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human computer interaction

aaron atuhe

OCT 2023
introduction
• Human-Computer Interaction (HCI) focuses on the human side of
interactions with computer systems so that we have the best possible
experience when "communicating" with machines.

• By exploring human behavior, the field of HCI can simplify the user
interface, making it more intuitive, functional, and accessible.

• Keep reading to learn more about the origin and evolution of Human-
Computer Interaction which gave way to UX Design!
What is Human-Computer Interaction?

• Human-Computer Interaction studies the interaction between people and


computers, as well as the design theories and techniques used to make a
system interactive.

• HCI is based on knowledge of computers and humans. Also, the relationship


between these components is extremely relevant since computers have almost
infinite applications, and there are numerous possibilities for "dialogue"
between users and computers.
The human side

• When humans interact with computers, everything they have learned


before, their experiences, and current knowledge, will influence this
interaction. Designers should keep this in mind when creating UIs or
products.

• Therefore, there are some factors that Human-Computer Interaction


should always consider:
• users' wants and needs;

• the user's abilities or possible physical limitations;

• how the user's perception system works—clues that our perceptual


system picks up from the environment and that lead us to action;

• what users find attractive or pleasant when interacting with


computers.
The machine side

• The information a computer contains and the operations it performs


are represented in a form that we cannot observe directly. What a
computer shows externally does not naturally reflect what happens
internally.

• So any feedback that the user may need must be explicitly planned
and programmed.
Interactions

• Interactions between users and computers happen at the interface,


so the design of UIs has a direct impact on the effectiveness of those
interactions.

• How the user interacts with the interface is where behavioral science,
computer science, and other fields of study intersect.

• The goal is to minimize the effort of interaction, that is, the amount of
physical and mental effort a user must exert when using technology,
and humanize interactions.
• Human-Computer Interaction is a field of research and practice that
emerged in the late 1970s, initially as a discipline of Computer Science.
• Since then, this field has evolved.....

• 1970: personal computers

• Until the mid-1970s, most offices ran on metal files, typewriters, and
lots and lots of paper. The computers were massive and stayed in
refrigerated rooms where only a few could operate them—this would
soon change thanks to Steve Jobs and Steve Wozniak.
• An essential step towards personal computing was given early in this

decade: the Xerox Alto, developed by Xerox in 1973.

• Although the Alto turned out to be unviable because its parts were

too expensive and would never reach the shelves.

• it had the first sketch of a Graphical User Interface (GUI) that would

later serve as inspiration for the Macintosh and Windows.


Apple II and Human-Computer Interaction

• Fortunately, a few years later, Steve Wozniak was improving the Apple I
to release what would eventually be the first successful personal
computer that paved the way for all the machines that would come later,
the celebrated Apple II.

• The Apple II came with 4 KB of RAM but could be extended up to 48 KB.


In addition, it included a BASIC interpreter, graphics, and a color monitor.
• However, one of the Apple II's most important features was its 8 expansion slots on the
motherboard, which allowed computer aficionados to add additional cards made by Apple
—and other competitors that soon emerged.

• With the popularization of the personal computer in the late 1970s, computers were no
longer built for experts only; everyone suddenly became potential users.

• In return, this also helped highlight the drawbacks of computers concerning usability.
• The challenge of personal computing manifested itself at an opportune moment:
as computers marched into the future, so did cognitive science.

• So just as personal computing was presenting the need for Human-Computer


Interaction in action, the cognitive sciences presented a vision for meeting these
needs through an ambitious convergence of science and engineering.

• Human-Computer Interaction was one of the first examples of cognitive


engineering.
1980, the first wave: GUI and Mental Models

• It was in this decade that computers had their remarkable evolution. In


1981, IBM launched its first personal computer, the IBM PC.

• With a version of the Microsoft BASIC operating system, the computer


came only with a keyboard because the television could be used as a
monitor.

• Although these computers finally reached the general public, they were
still difficult to operate.
• So in the area of Human-Computer Interaction research, all lines of
development in computer science were pointing in the same direction:

• understanding and empowering the user to develop systems that were


easy to learn and easy to use.

• Software engineering began focusing on experiment-based software


development that relied heavily on iterative prototyping and practical
tests.
Apple strikes again

• In 1983, Apple revolutionized the market by releasing The Lisa, the first
commercial computer with a graphical user interface (GUI)—an advance that
would finally make computers usable by people with no special training.

• Unfortunately, the Lisa was unsuccessful due to its development complexity,


but Apple was already working on a smaller, lower-cost version.

• Thus, one year later, Apple would once again show all its creative power,
originality, and innovative ability by releasing the Macintosh. It was
considered the first computer with an accessible Graphical User Interface
and had a monitor, keyboard, and mouse with a button.
• The Macintosh was much more organized than previous computers:
options were arranged in menus, and instead of typing lines of code,
there were clickable icons to operate a program.

• These icons, like the trash can, were representations of the real
world.

• There was also the possibility to edit texts by changing fonts, and size,
italicizing words, and inserting images next to the text.
• This innovation had a direct repercussion on the publishing market of
that time.
• The initial focus of the Human-Computer Interaction field was on
personal productivity applications like text editors and spreadsheets,
which drove a broader study to apply mental models to how we use
computers.

• This resulted in the first computer metaphor used commercially by Apple


in the Lisa OS.

• The desktop metaphor represented a desk with several papers on top of


it, symbolizing the computer files.
• It was established that by mapping the physical office environment onto
a computer interface, users would more easily understand how
information was stored on the desktop.

• And just like that, mental models and human factors engineering drove
software development.

• From then on, it was clear that the personal computer was the future
and that Human-Computer Interaction would empower users through
more intuitive system design.
1990, the second wave: internet and communication

• With the growing influence of the Internet in the 90s, the second
wave begins to direct the field of Human-Computer Interaction
beyond mental models.

• In this decade, emails got popular, turning computers into


communication tools. People were no longer interacting with
computers but using them to communicate with each other.
• There was a crucial need to understand how UIs influenced behavior.

• As a result, Human-Computer Interaction studies integrated with


sociology, anthropology, and psychology to explore the social
components of interactions between users and computers.

• During the 90s, we had another significant milestone: the giant


Google. Founded in 1998 by Larry Page and Sergey Brin, this 'small'
company would forever change how we create and address content.
2000, the third wave: devices and social impact

• The third wave brings the continuing diversification of computing


devices.

• In the 20th century, we were forced to reflect on the role of technology


in our lives and the paradox of being connected but often alone.

• Today, we have ubiquitous computing: machines are part of our daily


lives and are everywhere.
• When performing exams, making appointments, in cars, in appliances, in
our homes, when buying clothes, or paying bills.

• A more holistic approach to design also appears, emphasizing complex


interactions between people, spaces, and technologies.

• Entertainment, fun, and the curiosity to explore have become central


design themes.
• During this wave, the field of Human-Computer Interaction increasingly
draws on philosophy and ethics to provide rhetoric about the
consequences of technology on habit formation.

• It is important to remember that professionals in the field have a social


responsibility to users when creating products and interfaces.
• Human-Computer Interaction is the study, design, and implementation of
software to be used directly with users.

• These systems are called User interfaces (UI), where interactions with
digital products occur.

• However, note that the field of Human-Computer Interaction is not just


about designing a GUI or creating menu screens.
• HCI also focuses on the specific functionality of computers and the role they play
alongside humans.

• Ben Shneiderman, renowned computer scientist and professor at the University


of Maryland's Human-Computer Interaction Lab, reveals in his book Designing
the User Interface:

• Strategies for Effective Human-Computer Interaction 8 golden rules for


successful Human-Computer interactions:
1. Strive for Consistency
• The same sequences of actions should be requested in similar
situations within the system.

• So use all the elements in your application consistently. A certain style


of button should always do the same thing, or the navigation should
work logically, deepening the hierarchy.
Actions:

• Don't confuse your user: keep words and actions consistent;

• Follow established industry conventions: conform to market or

competitive practices.
2 Enable Frequent Users to Use Shortcuts

• The design should cater to both new and recurrent users. This can be done
by using shortcuts, which can be hidden from novice users.

• In this way, the inexperienced user can speed up the interaction with the
experienced user, and the design can simultaneously serve both the new and
recurring users.

• So make the processes flexible so they can be executed differently.

• As such, good Human-Computer Interaction allow users to customize


frequent actions.
Actions:

• Abbreviations, function keys, hidden commands, and macro


features are very useful for an experienced user;

• Customize content and functionality for individual users;

• Enable personalization so that users can make selections about how


they use the product;

• Automate frequently used operations.


3 Offer Informative Feedback

• The system should offer some kind of feedback for each user action. The
response can be discrete for frequent or secondary actions; the
response should be more attention-grabbing for not-so-common or
important actions.

• The interface should always keep the user informed about what is
happening.
• Don't leave users guessing – tell them what is happening. Do this by
providing appropriate feedback within a reasonable period of time.
• When users know the system's current status, they learn the outcome
of their previous interactions and determine the next steps.
Predictable interactions build trust in the product and brand.

• Actions:

• Every action with consequences should generate information to


users;
• Present feedback as soon as possible, preferably immediately;
• Feedback must be relevant, understandable, and meaningful;
• Make this communication clear to build trust.
4) Design Dialog to Yield Closure

• Sequences of actions should be organized into groups with a beginning,


middle, and end. Informative feedback upon task completion gives users the
satisfaction of getting work done, indicates that their goal was successfully
achieved.

• Remember: the system should speak the language of your target audience.

• To improve Human-Computer Interaction, you should always use words,


phrases, and concepts familiar to them, rather than internal jargon. . So use
universal terms and try to sound as natural as possible; this will facilitate
understanding.
Actions:

• Simplify language to ensure that users can understand terms and

words without having to look up definitions;

• Know your product persona: apply user research to discover users'

familiarity with terminology and technology;

• Provide users with well-defined options for the next step.


5 Offer Simple Error Handling

• Nobody likes the feeling of doing something wrong, so caution is


required when designing actions or tasks within the system that may
lead the user to errors.

• So whenever possible, design the system so that the user does not fall
into serious errors.

• One way to avoid this is by presenting a confirmation option before


they follow through with a particular action, such as, "Exit without
saving?"
• Error messages are important, but the best designs carefully guide the
user to prevent this from occurring.

• Note also that there are two types of errors: mistakes and errors.
Mistakes are unconscious and usually caused by a lack of attention,
like when making a typo.

• On the other hand, mistakes are conscious and based on an


incompatibility between the user's mental model and the design.
Actions:

• Prioritize: avoid significant errors first, then minor frustrations;

• Provide constraints on actions and maintain a logic of


standardization to avoid mistakes;

• Offer solutions to problems.


6) Permit Easy Reversal of Actions

• By allowing users to quit a process or undo an action, designers


empower the users and provide them freedom and confidence.

• It's a simple action that helps relieve anxiety because they know that
an action can be easily undone if they make a mistake.

• This gives the user security and allows them to explore unknown
options and, consequently, learn about the system.
• Another common situation, as mentioned before, is actions performed by
mistake. When this occurs, we need an "emergency exit" to leave the
unwanted activity without going through an extensive process.

• Exits allow users to remain in control of the system without getting stuck or
frustrated at a certain point in the interaction.

• Actions:

• Promote Undo and Redo;


• Show a clear way out of the current interaction, such as a Cancel button;
• Undo options such as single action undo or action history.
7) Support Internal Locus of Control

• Experienced users don't want surprises or changes in an already familiar behavior and are annoyed by unnecessary
repetition and difficulty getting information or help.

• Thus, it is important to keep the interface to the bare essentials so as not to diminish the visibility of some key elements.
• Each extra piece of information in the interface competes with other information that may be more relevant.

• Actions:

• Simplify interfaces by removing unnecessary elements or content that do not support the user's tasks;
• Don't let unnecessary elements distract users from the most relevant information;
• Prioritize content and features to support the main objectives.
8) Reduce Short-Term Memory Load
• People have limited short-term memory, so remember that recognizing something is always easier than remembering it.

• Minimize the user's memory load by making objects, actions and options available; the user should not have to remember
information from one part of the dialog to another. Instructions should be visible.

• Use iconography and other visual aids, such as thematic colors and consistent placement of items, to help users find
functionality. Interfaces that promote recognition reduce the amount of cognitive effort required of users and are more
successful.

• Actions:

• Offer contextual help rather than a long tutorial to memorize;


• Reduce the information that users need to remember;
• Use visual aids to assist users.
Why do we need HCI?

• Human-Computer Interaction is a fundamental part of the digital world.


Every application, software, and product we build depends on the
interaction with human beings, and these interactions must be clearly
understood to be effective.

• HCI makes technology more accessible. Users have specific needs; some
may be elderly, and others may have intellectual or physical disabilities.
• Human-Computer Interaction seeks to understand each user and how
they interact with technology in order to improve this relationship.

• We need to be able to think creatively to build innovative solutions


that can solve the problems of tomorrow's world, not just today's.

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