present information to the READ ONLY MEMORY (ROM) – media that is pre-
user from a computer. recorded
Output devices take data from the computer system RECORDABLE (R) – Media that can be recorded
and convert it to a form that can be read by humans. once.
REWRITABLE (RW) – rewritable media that can ba
Computer memory is a generic term for all of the recorded, erased and recorded.
different types of
data storage technology that a computer may use, Interaction models help us to understand what is
including RAM, going on in the interaction between user and
ROM, and flash memory system.
They address the translations between what the
user wants and what the system does.

SHORT TERM MEMORY


Random Access Memory is your
system's short-term data storage;
it stores the information your
computer is actively using so that TYPES OF USER INTERFACES
it can be accessed quickly.
The more programs your system Command Line Interface
is running, the more memory • Expressing instructions to the computer directly
you'll need. • Use function keys, single characters, short
abbreviations, whole words, or a combination
LONG TERM MEMORY • Suitable for repetitive tasks
ROM (Read-Only Memory) • Better for expert users than novices
• Offers direct access to system functionality
• Command abbreviations should be meaningful • followed by Lotus 1-2-3
• MS Excel most common today
Menu Interface • Sophisticated variation of form-filling.
Set of options displayed on the screen • grid of cells contain a value or a formula
• less recall - easier to use Windows, Icon, Mice, and • formula can involve values of other cells
Pointer • e.g. sum of all cells in this column
• or windows, icons, mice, and pull-down menus! • user can enter and alter data
• default style for majority of interactive computer • spreadsheet maintains consistency
systems, especially PCs and desktop machines
WIMP INTERFACE WIMP Interface
• Used in .. Windows, Icon, Mice, and Pointer
• Multimedia, web browsers and hypertext • or windows, icons, mice, and pull-down menus!
• Minimal typing • default style for majority of interactive computer
• Use in ATM’s systems, especially PCs and desktop machines
• rely on recognition so names should be meaningful
• Selection by: Point and click Interface
• numbers, letters, arrow keys, mouse combination • Used in ..
• Often (frequent) options hierarchically grouped • Multimedia, web browsers and hypertext
• Restricted form of full WIMP system • Minimal typing
• Use in ATM’s
Natural Language
Familiar to user 3D Interfaces
• Speech recognition or typed natural language Virtual reality
• Problems • ‘ordinary’ window systems
• vague · ambiguous · hard to do well! • highlighting visual
• Solutions • 3D workspaces
• try to understand a subset • use for extra virtual space
• pick on key • light and occlusion give depth
• distance effects
Querty Interface
Question/answer interfaces WEEK 2: THE DESIGN INTERACTION
• user led through interaction via series of
questions Design - it is the process
• suitable for novice users but restricted of envisioning and planning the
functionality creation of objects, interactive
• often used in information systems systems, buildings, vehicles, etc.
• Query languages (e.g. SQL) It is user-centered, users are at the heart
• used to retrieve information from database of the design thinking approach.
• requires understanding of database structure
and language Understanding user’s needs
• syntax, hence requires some expertise - Need to take into account what people
are good and bad at
Form-Fills Interface - Consider what might help people in the
Primarily for data entry or data retrieval way they currently do things
• Screen like paper form. - Listen to what people want and get them
• Data put in relevant place Involved
• Requires - Use tried and tested user-based
• good design Methods
• obvious correction facilities
Interaction Design - Designing interactive products
Spreadsheets Interface to support people in their
First spreadsheet VISICALC, everyday and working lives
Sharp, Rogers and Preece (2002) People involved in the design of all the interactive
The design of spaces for aspects of a Product
human communication and
interaction Winograd (1997) USABILITY ENGINEERS
People who focus on evaluating products, using usability
Goal of Interaction Design methods and principles
- Usable
- Easy to learn WEB DESIGNERS
- Effective People who develop and create the visual design of
- Enjoyable experience websites,
- Involved user such as layouts

Evolution of HCI Interfaces INFORMATION ARCHITECTS


50 – Level for engineers , switch panels people who come up with ideas of how to plan and
60-70 – Programming level , COSOL Fortran structure
80 – interaction dialogue, GUI Multimedia interactive products
90 – Work setting , networked setting
00 – Widespread, rf, Bluetooth technology, mobile USER EXPERIENCEDESIGNERS
devices and etc. people who do all the above but who may also carry out
field
Human-computer interaction (HCI) is studies to inform the design of products
“concerned with the design, evaluation and
implementation What is involved in the process of interaction design
of interactive computing systems for human use and • Identify needs and establish requirements
with • Develop alternative designs
the study of major phenomena surrounding them” • Build interactive prototypes that can be communicated
(ACM SIGCHI, 1992, p.6) and assessed
• Evaluate what is being built throughout the process
INTERACTION DESIGN IN BUSINESS
Core characteristics of interaction design
NIELSEN NORMAN GROUP • Users should be involved through the development
The Nielsen Norman Group is an American computer of the project
user interface and user experience consulting firm, • Specific usability and user experience goals need
founded in 1998 by Jakob Nielsen and Don Norman. to be identified, clearly documented and agreed at
“help companies enter the age of the consumer, the beginning of the project
designing human-centered products and services”. • Iteration is needed through the core activities

SWIM INTERACTIONS Design principles


Swim is a San Francisco-based design consultancy. • Generalizable concepts for thinking about different
Founded by Gitta Salomon in 1996, : “provides a wide features of design
range of design services, in each case targeted to address • The do’s and don’ts of interaction design
the product development needs at hand”. • What to provide and what not to provide at the
interface
IDEO-DESIGN COMPANY • Derived from a mix of theory-based knowledge,
IDEO is a design and consulting firm with offices in the experience and common-sense
U.S., England, Germany, Japan, and China. It was
founded in Palo Alto, California, in 1991. The company Important Interaction Design Principles
uses the design thinking approach to design products, VISIBILITY
services, environments, and digital experiences. FEEDBACK
CONSTRAINTS
INTERACTION DESIGNERS AFFORDANCES
MAPPING
CONSISTENCY movements and the results in the world
Consistency - Design interfaces to have similar
Feedback operations and use
• Sending information back to the user about similar elements for similar tasks
what has been done • For example:
• Includes sound, highlighting, animation and • always use ctrl key plus first initial of the command
combinations of these for an operation – ctrl+C, ctrl+S, ctrl+O
e.g. when screen button clicked on provides • Main benefit of consistent interfaces are easier to
sound or red highlight feedback: learn and use

Constraints Internal consistency - refers to designing operations to


• Restricting the possible actions that can be behave the same within an application.
performed • Difficult to achieve with complex interfaces
• Helps prevent user from selecting incorrect options • External consistency - refers to designing operations,
• Three main types (Norman, 1999) interfaces, etc., to be the same across applications
• Physical Constraints – the way physical objects restrict and devices
the movement of things. • Very rarely the case, based on different designer’s
• Cultural Constraints – A mechanism for putting preference
knowledge in the world by adhering to a known
convention WEEK 3: UNDERSTANDING &
Cultural constraints rely on learned CONCEPTUALIZING INTERACTION
Conventions constraints
Interaction Design Principles Assumption - something that
Universal Cultural Constraints- Once accepted by more you assume to be the case, even
than one without proof.
cultural groups, they become • Taking something for granted when
universally accepted conventions. it needs further investigation.
They cannot be change easily
AB Claim - State or declare that something is
• Logical Constraints – exploits people’s everyday the case, typically without providing
common sense reasoning about the way the world evidence or proof.
works. • Stating something to be true when
it is still open to question
How to design more logically
a. Provide direct adjacent mapping between icon Concept - Concepts are described in the
and connector mind, in expression, or in thought,
b. Provide color coding to associate the connectors as abstract concepts or general
with the labels notions. The fundamental
building blocks of theories and
Affordances - Refers to an attribute of an object that values are considered to be
allows people these. In all aspects of cognition,
to know how to use it they play a significant part.
• e.g. a mouse button invites pushing, a door handle
affords pulling Conceptual Model - Conceptual models are abstract,
• Norman (1988) used the term to discuss the design of psychological representation of a system,
everyday objects made of the composition of concepts which
• Since has been much popularized in interaction design are used to help people know, understand,
to discuss how to design interface objects or simulate a subject the model represents.
• e.g. scrollbars to afford moving up and down, icons to
afford clicking on. A conceptual model is:
“…a high-level description of how a system is
Mapping - Relationship between controls and their organized and operates”
-Johnson and Henderson, 2002 • Very common conceptual model, underlying a
Enables diversity of devices and systems
“…designers to straighten out their thinking • e.g. word processors, VCRs, vending machines
before they start laying out their widgets” • Main benefit is that instructing supports quick and
-Johnson and Henderson, 2002 efficient interaction
• good for repetitive kinds of actions performed on
Steps in formulating conceptual model multiple objects
What will the users be doing when carrying out their
tasks? Conversing - Where users Underlying model of having
• How will the system support these? a conversation
• What kind of interface metaphor, if any, will be with another human
appropriate? • Range from simple voice recognition menu-driven
• What kinds of interaction modes and styles to use? systems
- always keep in mind when making design decisions to more complex ‘natural language’ dialogs
how the • Examples include timetables, search engines, advice-
user will understand the underlying conceptual model giving systems, help systems
• Also virtual agents, toys and pet robots designed to
Benefits of conceptualizing converse with you
Orientation – Enables design teams to ask • a system and tell it what to do
specific questions about how • e.g. tell the time, print a file, save a file
the conceptual model will be
understood Manipulating
Open-minded – Prevents design teams from • Involves dragging, selecting, opening, closing
becoming narrowly focused and zooming actions on virtual objects
early on. • Exploit’s users’ knowledge of how they move
Common Ground - allows design teams to and manipulate in the physical world
establish a set of commonly • Can involve actions using physical controllers
agreed terms. • (e.g. Wii) or air gestures (e.g. Kinect) to control the
movements of an on
Interface Metaphors - An interface metaphor in user screen avatar
interface design is a collection of graphics, behavior and • Tagged physical objects (e.g. balls) that are
processes of the user interface that leverage basic manipulated in a physical world result in
information that users already have of other physical/digital events (e.g. animation)
domains.
• Interface designed to be similar to a physical entity but Direct Manipulation
also has • Continuous representation of
own properties objects and actions of interest
• Can be based on activity, object or a combination of • Physical actions and button
both pressing instead of issuing
Benefits commands with complex syntax
• Makes learning new systems easier • Rapid reversible actions with
• Helps users understand the underlying conceptual immediate feedback on object
model of interest
• Can be very innovative and enable the realm of
computers and their applications to be made more Why are DM interface enjoyable?
accessible to a greater diversity of users • Continuous representation of objects and actions of
interest Novices can learn the basic functionality
INTERACTION TYPES quickly
• Experienced users can work extremely rapidly to carry
Instructing out a wide range of tasks, even defining new functions
Where users instruct a system and tell it what to do • Intermittent users can retain operational concepts
• e.g. tell the time, print a file, save a file overtime
• Error messages rarely needed - Web
• Users can immediately see if their actions are - Pen
furthering their goals and if not do something else - AR
• Users experience less anxiety - Gesture
• Users gain confidence and mastery and feel in control
• Physical actions and button pressing instead of issuing PARADIGM
commands with complex syntax In science and philosophy, a
• Rapid reversible actions with immediate feedback on paradigm is a distinct set of
object of interest concepts or thought patterns,
including theories, research
Exploring methods, postulates, and
• Involves users moving through standards for what constitutes
virtual or physical legitimate contributions to a field.
environments
• Physical environments with Examples of new Paradigms
embedded sensor
technologies Pervasive Computing - also called ubiquitous
computing, is the growing trend of embedding
Which conceptual model is best? computational capability (generally in the
• Direct manipulation is good for ‘doing’ types of tasks, form of microprocessors) into everyday objects to make
• e.g. designing, drawing, flying, driving, sizing them effectively communicate and perform useful tasks
windows in a way that minimizes the end user's need to interact
• Issuing instructions is good for repetitive tasks with computers.
• e.g. spell-checking, file management
• Having a conversation is good for children, computer- Wearable computing - Is the study or practice of
phobic, inventing, designing, building, or using miniature body-
disabled users and specialized applications borne computational and sensory devices. Wearable
• (e.g. phone services) computers may be worn under, over, or in clothing,
• Hybrid conceptual models are often employed, where or may also be their clothes (i.e. "Smart
different Clothing" (Mann, 1996a)).
ways of carrying out the same actions is supported at the
interface Augmented reality - In computer programming, a
- but can take longer to learn process of combining or “augmenting” video or
photographic displays
Conceptual models: by overlaying the images with useful computer-
Interaction and interface generated data. .... Faster computer processors
• Interaction type: what the user have made it feasible to combine such data displays with
is doing when interacting with a real-time video.
system,
• e.g. instructing, talking, browsing or other
• Interface type: the kind of THEORY
interface used to support the A theory is an abstract or
mode, generalizing form of meditative
• e.g. speech, menu-based, gesture and logical thought about a
phenomenon, or the
Kinds of interface types consequences of such thinking.
- Command Contemplative and logical
- Speech thought processes are also
- Data-entry correlated with such techniques
- Form fill-in as observational study, research,
- Query etc.
- Grphial

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