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INTRODUCTION TO HUMAN-COMPUTER INTERACTION AND INTERACTION DESIGN

INTRODUCTION TO HUMAN-COMPUTER INTERACTION AND INTERACTION DESIGN. Barbara M. Wildemuth School of Information & Library Science University of North Carolina at Chapel Hill. HCI Seminar, Institute for Information Studies and Librarianship, Charles University, 9 October 2007.

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INTRODUCTION TO HUMAN-COMPUTER INTERACTION AND INTERACTION DESIGN

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  1. INTRODUCTION TO HUMAN-COMPUTER INTERACTION AND INTERACTION DESIGN Barbara M. Wildemuth School of Information & Library Science University of North Carolina at Chapel Hill HCI Seminar, Institute for Information Studies and Librarianship, Charles University, 9 October 2007

  2. Norman’s Stages of Action Model Action Specification Intentions Interface Mechanism Gulf of Execution User Goals Physical System Gulf of Evaluation Interface Display Evaluation Interpre- tation Hutchins, Hollan, & Norman, 1986

  3. Affordances • An attribute of an object that supports a particular interaction with it • Chairs afford sitting

  4. Affordances AFFORDANCES (Hartson, 2003) S=Sensory C=Cognitive P=Physical F=Functional S C Action Specification P Intentions Interface Mechanism Gulf of Execution F User Goals Physical System Gulf of Evaluation Interface Display Evaluation S Interpre- tation C

  5. Quick-Think Exercise • Consider googleas a physical system. • What user goals might motivate the use of google? • What interface mechanisms are provided for interaction? • What sensory, cognitive, physical, and functional affordances does google’s search interface provide? • What interface display characteristics can support interpretation and evaluation? • What sensory, cognitive, physical, and functional affordances does google’s results list provide?

  6. Where does interaction design begin? • Understand the intended users • Understand the goals they want to accomplish

  7. Consider the design of this building

  8. Does the quality of the design make a difference? • Yes, because people won’t use a system that is unusable

  9. Designing interactions • Design: To create, fashion, execute, or construct according to plan (Merriam-Webster online dictionary)

  10. The Design Lifecycle • See Gulliksen et al. (2003) diagram pdf, http://www.it.uu.se/research/hci/acsd/KeyPrinciplesPoster-v.1.2en.pdf

  11. Quick-Think Exercise • Imagine that you are re-designing the website for the Charles University Institute of Information Studies and Librarianship. • Who should you consult about their needs for the website? Be sure to consider both its users and other stakeholders. • What information would you try to find out from each group or person?

  12. Back to the Design Lifecycle • See Gulliksen diagram pdf

  13. Quick-Think Exercise • Have you ever been involved in the design of a computer system? Something similar? • How closely does your experience match with the systems development lifecycle described by Gulliksen and his colleagues?

  14. What are the characteristics of a “good” design? • The system is usable • Effective, efficient, safe, useful, easy to learn, easy to remember • The system provides a satisfactory user experience • Enjoyable, engaging, fun to use Based on Sharp, Preece & Rogers, 2006

  15. User experience examples • From architecture: • New Czech national library • Liberec Library • From museum websites: • Mucha Museum • Museum of Communism • From e-commerce websites: • Lord & Taylor • H&M • WalMart • Tesco • J.K. Rowling website

  16. Quick-Think Exercise • For each example, list a few adjectives describing how your group “feels” about the example. • Are there any particular aspects of the design that give you these feelings?

  17. New Czech National Library

  18. Knihovna Liberec

  19. Some online examples • Go on the internet to see examples: • Mucha Museum • Museum of Communism

  20. Museum of Communism image

  21. More online examples • Go on the internet to see: • Lord & Taylor • H&M • WalMart • Tesco • J.K. Rowling website (active)

  22. Summary • Human-computer interaction is an iterative cycle • We can design information systems to afford (and even encourage) particular user behaviors • User-centered design requires careful analysis of user characteristics and the goals that users want to achieve • Good quality designs should be usable and enjoyable to use

  23. References • Gibson, J.J. (1977). The theory of affordances. In Shaw, R., & Bransford, J. (eds.), Perceiving, Acting, and Knowing: Toward an Ecological Psychology. Hillsdale, NJ: Lawrence Erlbaum, 67-82. • Gulliksen, J., Göransson, B., Boivie, I., Vlomkvist, S., Persson, J., & Cajander, A. (2003). Key principles for user-centred systems design. Behaviour & Information Technology, 22(6), 397-409. Poster online at http://www.it.uu.se/research/hci/acsd/KeyPrinciplesPoster-v.1.2en.pdf. • Hartson, H. R. (2003). Cognitive, physical, sensory, and functional affordances in interaction design. Behaviour & Information Technology, 22(5), 315-338. • Hutchins, E. L., Hollan, J. D., & Norman, D. A. (1986). Direct manipulation interfaces. In Norman, D. A., & Draper, S. W. (eds.), User Centered System Design. Hillsdale, NJ: Lawrence Erlbaum, 87-124. • Sharp, H., Preece, J., & Rogers, Y. (2006). Interaction Design: Beyond Human-Computer Interaction. New York: Wiley. • Stone, D., Jarrett, C., Woodroffe, M., & Minocha, S. (2005). User Interface Design and Evaluation. Morgan Kaufmann. • Wadlow, M. G. (1994). Design as a way of life. SIGCHI Bulletin, 26(1), 7-8.

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