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User Interfaces 4 BTECH: IT WIKI PAGE: https://userinterfaces4.wikispace.com.

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Presentation on theme: "User Interfaces 4 BTECH: IT WIKI PAGE: https://userinterfaces4.wikispace.com."— Presentation transcript:

1 User Interfaces 4 BTECH: IT WIKI PAGE: https://userinterfaces4.wikispace.com

2 What is HCI Human Computer Interaction Usability Useful vs Usable Usability in existing systems

3 Examples of interactive systems ATM’s Cell phones Video Recorders Websites Computer Applications

4 Usability Useful: the system supports user objectives Usable: it supports user objectives in easy-to-use ways Accessible: it can be used by the full range of intended users “Every designer wants to build a high-quality interactive system that is admired by colleagues, celebrated by users, circulated widely, and imitated frequently. “ (Shneiderman, 1998)

5 Execise Evaluate each of the following in terms of usefulness, usability and accessibility, motivating your answer with an example: Finding your lectures and venues Finding out online whether a particular movie is showing and the show times Ordering pizza by phone

6 Natural Computing Humans are capable of processing information Three linked aspects: o User: user as focus, user modelling o Designer: understand human information processing, understand intended users o Sustainability: support activities to achieve objectives

7 User-centred Design (UCD) Target users (preferences and requirements) Simple models of users, tasks and technological systems Interactive process Prototyping and evaluation of alternatives by users The old computing is what computers can do, the new computing is what users can do (Shneiderman, 2002)

8 Examples

9 Design from 1 st Principles

10 Designing by copying

11 What is beautiful?

12 Principles of natural computing Natural computing What users can do Modelling users Understanding the domain Understanding human learning Meaning as a basis for practical learning

13 Natural computing People and technologies work with symbols Sciences involved: cognitive science, cognitive psychology, human-computer interaction, interaction design, sociology and anthropology

14 What users can do Target users Frequency of use: novices, casual users, regular Application knowledge: experts, operators Tasks to be performed: use part of a system, decisions based on data from transactions, maintenance of system Assumed skills: skills acquired independently of particular application Attitudes: regard software as a challenge, conservative, preferred modes of interaction

15 Modelling users A working model of human, natural computation Simplex Theory: o Theory to guide good practice design o Framework to capture current research findings (Simple enough to guide best practice and complex enough to encompass current research issues)

16 Understanding the domain “Domain”of the system, e.g. accounting, medical, POS, etc. Wide range of disciplines Use experts in domain to id understanding

17 Understanding human learning Psychology: how information is processed Cognitive psychology: Theories of human perception

18 Meaning as a basis for practical learning Not just a set of rules to be applied Context important People important Link between theory and practice to encourage better understanding

19 EXERCISE Research and write a short paragraph on one of the following, referencing appropriately, and paste it to the wiki page using your student number: o Von Neumann machines o Fuzzy logic o Adaptive and adaptable systems o Fault tolerant and self-repairing systems

20 Core concepts User Model Universal access Design for all Inclusive design Task Models Technological platform


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