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Introduction to Human-Computer Interaction

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1 Introduction to Human-Computer Interaction
CEN 4721C / CAP 5100 Andrea Kleinsmith, Ph.D.

2 What are your goals for the class?
What is Human-Computer Interaction? Man-Machine Interaction Computer-Human Interaction What are your learning objectives? How much effort do you want to expend for learning those objectives?

3 What the class will look like
Lectures (participation grade) Readings + Quizzes Projects Initial user study – individuals Final project – teams Identify a client Create a new interface Evaluate the interface Midterm paper Differences between undergrad/grad Project requirements

4 Why take this course? Build your portfolio Study a unique topic
Work on a project you have always wanted credit to work on Study a unique topic A computer science course focused on users Skill building Important in most research Burgeoning job field

5 Common Questions Q: What programming language will we use?
A: Anything you want, but we will provide sample code in Java. Q: Do I need to know how to program? A: You should be proficient in Java at a Data Structures level. Q: Do I need to know computer graphics? A: No. Q: How many A’s do you give out? A: As many as who earn it. Typically, if you ask this question, you are in the wrong class.

6 Introduction What is a user interface? Why do we care about design?
We see this all the time What’s good about the design of this error box? The user knows there is an error What’s poor about the design of this error box? Discouraging (who gets the blame?) Not enough information No way to resolve the problem (instructions or contact info) Whose fault is this?

7 Definition of HCI “Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.” ACM SIGCHI Curricula for HCI (Hewett et al. 1992)

8 Why HCI is Important It can affect
Effectiveness Productivity Morale Safety Activity: Consider a program, device, or product’s interface How would you describe the interface? How would you describe the product to your friend? Would you buy the product again? Would you buy a product from the same company again?

9 What words would you use?
How can companies design positively? What makes or breaks a product?

10 What fields does HCI cover?
Computer Science Psychology Affective Computing Communication Education Anthropology Design (e.g. graphic and industrial)

11 What will I learn in this class?
How to design interfaces Example: Amazon One-Click How to evaluate interfaces Example: UF ISIS Not how to program interfaces Example: Design a better calculator

12 Norman Doors From:

13 Bad Interfaces Encumbering Confusing Slow Trust (ex. windows crashing)
What makes it hard? Varies by culture Multiple platforms Variety of users

14 Good or bad design? From:

15 Good or bad design? From:

16 What’s a redesign solution?
What’s wrong with each? Who is affected Impact What’s a redesign solution?

17 Importance of Design

18 So how do you avoid bad design?
Activity Design the ultimate fast food drive thru From:

19 Did your design support?
A customer who can’t read English? A customer who is hearing impaired? A customer who has never eaten a hamburger before? A customer who is health conscious? A customer who has an IQ of less than 80? A customer who is over 7’ tall Did you design an interface for you? Is not that what someone already did?

20 Good Design You can’t create one just by sitting around and dreaming one up Rely on Known design solutions User evaluations Must provide Usability Universality Usefulness

21 Requirements analysis
In designing a building I want inhabitants to move between floors Ascertain users’ needs Ensure proper reliability Promote appropriate standardization, integration, consistency, and portability Complete projects on schedule and within budget

22 Ascertain user’s needs
Define tasks Tasks Subtasks Frequency Frequent Occasional Exceptional Repair Ex: Difference between a bike, a car and an airplane Images from:

23 Ensure reliability Actions function as specified
Data displayed must be correct Updates done correctly Leads to trust! (software, hardware, information) – case: 1994 Pentium FDIV bug Cost to Intel: $475 million Privacy, security, access, data destruction, tampering

24 Standardization, Integration, Consistency, Portability
Standardization – common user-interface features across multiple applications Apple Web Windows Smart phones Integration – product should run across application packages file formats Consistency – common action sequences, terms, units, layouts, color, typography within an application Portability – allow user to convert data and interfaces across multiple hardware and software environments Word/HTML/PDF/ASCII/Flash

25 Usability measures How can we measure the ‘goodness’ of an interface?
What are good metrics? ISO 9241 Effectiveness Efficiency Satisfaction Shneiderman Time to learn Speed of performance Rate of errors Retention over time Subjective satisfaction Images from:

26 Usability Motivations
Time to learn Speed of performance Rate of errors Retention over time Subjective satisfaction Usability Motivations Life-Critical systems Applications: air traffic, nuclear reactors, military, emergency dispatch Requirements: reliability and effectiveness (even under stress) Not as important: cost, long training, satisfaction, retention Industrial and Commercial Use Applications: banking, insurance, inventory, reservations Requirements: ease of use/learning to reduce training costs, multiple languages, multiplatform, speed of performance Office, Home, and Entertainment Applications: , games, search engines, cell phones Requirements: Ease of learning/use/retention, error rates, satisfaction (competition is fierce)

27 Usability Motivations
Time to learn Speed of performance Rate of errors Retention over time Subjective satisfaction Usability Motivations Exploratory, Creative, Collaborative Applications: search engines, simulations, scientific visualization, CAD, computer graphics, music composition/artist, photo arranger ( photos) Requirements: the ‘computer’ should be transparent so that the user can be absorbed in their task domain Difficulties: user tech savvy-ness Socio-technical systems Applications: health care, voting, police Requirements: Trust, security, accuracy, error handling, user tech-savvy-ness (need tools to detect unusual patterns of usage)

28 Universal Usability Interface should handle diversity of users
Backgrounds Abilities Motivation Personalities Cultures Technical capacity Question, how would you design an interface to a database differently for: right-handed female, Indian, software engineer, technology savvy left-handed male, French, artist

29 Universal Usability Does not mean ‘dumbing down’
Ex. Crosswalks (parents w/ strollers, elderly, diff cultures) Goal: Address the needs of more users - unlike yourself! Everyone is often not at full faculties at all times

30 Physical Variation Field of anthropometry
Basic data about human dimensions Is no ‘average’ user Measures of what is 5-95% for weight, height, gender, culture, etc. Large variance reminds us there is great ‘variety’ Name some devices that this would affect…

31 Physical Variation Work-surface and display-support height
Clearance under work surface for legs Work-surface width and depth Adjustability of heights and angles for chairs and work surfaces Posture - seating depth and angle; back-rest height and lumbar support Availability of armrests, footrests, and palmrests

32 Cognitive and perceptual abilities
The journal Ergonomics Abstracts offers this classification of human cognitive processes: Long-term and semantic memory Short-term and working 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

33 Cognitive and perceptual abilities
However, perceptual and motor performance can be affected by these factors: Fatigue and sleep deprivation Cognitive load Monotony and boredom Nutrition and diet Fear, anxiety, mood, and emotion Drugs and alcohol

34 Personality No set taxonomy for identifying personality types
Myers-Briggs Type Indicator extroversion vs introversion sensing vs intuition perceptive vs judging feeling vs thinking Big Five Test Openness to experience (open/closed) Conscientiousness (disorganized/organized) Extraversion (extraverted/introverted) Agreeableness (disagreeable/agreeable) Neuroticism (calm/nervous)

35 Cultural and International Diversity
Language Date / Time conventions Weights and Measures Reading: left-to-right, up-and-down Telephone #s and addresses Names, titles, salutations SSN, ID, passport Icons, buttons, colors Etiquette, tone, formality

36 Users with Disabilities
1998 Amendment to Rehabilitation Act Federal law to ensure access to IT, including computers and web sites Vision (text-to-speech) Blind (bill-reader) Low-vision Color-blind Hearing (conversion of tones to visual signals) Deaf Limited hearing Mobility (eye-gaze control, head-mounted optical mice) Learning Dyslexia Attention deficient, hemisphere specific, etc. Keyboard, mouse, color alternatives

37 Elderly Reduced Other needs Touch screens, larger fonts, louder sounds
Motor skills Perception Vision, hearing, touch, mobility Speed Memory Other needs Technology experience is varied (How many grandmothers use ? mothers?) Uninformed on how technology could help Practice skills (hand-eye, problem solving) Touch screens, larger fonts, louder sounds Images from:

38 Children Technology familiarity Age changes:
Physical dexterity (double-clicking, click and drag, and small targets) Attention span Varied backgrounds (socio-economic) Goals Educational acceleration Socialization with peers Psychological – improve self-image, self-confidence Creativity – art, music, etc. exploration

39 Children Teenagers are a special group Requires Safety They
Next generation Beta test new interfaces, trends Cell phones, text messages, simulations, fantasy games, virtual worlds Requires Safety They Like exploring (easy to reset state) Don’t mind making mistakes Like familiar characters and repetition Don’t like patronizing comments, inappropriate humor Design: Focus groups

40 Goals for Academic HCI Provide tools, techniques and knowledge for commercial developers Competitive advantage (think iPad) Raising the computer consciousness of the general public Reduce computer anxiety (error messages) Common fears: I’ll break it I’ll make a mistake The computer is smarter than me HCI contributes to this!


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