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Human Computer interaction

1. Ahmed Elgazar
2. Ahmed Sadik
3. Michael Philip
4. Mohamed Hamdy

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Main points
1. What is HCI ?
2. Why HCI ?
3. HCI brief history.
4. Importance of HCI.
5. HCI Evolution.
6. HCI Challenges.
7. HCI Goals.
8. HCI Applications.
9. New researches.

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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.
is the study of interaction between people (users) and computers.
It is often regarded as the intersection of computer science,
behavioral sciences, design and several other fields of study.
Interaction between users and computers occurs at the user
interface (or simply interface), which includes both software and
hardware.

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What is HCI ?
Multidisciplinary nature of HCI
Human-Computer Interaction studies a human and a machine in
conjunction, it draws from supporting knowledge on both the machine
and the human side
Machine side
computer graphics .
operating systems .
programming languages .

Human side
communication theory .
graphic and industrial design disciplines .
linguistics .
social sciences .
cognitive psychology .
and human performance .
o HCI is also sometimes referred to as man–machine interaction (MMI) or computer–human interaction (CHI)

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Why do human-computer interaction?

to enable us to design interactive products to support


people in their everyday and working lives
A basic goal of HCI is to improve the interactions
between users and computers by making computers
more usable and receptive to the user's needs.
usable products:
easy to learn (usable)
effective to use (useful)
provide an enjoyable experience (used)

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Why do human-computer interaction?
There is a lot of design about that can cause problems
for users
Good design involves understanding how users
interact with computers, and enabling them to do so
effectively

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Some problematic designs

Now we have a small quiz

I guess there is a good girl here

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Some problematic designs

How can you turn on the big plate ??

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Some problematic designs

How fast am I going?

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Some problematic designs

Where does the mouse go?

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To avoid problematic design
we need to...
 Take into account
 who the users are
 what activities are being carried out
 where the interaction is taking place

 Optimise the interactions users have with a


product
 such that they match users’ activities and needs

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Usability

Design
Usability goals
principles

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Usability goals
Learna
bility
Memora
Utility
bility

Usabilit
Safety
y goals

Efficiency

Effectiveness

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Usability goals
Effectiveness
A general goal: how well does a system do
what it should do?

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Usability goals
Memorability
Ability for users to come back to the system
and remember how to use it once they’ve
been away from it for some time.

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Usability goals
Learnability
Ability for users to learn the system easily.

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Usability goals
Efficiency
Ability for users to save time in their work
once they’ve learned the system.

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Usability goals
Safety
• Protect people from hazards (usually not a SW issue)

• Help prevent user from making errors and recover


from errors

• Give users confidence

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Usability goals
Safety (Cont)

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Usability goals
Utility
• Has the right kind of functionality
• Supports users in accomplishing tasks

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How to Measure Usability?

We want to achieve these goals, but how do we know?

Develop measurable criteria based on previous goals.


Examples:
Time to learn
Speed of performance
Rate of errors over by users
Retention over time
Subjective satisfaction (Effectiveness)

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User experience goals
Satisfying
Helpful
Motivating
 Fun
 Enjoyable
 Entertaining

Aesthetically pleasing
 Well designed
emotionally fulfilling
…and more

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Remember where we are…
Why do HCI?
 Some problematic designs

Usability

Usability Goals

Effectiveness Efficiency Safety Utility Design Principles


Learnability Memorability

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Design Principles
First two (Usability Goals & User Experience)
were higher level (goals)
Now talking about guidance for how to achieve goals
What to provide and what not to provide at the interface
Derived from a mix of theory-based knowledge, experience
and common-sense

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Design Principles
Consiste
ncy
Mappin Affordan
g ce

Constrai Design
nts Principles

Feedbac
k
Visibility

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Design Principles

Visibility

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Design Principles
Feedback
Sending information back to the user about what
has been done
Includes sound, highlighting, animation and
combinations of these
e.g. when screen button clicked on provides sound or
red highlight

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Design Principles
Constraints
Restricting the possible actions that can be performed
Helps prevent user from selecting incorrect options

physical
cultural

logical

Constraints Types
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Design Principles
Constraints(Cont)
1. Physical constraints
Refer to the way physical objects restrict the movement of
things
E.g. design only one way to
insert a mouse connection;
and only one way to insert a
keyboard connection, and make
them different
it is not possible to move the cursor outside the screen: this
is a physical constraint.
Locking the mouse button when clicking is not desired
would be a physical constraint.
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Design Principles
Constraints(Cont)
2. Logical constraints
Exploit people’s reasoning about
relationships between objects in
the world
A. relationship between picture
and object it represents means
‘it goes here’
B. as A, but with an extra step: colour-coding

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Design Principles
Constraints(Cont)
1. Cultural constraints
 Standard conventions which help us use
technologies
 Can apply in a number of ways
 Icons, menus
 Keyboards, number pads

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Design Principles
Mapping
Relationship between controls and their
movements and the results in the world
Which is the better mapping?

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Design Principles
Mapping(Cont)
Which is the better mapping, and why?

A B C D
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Design Principles
Mapping(Cont)
What is the Wrong?

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