Introduction to Human-Computer InteractionIntroduction to Human-Computer Interaction SMD157...

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1 Oct-27-05 SMD157, Introduction to HCI 1 L INSTITUTIONEN FÖR SYSTEMTEKNIK LULEÅ TEKNISKA UNIVERSITET Introduction to Human-Computer Interaction SMD157 Human-Computer Interaction Fall 2005 Oct-27-05 SMD157, Introduction to HCI 2 L Overview What is HCI? Motivation for study User-centered design A little cognitive & perceptual psychology Oct-27-05 SMD157, Introduction to HCI 3 L INSTITUTIONEN FÖR SYSTEMTEKNIK LULEÅ TEKNISKA UNIVERSITET What is Human-Computer Interaction?

Transcript of Introduction to Human-Computer InteractionIntroduction to Human-Computer Interaction SMD157...

Page 1: Introduction to Human-Computer InteractionIntroduction to Human-Computer Interaction SMD157 Human-Computer Interaction Fall 2005 Oct-27-05 SMD157,IntroductiontoHCI 2 L Overview •What

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INSTITUTIONEN FÖRSYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

Introduction to Human-Computer Interaction

SMD157

Human-Computer Interaction

Fall 2005

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Overview

• What is HCI?

• Motivation for study

• User-centered design

• A little cognitive & perceptual psychology

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INSTITUTIONEN FÖRSYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

What is Human-Computer Interaction?

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Human-Computer Interaction

• Study of:- Design,- Evaluation &- Implementation of

+ Interactive computing systems

• Concerns:- Use by humans- For a purpose- Within an organization or group

• Goal ⇒ Usable Systems

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A Definition of Usability

… the effectiveness, efficiency, and satisfaction with which specified users can achieve specified goals in particular environments …

ISO DIS 9241-11

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Meaning of the Definition

• Goals- Effectiveness

- Efficiency

- Satisfaction

• Limits- Specified users- Specified goals

- Particular environments

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HCI is Multi-Disciplinary

Psychology Sociology

ArtDesign

Engineering

ComputerScience

Philosophy Linguistics

Physiology

AnthropologyErgonomics

A. I.

Understandingthe user

UserModelsHelp

GroupWork

Aesthetics LayoutFaster machines,Faster systems,Means for better

interfaces

Commandlanguages

Consistency

Physicalcapabilities

Equipment design

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INSTITUTIONEN FÖRSYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

Motivation

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Why Study Human-Computer Interaction?

• Over 95% of all new software systems contain a userinterface.

• User interface development uses between 25% and50% percent of development resources.

• A bad user-interface can be annoying, embarrassing,and even deadly.

• A good user interface can earn a company billions.

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An Annoying User Interface: the Old German RailSchedule

• The date field in theEnglish query form is inGerman format(dd.mm.yy)

• Problem: native speakersusually use the wrongformat

• Results:- Users are annoyed when

they have to type the datein again

- The system often has toprocess two queries

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An Annoying User Interface: the Old German RailSchedule

• A solution is to addan example.

• However, atemplate(DD.MM.YY)removesambiguity.

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Another Annoying Interface:the old “Hitta rätt postnummer”

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What’s Wrong?

• Result of query with street number ⇓

• Result of query taking away the number ⇓

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An Embarrassing User Interface: an Old TextEditor

• The editor used “,” to select the current line and “.” to select theentire document.

• Problem: the keys are too close together and can be easilyswitched.

• Result:- A British election document was edited with this editor.- The word “poll” in the sentence “A heavy poll is expected.” was to be

changed to “turnout”.- The operator typed “.” instead of “,”- This was unfortunate for a candidate named Pollack.- The embarrassing result was blamed on the computer not the user

interface.

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A Deadly User Interface: The Fire Control System on theUSS Vincennes

• Altitude for tracked aircraft on the Vincennes’s combatcontrol system:- Not shown on its central big screen display

- Had to be read off of an auxiliary display

• Problem:- Altitude is a key piece of information when judging aircraft

intention

- Information on separate screens can easily be misinterpreted,especially under stress

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A Deadly User Interface: The Fire Control System on theUSS Vincennes

• Result:- An Iran Air airliner was confused with an F14 and report

to be diving to 9000 feet.- It was in fact level at 12500.

- The airliner was shot down and 290 people died.- Other ships with less advanced systems but better

designed interfaces knew the true facts, but wereunable to intervene in time.

• Concentrating on the “latest” technology withoutconsidering the operator is dangerous.

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A Profitable User Interface: The MacintoshDesktop

• Window-based user interfaces were pioneered at Xerox PARC.

• Apple adopted this style for the Lisa and then Macintoshsystems.

• The user interface fueled sales of the Mac

- PCs were much cheaper and somewhat faster- The company has earned billions on the Mac

• Today the only available user interfaces look a lot like a Mac.

• Why?

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INSTITUTIONEN FÖRSYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

How Does One Build Good User Interfaces?

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Usability Oriented System Development

• Components- User studies

- Usability goals

+ Set as part of system requirements- Design with multiple alternatives

- Prototyping- Evaluation of the prototypes with respect to usability

- Iterative work to achieve the goals

• A.k.a, user-centered design

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User-Centered Design

• Know the users.

• Know their tasks.

• Design to fit the system to theusers and their tasks.

• Evaluate the design.

• Iterate until a good design isachieved.

} -----------> External Analysis

---> Design & Prototype

------------> Evaluate

------> Repeat cycle

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Iterative Development

Re-analyze

EvaluatePrototype

Analyze Goals Met

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External Analysis

• Goal is to identify and understand:- The target user group

- The work environment

- The required system services

• Methodologies- Observation- Interviews

- Analysis of competing products

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Balance of Automation and Human Control

• Ultimate goal: simplify user's task by eliminating actionswhen no judgment is required.

• Issues:- Real world is an open system- Computers constitute closed system- Human judgment necessary for unpredictable events

+ Unanticipated situations+ Equipment failure+ Improper human performance+ Incomplete or erroneous data

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Design & Prototype

• Create a design using:- Principles of interaction

- Graphics design principles

- Following guidelines

• Implement prototypes to:- Test the design- Choose between alternatives

- Minimize the cost of experimentation

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Evaluate

• Time to learn

• Speed of performance

• Rate of errors by users

• Retention over time

• Subjective satisfaction

⇒ N.B., these are things to set asusability requirements.

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Repeat Cycle

• No one gets it right the first time

• But, by repeating the analyze, (re-)design, implement,evaluate cycle one gets “close enough.

• “Close enough” is determined by:- Economics- Quality

- Customer (user) satisfaction

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INSTITUTIONEN FÖRSYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

Very Basic Cognitive Psychology

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The Human Information Processing System

• Perceptual System

• Memory System- Perceptual- Working

- Long term

• Motor Control System

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The Sensory System

• Sight- Primary communication channel.

• Hearing- Mostly used for warning signals.

• Touch- Keyboard and button feedback.

• Smell, Taste- Not used by computers.

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Perception

• The Gestalt principles

• The visual system and attention

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Gestalt Principles

• Pragnanz:- Structure is

seen as simply as possible.

• Proximity:- Nearby objects tend to be

grouped.

• Similarity:- Similar items tend to be

grouped.

• Closure:- Nearby contours tend to be

united.

• Continuation:- Grouping tends to occur along

simple curves.

• Common fate:- Elements that move together

tend to be grouped.

• Familiarity:- The familiar or meaningful

tends to be grouped.

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The Visual System and Attention

• Logical and meaningful structure helps focus attention

• Motion immediately draws the user’s attention (Blinkingcounts as motion)

• Colors like red and yellow indicate danger and warningin A WESTERN SOCIETY.

• Some color combinations are hard to see.

Hard to focus!

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Colors and Culture

96%-BLUE Cold

-72%WHITE Cold

81%45%YELLOW Caution

61%99%

62%45%

GREEN SafeGo

95%90%100%

31%65%49%

RED HotDangerStop

AmericansHong Kong ChineseColor/Meaning

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Memory

• Divided into:- Sensory memory ⇒ buffers between the senses and the

mind- Working memory ⇒ scratch pad for things immediately

needed- Long-term memory ⇒ holds everything one knows

+ Knowledge stored as facts or associations+ Images

• Limited parallel capability among verbal, visual, andmotor tasks.

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Memory Limits

• Sensory memory is very limited.- Auditory memory, 2 second duration

- Visual memory, .5 second duration

• Short term or working memory- 7 ± 2 chunks, several second duration

- 1-2 things

• Long term memory- Essentially unlimited, but you have to find things.

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How Memory Affects HCI

• People forget long command names or sequences ofletters and digits.

• New stimuli push out old plans.

• In a hypertext (WWW page) people get “lost”. (Theycan’t remember the relationship between the currentpage and the others they’ve visited.)

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How the Motor Control System Affects HCI

• It’s easier to point at big things than little things.

• It’s easier to point at near things than far things.• Big and near interact.

• Big can be in one dimension.- Pointing here is harder than, here

Why is the Macintosh menu bar location superior?

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Summary

• HCI is the study of how to improve the design of user interfaces in order tosupport human activity.

• HCI is important- Computers are ubiquitous, most have an interface- Design is important for safety, usefulness, & profitability

• User-centered design- Know the users- Know their tasks- Iterate until it’s good enough

• Cognitive & perceptual psychology- Gestalt principles- Memory, perceptual, long-term, and limited working- Motor control, big and near is easier to point at

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Questions?