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Human Computer Interaction

Human Computer Interaction. Saul Greenberg Professor University of Calgary.

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Human Computer Interaction

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  1. Human Computer Interaction Saul Greenberg ProfessorUniversity of Calgary Slide deck by Saul Greenberg. Permission is granted to use this for non-commercial purposes as long as general credit to Saul Greenberg is clearly maintained. Warning: some material in this deck is used from other sources without permission. Credit to the original source is given if it is known,

  2. Moore’s Law Computer abilities transistors speed discs cost 1950 1990 2030 Slide idea by Bill Buxton

  3. Psychology humanabilities 1950 1990 2030 2000BC Slide idea by Bill Buxton

  4. system performance Where is the bottleneck? Slide idea by Bill Buxton

  5. The Problem • 63% of large software projects go over cost • managers gave four usability-related reasons • users requested changes • overlooked tasks • users did not understand their own requirements • insufficient user-developer communication and understanding • Usability engineering is software engineering • pay a little now, or pay a lot later! • far too easy to jump into detailed design that is: • founded on incorrect requirements • has inappropriate dialogue flow • is not easily used • is never tested until it is too late

  6. Out of the way, hacker! Auseris coming!!!

  7. implementation design evaluation Human Computer Interaction • A discipline concerned with the • of interactive computing systems for human use

  8. implementation design evaluation Discount Usability Engineering • Low cost methods to gather usability problems • approximate: capture most large and many minor problems • Observe people using systems in simulated settings • people given specific tasks to do • observations / measures made as people do their tasks • look for problem areas / successes

  9. Canon Fax-B320 Bubble Jet Facsimile SHQ PRINTER INTERFACE ON LINE HS HQ PRINT MODE PRINTER ERROR PRINTER < > 1 2 3 CODED DIAL /DIRECTORY memory trans delayed trans delayed polling polling ^ V 01 02 03 04 4 5 6 confd trans relay broadca report R HOLD 05 06 07 08 7 8 9 + D.T. Tone Pause 09 10 11 12 * 0 # space clear 13 14 15 16

  10. Conceptual model extraction • How? • show the user static images of • the prototype or screens during use • ask the user explain • the function of each screen element • how they would perform a particular task • What? • Initial conceptual model • how person perceives a screen the very first time it is viewed • Formativeconceptual model • How person perceives a screen after its been used for a while • Value? • good for eliciting people’s understanding before & after use • poor for examining system exploration and learning

  11. Direct observations • Evaluator observes users interacting with system • in lab: • user asked to complete a set of pre-determined tasks • in field: • user goes through normal duties • Value • excellent at identifying gross design/interface problems • validity depends on how controlled/contrived the situation is

  12. Think aloud method • Users speak their thoughts while doing the task • what they are trying to do • why they took an action • how they interpret what the system did • gives insight into what the user is thinking • most widely used evaluation method in industry • may alter the way users do the task • unnatural (awkward and uncomfortable) • hard to talk if they are concentrating Hmm, what does this do? I’ll try it… Ooops, now what happened?

  13. What you now know • Debug designs by observing how people use them • quickly exposes successes and problems • specific methods reveal what a person is thinking • Prototypes • You can easily test • Low fidelity prototypes (paper) • Medium fidelity prototypes (façade of working system) • Methods shown • conceptual model extraction • direct observation • think-aloud

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