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Hci Lec Prelims Reviewer

The course aims to teach design, selection, and evaluation of user interaction and experience in computing. It emphasizes the importance of good UI design, user-centered design principles, and effective data gathering methods such as interviews and surveys. Key messages include understanding user limitations, the distinction between designers and users, and the importance of conceptual models in design.
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0% found this document useful (0 votes)
14 views7 pages

Hci Lec Prelims Reviewer

The course aims to teach design, selection, and evaluation of user interaction and experience in computing. It emphasizes the importance of good UI design, user-centered design principles, and effective data gathering methods such as interviews and surveys. Key messages include understanding user limitations, the distinction between designers and users, and the importance of conceptual models in design.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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LESSON 1

The Purpose of the Course


●​ To be able to DESIGN:
○​ How the user interaction and experience should work and look?
●​ To be able to SELECT:
○​ What user interaction design is best for a given purpose in a context?
●​ To be able to EVALUATE:
○​ How good a specific user interaction is?

HOW PEOPLE INTERACT WITH COMPUTERS?

Good UI Design is important


●​ Examples of bad UI are easy
○​ Try to find examples of good UI… give example
●​ Good UI (very subjective):
○​ Easy, natural & engaging interaction
○​ Users can carry out their required tasks
○​ Accounts for human limitations
●​ Usefulness is often context-dependent!

Features of Modern HCI


●​ UCD (User Centered Design) Principles & Activities
○​ User involvement in development stages
○​ Design iteration
○​ Multi-disciplinary design teams - psychology, ergonomics, engineering & graphic
design
○​ Understand & specify context of use
○​ Specify user & organization requirements
○​ Produce prototypes: design solutions
○​ Evaluate designs with users against requirements

●​ Link to Software Engineering


○​ Separate but related concerns: systems vs. user
○​ Some overlap in techniques
■​ Use cases
■​ Iterative life cycle
○​ Multidisciplinary nature of HCI

●​ Evaluation-Centered
●​ Equally supportive of:
○​ top-down & bottom-up
○​ inside-out & outside-in development
Gathering Interaction Requirements Chapter 2
●​ Data Gathering Guidelines
○​ Set clear goals for the data collection
■​ Identify stakeholders’ needs
○​ Evaluate cost/benefit for your effort
■​ understand the tradeoffs
■​ use a combination of techniques
■​ balance specific goals and openness
○​ Run a pilot trial
○​ Record well – you won’t remember it well
●​ Data Gathering Methods
○​ Interviews & Focus groups
○​ Question-based surveys
○​ Contextual analysis

Interviews
●​ Degrees of structuring for different purposes
○​ structured - like a guided questionnaire
○​ semi-structured - basic script guides the conversation
○​ open-ended - still has a goal and focus; good in the initial stages
●​ Phone/skype, face-to-face
○​ one individual at a time
○​ avoids biases from other people
●​ Develop trust
○​ explain your goals to the interviewee
○​ feedback and results to the interviewee
●​ Focus groups & Interviews
○​ group of users to discuss a preliminary given issue
○​ facilitated
○​ interviews with 2 or more
○​ Both are:
■​ appropriate at almost any stage of the design
■​ conducting them earlier – better impact
■​ conducting them later – gather specific reactions to actual design
■​ optimal timing – early with mock-ups
■​ collect subjective data
■​ help understand the work practices
■​ finding out users’ tasks, roles, problems
○​ Focus groups are:
■​ difficult for geographically isolated
■​ difficult when target population is small
■​ alternative – online/phone interviews
○​ Pros & Cons:
■​ + Ideas of one can trigger ideas in others
■​ + Time and cost efficient
■​ + Incorrect facts can be corrected
■​ + Non-controversial issues – quickly resolved
■​ + Controversial issues quickly identified
■​ + Reach a not foreseen level of detail
■​ – Watch out for ‘groupthink’ and ‘sidetrack’
■​ – Ensure balance between talkers and shy users
■​ – Sometimes difficult to coordinate

○​ Select and Organize Groups:


■​ 6 to 12 participants - typically around 10
●​ Breaks with questionnaire or individual activities
●​ 3 to 5 groups
■​ Heterogeneous groups
●​ good mix of people
●​ each group – representative sample of target audience
●​ watch out for too heterogeneous groups – people who do not have
much in common
■​ Homogeneous groups
●​ each group is different demographics

○​ Group Facilitation
■​ One external, professional facilitator
●​ Encourage discussion
●​ Getting everyone to participate (no viewpoint lost)
●​ Get people respond on one another’s input
●​ Foster arguments (reveal controversial issues)
●​ Prevent arguments getting out of hand
■​ Observation room
■​ 2 to 3 observers mixed in the group

○​ During a Focus Group Session


■​ Avoid suggestive questions
■​ Clarify reason of question
■​ Phrase questions in terms of probes – e.g, “why …”
■​ Pay attention to non-verbal aspects
■​ Be aware of personal biases
■​ Give summaries in your own words at intermediate points

●​ Question-based Surveys
○​ Good for:
■​ demographics
■​ evaluation of specific features or properties
○​ Questionnaires and surveys
■​ unambiguous questions
■​ gathering more precise information
■​ on-line questionnaires
○​ Question types (closed & open questions)
○​ Scales (for precision & effort needed to decide on a response)
○​ Qualitative vs. quantitative data

○​ Questions
■​ Closed questions:
●​ select an answer from a set of alternative replies
●​ may require just “yes” or “no”
●​ some form of a rating scale associated
■​ Open questions:
●​ typically start with phrases such as:
○​ “What do you . . . ,”
○​ “How do you . . . ,”
○​ “What ways . . . .”
●​ provide richer data than closed questions
●​ more time consuming to analyze
○​ decide on some grouping and classifying

○​ Questions Scales(½)
■​ Simple rating scale, e.g. checklists
●​ easy to analyze (count the number of responses in each category)

■​ Complex rating scales


●​ a multipoint rating scale semantic differential (users select a point
along a scale)

■​ Semantic differentials
●​ with seven points, five-point or three-point scales
●​ best results if the two end points are very opposed
■​ Likert scale (attitudinal scale)
●​ a set statements with semantic differential
●​ measure user’s attitude, preferences, and subjective reactions
●​ measure the strength of users opinion - by counting the number of
responses at each point in the scale
●​ typically 5-point scale: strongly disagree ⬄strongly agree
●​ calculating a numeric value (adding ‘+’ and ‘-’ scores divided by
the number of users) - can be misleading

○​ Questionnaire TIps
■​ Avoid complicated questions
■​ Clear and unambiguous questions
■​ Avoid negative questions
■​ Alternate open and closed questions
■​ As few questions as possible (~ 2 A4)
■​ Additional info, e.g. “any other comments” option
■​ Pilot the questionnaire before giving it to users
●​ test whether the questions gather the need info
●​ decide on statistics to apply before finalizing the questionnaire
●​ balanced mix of closed and open questions
●​ balance positive and negative questions
■​ Examples of Questions
●​ Do you think this is a good interface? - fair, good, valuable, useful
●​ Do you use a mouse or keyboard more?
●​ When you used the second interface was it responding good to
you?
●​ Which of the following is not a problem in using the system?
●​ Which of the following you are least likely to consider a favorite:
drop-down menus, adaptive menus, scrolling?
●​ Message 1:
○​ Many of the human error and machine misuse are design errors
○​ Designers help things work with good conceptual model
○​ Designers decide on a range of users as the design audience
○​ Because users usually:
■​ have lousy memory
■​ don’t always see everything
■​ get confused of too many things
■​ get tired and bored
■​ don’t pay attention always
■​ get easily distracted
○​ …and machines always offer more
■​ New form factor:
●​ larger memories / faster systems
●​ miniaturization
●​ ↓ power requirements
■​ Deeply connected
●​ new display & input technologies
●​ embedding of computation into appliances
■​ Pervasive
●​ specialize computer hardware new functions
●​ ↑ networked + distributed computing
■​ Broadened user base
●​ ↑ adopting of computers & access by those currently denied
●​ Message 2
○​ You are NOT the USER if you are DESIGNER and you always need different
glasses
●​ Message 3:
○​ Design model
■​ conceptual model on which the design of the system is based
○​ User’s model
■​ model that the user develops on the basis of experience with the system
○​ System image
■​ all aspects of the system that the user experiences

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