1 Introduction to Human Computer Interaction  Know Thy User.

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Presentation transcript:

1 Introduction to Human Computer Interaction  Know Thy User

2 Introduction to Human Computer Interaction  Human Computer Interaction Overview 1)The means the user interacts with applications 2) User requirements 3)The user interface design process 4)High level goals of a UI Designer 5)Usability measurements 6)Life Critical Applications 7)Business Factors related to types of applications 8)Creative and Collaborative applications 9)Physical Abilities and Physical Workspaces impact on Design 10)The role of Cognitive and Perceptual Abilities in user interface design 11)Designing for Personality Differences and International Diversity 12)Technical challenges in user interface design 13)The Scientific Method versus User Interface Research 14)Future research directions

3 Introduction to Human Computer Interaction  Interacting with Technology Direct Manipulation Telepresence Virtual Reality Communicating with Family and Friends The Display of Information Small, Wall and Mall Sized Displays Cell Phones & Pocket Computers Large Plasma Panels Projected Displays Will the desktop computer disappear? Will computers become embedded in the surrounding environment? Lawnmower Man: Hershey Park:

4 Introduction to Human Computer Interaction  Prophecy vs. Reality “The inspirational pronouncements from technology prophets can be thrilling, but rapid progress is more likely to come form those who do the hard work of tuning designs to genuine human needs.” Ben Shneiderman, Designing the User Interface, page 8. Glitz vs. Usability “I found the user interface to be aesthetically pleasing.” “Doing my taxes with this PC application was really easy.” Coolness vs. Usefulness “That game was really cool.” “This system allows me to reduce ER patient registration time by 2 minutes.”

5 Introduction to Human Computer Interaction  Usability Requirements  Determine the user’s goals that are achieved via the user interface  Know the tasks that the user must accomplish  Take into consideration the skills required to perform the task  Take into consideration training time  Develop design alternatives and test those designs  Prototype the top designs via wire frames or simulations  Consider standardization, integration, consistency and portability  Always be aware of the schedule and budget  The UI should be transparent to the user, and allow the user to focus on their work, exploration or pleasure

6 Introduction to Human Computer Interaction  Preview of User Interface Design Process  Research Inputs: Market Research Specifications Activities: Contextual Inquiry, Competitive Analysis, Legacy Systems, Customer Work Sessions Deliverables: User Profiles, Metrics  Model Inputs: High Level System Design Activities: Determine Use Patterns, Determine User Role Interaction Deliverables: Task Flows (within and across individuals), Rough Wire Frames, Scenarios, Perspectives, Usability Test Plans  UI Design Inputs: Use Cases Activities: Validate Technical Feasibility, Customer Validation, User Validation Deliverables: Proof of Concept Wire Frames, Storyboards, Prototypes

7 Introduction to Human Computer Interaction  Preview of User Interface Design Process  Research Inputs: Market Research Specifications Activities: Contextual Inquiry, Competitive Analysis, Legacy Systems, Customer Work Sessions Deliverables: User Profiles, Metrics  Model Inputs: High Level System Design Activities: Determine Use Patterns, Determine User Role Interaction Deliverables: Task Flows (within and across individuals), Rough Wire Frames, Scenarios, Perspectives, Usability Test Plans  UI Design Inputs: Use Cases Activities: Validate Technical Feasibility, Customer Validation, User Validation Deliverables: Proof of Concept Wire Frames, Storyboards, Prototypes

8 Introduction to Human Computer Interaction  Preview of User Interface Design Process  Research Inputs: Market Research Specifications Activities: Contextual Inquiry, Competitive Analysis, Legacy Systems, Customer Work Sessions Deliverables: User Profiles, Metrics  Model Inputs: High Level System Design Activities: Determine Use Patterns, Determine User Role Interaction Deliverables: Task Flows (within and across individuals), Rough Wire Frames, Scenarios, Perspectives, Usability Test Plans  UI Design Inputs: Use Cases Activities: Validate Technical Feasibility, Customer Validation, User Validation Deliverables: Proof of Concept Wire Frames, Storyboards, Prototypes

9 Introduction to Human Computer Interaction  Preview of UI Analysis/Design Process (cont.)  Document Inputs: Data Requirements, Business Rules, Use Case Activities: Write UI Specifications, Conduct Review Meetings Deliverables: UI Specification (Navigation Flow, Screen Captures, Controls w/ Behaviors, Error Messages), Detailed Usability Test Plans  Refinement Inputs: UI Specification, Prior Research, Code Activities: Formal Usability Testing Deliverables: Test Results Report

10 Introduction to Human Computer Interaction  Preview of UI Analysis/Design Process (cont.)  Document Inputs: Data Requirements, Business Rules, Use Case Activities: Write UI Specifications, Conduct Review Meetings Deliverables: UI Specification (Navigation Flow, Screen Captures, Controls w/ Behaviors, Error Messages), Detailed Usability Test Plans  Refinement Inputs: UI Specification, Prior Research, Code Activities: Formal Usability Testing Deliverables: Test Results Report

11 Introduction to Human Computer Interaction  High Level Goals of a UI Designer  Know the user’s tasks and subtasks Task Analysis Beware of providing excessive functionality  Ensure reliability The system must function as specified Consistency between the display of data and the database contents Privacy Security  Consider the context of use Standardization (across applications, Apple, Windows, Unix, Linux) Integration (across application packages) Consistency (common action sequences, terms, units, layouts, colors, typography) Portability (across platforms)  Delivery within budget and on time

12 Introduction to Human Computer Interaction  High Level Goals of a UI Designer  Know the user’s tasks and subtasks Task Analysis Beware of providing excessive functionality  Ensure reliability The system must function as specified Consistency between the display of data and the database contents Privacy Security  Consider the context of use Standardization (across applications, Apple, Windows, Unix, Linux) Integration (across application packages) Consistency (common action sequences, terms, units, layouts, colors, typography) Portability (across platforms)  Delivery within budget and on time

13 Introduction to Human Computer Interaction  High Level Goals of a UI Designer  Know the user’s tasks and subtasks Task Analysis Beware of providing excessive functionality  Ensure reliability The system must function as specified Consistency between the display of data and the database contents Privacy Security  Consider the context of use Standardization (across applications, Apple, Windows, Unix, Linux) Integration (across application packages) Consistency (common action sequences, terms, units, layouts, colors, typography) Portability (across platforms)  Delivery within budget and on time

14 Introduction to Human Computer Interaction  High Level Goals of a UI Designer  Know the user’s tasks and subtasks Task Analysis Beware of providing excessive functionality  Ensure reliability The system must function as specified Consistency between the display of data and the database contents Privacy Security  Consider the context of use Standardization (across applications, Apple, Windows, Unix, Linux) Integration (across application packages) Consistency (common action sequences, terms, units, layouts, colors, typography) Portability (across platforms)  Deliver within budget and on time

15 Introduction to Human Computer Interaction  Usability Measures  Time to Learn  Speed of Performance  Ratings of Errors by Users  Retention over Time  Subjective Satisfaction  Usability Measures and how they influence design  Goal: Speed of Performance Provide short-cuts, abbreviations, command line Training time may be increased  Goal: Low Error Rates May need to trade-off for speed  Learn the goals of your lead requirements experts  Learn what is being marketed  Early high fidelity prototypes help all team members to focus on the product  Make the abstract system a concrete system

16 Introduction to Human Computer Interaction  Usability Measures  Time to Learn  Speed of Performance  Ratings of Errors by Users  Retention over Time  Subjective Satisfaction  Usability Measures and how they influence design  Goal: Speed of Performance Provide short-cuts, abbreviations, command line Training time may be increased  Goal: Low Error Rates May need to trade-off for speed  Learn the goals of your lead requirements experts  Learn what is being marketed  Early high fidelity prototypes help all team members to focus on the product  Make the abstract system a concrete system

17 Introduction to Human Computer Interaction  Usability Measures  Time to Learn  Speed of Performance  Ratings of Errors by Users  Retention over Time  Subjective Satisfaction  Usability Measures and how they influence design  Goal: Speed of Performance Provide short-cuts, abbreviations, command line Training time may be increased  Goal: Low Error Rates May need to trade-off for speed  Learn what the goals of your lead requirements experts  Learn what is being marketed  Early high fidelity prototypes help all team members to focus on the product  Make the abstract system a concrete system

18 Introduction to Human Computer Interaction  Usability Measures  Time to Learn  Speed of Performance  Ratings of Errors by Users  Retention over Time  Subjective Satisfaction  Usability Measures and how they influence design  Goal: Speed of Performance Provide short-cuts, abbreviations, command line Training time may be increased  Goal: Low Error Rates May need to trade-off for speed  Learn the goals of your lead requirements experts  Learn what is being marketed  Early high fidelity prototypes help all team members to focus on the product  Make the abstract system a concrete system

19 Introduction to Human Computer Interaction  Usability Measures  Time to Learn  Speed of Performance  Ratings of Errors by Users  Retention over Time  Subjective Satisfaction  Usability Measures and how they influence design  Goal: Speed of Performance Provide short-cuts, abbreviations, command line Training time may be increased  Goal: Low Error Rates May need to trade-off for speed  Learn the goals of your lead requirements experts  Learn what is being marketed  Early high fidelity prototypes help all team members to focus on the product  Make the abstract system a concrete system

20 Introduction to Human Computer Interaction  Industrial and Commercial Applications  Banking  Insurance  Order Entry  Inventory Management  Reservations  Utility Billing  Business Factors related to Usability Goals of Commercial Applications  As training costs the ease of learning must  As the number of transactions the number of errors must

21 Introduction to Human Computer Interaction  Office, Home, and Entertainment Applications   On-line Shopping  On-line Banking  Games  IM  Education  Search Engines  Cell Phones  Business Factors related to Usability Goals of Office, Home and Entertainment Applications  As discretionary usage ease of learning must  As discretionary usage subject satisfaction must

22 Introduction to Human Computer Interaction  Creative Interfaces  Writing Workbenches  Artist Workstations  Programmer Workstations  Music-Composition Systems (e.g., Sibelius)  Collaborative Interfaces  Two or more people interacting across time and space  Users are familiar with the domain but novices w.r.t. computer concepts  Electronic Meeting Systems (e.g., NetMeeting)  Sociotechnical Systems  Town Meetings  Computer Based Voting

23 Introduction to Human Computer Interaction  Universal Usability  Addressing the needs of all users  Physical Dimensions  Anthropometry  Physical measures of human dimensions

24 Introduction to Human Computer Interaction  Physical Workspaces  Workspace Issues Illumination Glare Room Layout and Human Interaction Audio Cues  Measures of Dynamic Actions Time to dark adapt Response time to visual stimuli Determine the velocity and direction of a moving point

25 Introduction to Human Computer Interaction  Human Computer Interaction Overview 1)The role of Cognitive and Perceptual Abilities in user interface design 2)Designing for Personality Differences and International Diversity 3)Technical challenges in user interface design 4)The Scientific Method versus User Interface Research 5)Future research directions

26 Introduction to Human Computer Interaction  Cognitive and Perceptual Abilities  Short-term and working memory  Long-term and semantic memory  Problem solving and reasoning  Decision making and risk assessment  Language communication and comprehension  Search, imagery, and sensory memory  Learning, skill development, knowledge acquisition, and concept attainment

27 Introduction to Human Computer Interaction  Cognitive and Perceptual Abilities  Short-term and working memory Header information

28 Introduction to Human Computer Interaction  Cognitive and Perceptual Abilities  Assists in solving limitations of: Long-term and semantic memory Auto-Completion of Codes

29 Introduction to Human Computer Interaction  Cognitive and Perceptual Abilities  Problem solving and reasoning Example: Projection of if a certain dosage is applied, then what should the physiological response be?

30 Introduction to Human Computer Interaction  Cognitive and Perceptual Abilities  Assists in solving limitations of: Decision making and risk assessment Example: retirement planning

31 Introduction to Human Computer Interaction  Cognitive and Perceptual Abilities  Language communication and comprehension The application and user are always in a state of dialog The communication between the two should always be clear and efficient This is often not the case with error and warning messages

32 Introduction to Human Computer Interaction  Cognitive and Perceptual Abilities  Search, imagery, and sensory memory Example Mobile/Location based tasks

33 Introduction to Human Computer Interaction  Cognitive and Perceptual Abilities  Learning  Skill development  Knowledge acquisition  Concept attainment

34 Introduction to Human Computer Interaction  Personality Differences  Computer-philes versus Computer-phobes  Styles of interaction Pace Graphics vs. tables Dense vs. sparse displays  Meyers-Briggs (interesting but the relationship to UI design is weak)

35 Introduction to Human Computer Interaction  International Diversity  Characters, numerals, special characters  Left-to-right vs. right-to-left vs. vertical input and reading  Date/Time formats  Numeric and currency formats  Weights and measures  Phone numbers and addresses

36 Introduction to Human Computer Interaction  Users with Disabilities - Section 508 of the Rehabilitation Act  Vision impaired (fonts, contrast settings, graphics, ALT tags)  Mobility impaired (Mouse and keyboard input)  Hearing impaired  Older Adults  Reduction in sensory motor abilities (double-click speed or fine motor control)  Reduction in cognitive abilities (reduce the complexity of navigation)  Children  Pre-readers  Limits to Dexterity

37 Introduction to Human Computer Interaction  Hardware Diversity  Large Screens, PCs, Mobile Devices, and CAT Scan Machines  Software Diversity  Mobile Device Operating System  Windows Operating System  Apple Operating System  Technical Challenges  Internet connection speeds Browser Based vs. Client Based Applications  Display Size PCs (1200 x 1600) Mobile Devices (640 x 480)

38 Introduction to Human Computer Interaction  Research Directions  Reduced anxiety and fear of computer usage  Transition from novice to intermediate to expert user  Tools for interactive system designers  Direct manipulation Visual Languages Information Visualization Telepresence Virtual Reality

39 Introduction to Human Computer Interaction  Research Directions  Input Devices Biometric  Online Help  Information Exploration Filter, select, restructure  Tools, Techniques and Knowledge for Commercial Development  Software Tools (rapid prototyping)  Testing methods

40 Introduction to Human Computer Interaction  Research Directions  What Devices?  What apps?

41 Introduction to Human Computer Interaction  Research Directions  What apps?

42 Introduction to Human Computer Interaction  Research Directions  What apps/platforms?