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ICS 463: Intro to Human Computer Interaction Design

Learn about the basics of Human Computer Interaction (HCI) design, including definitions, broadening concerns, goals, importance, usability examples, consequences of bad interfaces, factors that HCI designs can affect, and the interdisciplinary nature of HCI design.

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ICS 463: Intro to Human Computer Interaction Design

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  1. ICS 463: Intro to Human Computer Interaction Design 1. Introduction Dan Suthers

  2. What is HCI?

  3. Sample Definitions • “Those aspects of the system that the user comes in contact with" (1981) • "Processes, dialogues, and actions through which a human user employs and interacts with a computer" (1987) • “Design, evaluation, and implementation of interactive computing systems for human use and the study of major phenomena surrounding them." (1992) • "Design of software for minds and social systems" (Suthers, 1998)

  4. Broadening Concerns • 70s: Ergonomic issues at the “man-machine interface” • 70-80s: Psychological and information processing aspects • 80s-90s: Workflow and workgroup • Workspace, working practice • Organizational issues; Impact of technologies on society

  5. Goals • Understanding, designing, evaluating and implementing interactive computing systems for human use. • Improve the safety, utility, effectiveness, efficiency, learnability and usabilty of systems that include computers. • Ensure that they integrate well in the organizational settings in which they are used.

  6. Why is it important?

  7. Usability Examples • Stoves • VCRs • Car Radio (audio controls) • Scroll Bars • OS 10 Widgets • WebCT: design for work practices • Famous Examples …

  8. Nuclear Meltdown

  9. Military Disaster

  10. Flawed Elections

  11. Consequences of Bad Interfaces Bad interfaces may cause users to • need more time for performing their tasks • make more errors • feel dissatisfied • need more time to learn • not learn/use the full functionality of the software • refrain from using the software (From Kobsa)

  12. Things HCI Designs Can Affect • Productivity • Job content • Working practices • Job satisfaction • Power and influence • Physical space

  13. Good interface design important in • Systems with high costs of failure (e.g., nuclear power plants) • Systems with high demands on operators (e.g., rescue coordination centers, combat aircraft, call centers) • Mission-critical systems (e.g., space mission control) • Systems used routinely by large numbers of people!

  14. So how do we do it?

  15. Factors in Design

  16. Levels of Analysis

  17. Examples • (From Text): • Ticketing Application • Grocery Checkout • Paper Interface

  18. Interdisciplinary • Computer Science:hardware and software tools and design techniques • Cognitive Psychology:behavior and underlying mental processes => capabilities and limitations of users. Perception, attention, memory, learning, thinking, problem solving.

  19. Interdisciplinary! • Social and organizational psychology:human behavior in social contexts: influences of individuals and groups on each other; relationship between group structure and group activity. • Ergonomics or Human Factors:Design to fit the physiological capabilities and capacities of people. Avoiding physical damage. Applying the above disciplines to design.

  20. Interdisciplinary!! • Linguistics:Design of command languages; natural language parsing; internationalization and localization. • Artificial Intelligence:Natural language and speech interfaces; computer vision; "intelligent" support based on plan recognition; automating other cognitive tasks. Designing knowledge representations for human interpreters.

  21. Interdisciplinary!!! • Philosophy, Sociology and Anthropology:Implications of introduction of IT. Ethnomethodology (basing design on observations of practice rather than predictive models). Computer Supported Cooperative Work. • Engineering and Design:Empirical testing. Graphic design.

  22. How to avoid problems for users? • Analyze the interface using “common sense”? • Develop a theory of “human cognitive processing” and use it to predict problems? • Test the interface with users and watch for problems?

  23. Measurable Factors • Speed of performance • Error/success rate • Time to learn • Retention over time • Subjective satisfaction

  24. Ideas about design • Waterfall model • Star Life Cycle

  25. Ideas about design • Waterfall model • Star Life Cycle • User-centered design • Usage-centered design • Participatory-design • Integration of disciplines • Iterative, empirical

  26. Activities of the HCI Professional • Evaluation • User, work, task and environmental analyses • Technical analyses • Requirements specification • Design and design representation • Prototyping (at various levels of abstraction) • Coding, and implementation in general.

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