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Human-Computer_Interaction_Fundamentals-Chapter-01-1

Human-computer interaction (HCI) is an interdisciplinary field focused on the design, implementation, and evaluation of how humans interact with computing devices, emphasizing usability and user experience (UX). Key principles of HCI include understanding user needs, task comprehension, reducing memory load, striving for consistency, reminding users, preventing errors, and ensuring natural interactions. The evolution of interfaces and the importance of aesthetic appeal are highlighted as critical factors in the success of technology in everyday life.
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0% found this document useful (0 votes)
7 views12 pages

Human-Computer_Interaction_Fundamentals-Chapter-01-1

Human-computer interaction (HCI) is an interdisciplinary field focused on the design, implementation, and evaluation of how humans interact with computing devices, emphasizing usability and user experience (UX). Key principles of HCI include understanding user needs, task comprehension, reducing memory load, striving for consistency, reminding users, preventing errors, and ensuring natural interactions. The evolution of interfaces and the importance of aesthetic appeal are highlighted as critical factors in the success of technology in everyday life.
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1

I NTRO DUCTI ON

1.1 What HCI Is and Why It Is Important

Human–computer interaction (HCI) is a cross-disciplinary area (e.g.,


engineering, psychology, ergonomics, design) that deals with the theory,
design, implementation, and evaluation of the ways that humans use and
interact with computing devices. Interaction is a concept to be distinguished
from another similar term, interface. Roughly speaking, interaction refers
to an abstract model by which humans interact with the computing device
for a given task, and an interface is a choice of technical realization (hard-
ware or software) of such a given interaction model. Thus, the letter I in
HCI refers to both interaction and interface, encompassing the abstract
model and the technological methodology (Figure 1.1).
HCI has become much more important in recent years as comput-
ers (and embedded devices) have become commonplace in almost all
facets of our lives. Aside from merely making the necessary compu-
tational functionalities available, the early focus of HCI has been in
how to design interaction and implement interfaces for high usability.
The term high usability means that the resulting interfaces are easy to

System

Interface
Software Hardware
Window Monitor
Metaphor Mouse
Widget Keyboard
.. .. Interaction Model
. .

Task Sequence, Context,


Hierarchy, Level of
Navigation, Selection, Detail, etc.
Manipulation, Data Entry
..
.

Figure 1.1 The distinguishing concepts of interaction (model) and interface.

1
2 HUM A N – C O M P U T ER IN T ER AC TI O N

use, efficient for the task, ensure safety, and lead to a correct comple-
tion of the task. Usable and efficient interaction with the computing
device in turn translates to higher productivity.
The simple aesthetic appeal of interfaces (while satisfying the need
for usability) is now a critical added requirement for commercial suc-
cess as well. The family of distinctly designed Apple® products is a
good example. Apple products are attractive and have created a multi-
tude of faithful followers even though their functionality may be vir-
tually equal to their competitors. In this context, the concept of user
experience (UX) has lately become a buzzword, a notion that not only
encompasses the functional completeness, high usability, and aesthetic
appeal of the interactive artifact, but also its seamless integration into
one’s lifestyle or even creating a new one around it (Figure 1.2).
A less acknowledged fact is how HCI has had a huge impact in the his-
tory of computing and changed our daily lives. It was probably the inven-
tion (or rediscovery) of the mouse that was the linchpin in the personal

Take pictures/videos
Manage
Edit pictures/videos pictures/videos

Share pictures/videos
Voice activation

(a) (b)

(c) (d)

Figure 1.2 Goals of human–computer interaction (HCI): (a) functional completeness (Apple
iPhone 5s, http://www.apple.com/iphone-5s), (b) high usability (Microsoft® Pixelsense, http://blogs.
msdn.com/b/pixelsense), (c) aesthetic appeal (Apple iPhone 5s), and (d) compelling user experience
(UX) (Microsoft Kinect, http://www.xbox.com/ko-KR/Kinect).
IN T R O D U C TI O N 3

Figure 1.3 The evolution of interfaces in the course of the history of computing (i.e., terminal and
keyboard, graphic user interface and mouse, and handheld and touch-based interface). (Courtesy of
Cox, J., https://www.flickr.com/photos/15587432@N02/3281139507, Melbourne, FL.)

computer revolution, making the operation of a computer intuitive and


much easier than the previous system of keyboard commands. The spread-
sheet interface made business computing a huge success. The Internet phe-
nomenon could not have happened without the web-browser interface.
Smartphones, with their touch-oriented interfaces, have nearly replaced
the previous generation of feature phones. Body-based and action-ori-
ented interfaces are now introducing new ways to play and enjoy computer
games. HCI still continues to redefine how we view, absorb, exchange,
create, and manipulate information to our advantage (Figure 1.3).

1.2 Principles of HCI

Despite its importance, good HCI design is generally difficult, mainly


because it is a multiobjective task that involves simultaneous consider-
ation of many things, such as the types of users, characteristics of the
tasks, capabilities and cost of the devices, lack of objective or exact quan-
titative evaluation measures, and changing technologies, to name just a
few. A considerable knowledge in many different fields is required. Over
the relatively young history of HCI, researchers and developers in the
field have accumulated and established basic principles for good HCI
design in hopes of achieving some of the main objectives (as a whole) that
were laid out in the previous section. These HCI principles are general,
fundamental, and commonsensical, applicable to almost any HCI design
situation. Here, we provide a short review of the main HCI principles.

1.2.1 “Know Thy User”

The foremost creed in HCI is to devise interaction and interfaces around


the target users. This overall concept was well captured by the phrase,
4 HUM A N – C O M P U T ER IN T ER AC TI O N

“Know thy user,” coined by Hansen [1] in 1971, even though the so-
called user-centered design approach has become a buzzword only in
recent years. This principle simply states that the interaction and interface
should cater to the needs and capabilities of the target user of the system
in design. However, as easy as this sounds, it is more often the case that
the HCI designers and implementers proceed without a full understand-
ing of the user, for example, by just guessing and pretending to know
and be able to predict how the representative user might respond to one’s
design. Ideally, comprehensive information (e.g., age, gender, education
level, social status, computing experience, cultural background) about the
representative target user should be collected and analyzed to determine
their probable preferences, tendencies, capabilities (physical and mental),
and skill levels. Such information can be used to properly model interac-
tion and pick the right interface solution for the target users.
Consider a situation where a developer is working to change an inter-
face, supposedly to achieve higher usability. However, we might need
to remember that while young adults are extremely adept at and open
to adopting new interfaces, older generations are much less so. Here is
another example. Males are generally known to be better than females
in terms of spatial ability and, as such, one might consider such a fact
in employing three-dimensional (3-D) user interfaces. However, other
studies point to females majoring in engineering and science to possess
an equivalent level of spatial ability as their male counterparts [2]. So
sometimes, conventional wisdom alone may not be sufficient to war-
rant proper interface design. These examples illustrate that there are a
great many aspects that need to be considered in this regard. If a direct
field study is not feasible, an experienced and humble HCI designer
will at least try to leverage the vast knowledge available from cognitive
psychology, ergonomics, and anthropomorphic data to assess the capa-
bilities and characteristics of the target user group. Figure 1.4 shows
examples of user-centered designs of web pages for kids and the elderly.
A related (or perhaps even opposing) notion to the user-centered
design is the concept of “universal usability,” which roughly promotes
“humane” interfaces that cater to a wide (rather than a specific) range
of users, i.e., across age groups, skill levels, cultural backgrounds, and
disability levels. Such a notion has become almost required in our
advanced multicultural societies. However, as wonderful as it sounds,
it is generally very difficult to achieve this with a single interface.
IN T R O D U C TI O N 5

(a) (b)

Figure 1.4 Examples of user-centered designs of web pages for (a) kids (courtesy of Junior Naver,
http://jr.naver.com), and (b) the elderly (courtesy of SilverNet News, http://www.silvernews.or.kr).

Usually, universal usability is achieved by justifying the investment


required to build separate interfaces for distinct user groups. For
example, in advanced countries, many government web pages are now
legally required to provide interfaces in different languages and for
color-blind and visually challenged users (Figure 1.5). Many inter-
active systems provide both menu-driven commands for novices and
keyboard-based hot keys for experts (Figure 1.6).

(a) (b)

Figure 1.5 Two different interfaces to achieve universal usability (one in Korean and the other in
English). (From the Korean Ministry of Health and Welfare, http://english.mw.go.kr/front_eng/index.jsp.)

Figure 1.6 An interface providing both menus (for novice users) and hot keys (for expert users).
6 HUM A N – C O M P U T ER IN T ER AC TI O N

1.2.2 Understand the Task

Another almost-commonsensical principle is to base HCI design on


the understanding of the task. The term task refers to the job to be
accomplished by the user through the use of the interactive system. In
fact, understanding the task at hand is closely related to the interac-
tion modeling and user analysis. It really boils down to identifying
the sequence and structure of subtasks at an abstraction level appro-
priate for the typical user within the larger application context. Take
the subtask (for a larger application) for “changing the Wi-Fi connec-
tion access point” for a smartphone. For an expert user experienced
in computer networks, the task might be modeled with detailed steps,
asking the user to select from a pool of available nearby access points
based on their characteristics such as the signal strength, bandwidth,
security level, and so forth. On the other hand, for a casual user, the
subtask might only involve entering a password for the automatically
selected access point (Figure 1.7).
Note again that the task (or, equivalently, the interaction) model
must ideally come from the user. Different users will have different
mental models of the task at hand, and this must be reflected in the
structure of the interface to simplify implementation for all users. We
will study the process of task/interaction modeling in Chapter 2 in
more detail. However, it is not always the case that modeling interac-
tion after the user is the most efficient approach. One must remem-
ber that humans are very adaptive and, as such, a nonuser-based

Invoke
Internet Browser Enter Password

(a) Novice

Invoke Internet Wireless LAN Select Access


Enter Password
Browser Setup Point (AP)

Show AP
Characteristics
(Signal strength, Bandwidth,
(b) Expert Security level, etc.)

Figure 1.7 Two interaction models at different levels of detail for the task of “connecting to the
Internet from a smartphone,” depending on the user type.
IN T R O D U C TI O N 7

task/interaction model may sometimes be developed based solely on


the general human capacity.

1.2.3 Reduce Memory Load

Designing interaction with as little memory load as possible is a principle


that also has a theoretical basis. Humans are certainly more efficient in
carrying out tasks that require less memory burden, long or short term.
Keeping the user’s short-term memory load light is of particular impor-
tance with regard to the interface’s role as a quick and easy guidance
to the completion of the task. The capacity of the human’s short-term
memory (STM) is about 5–9 chunks of information (or items meaning-
ful with respect to the task), famously known as the “magic number”
[3]. Light memory burden also leads to less erroneous behavior. This
fact is well applied to interface design, for instance, in keeping the num-
ber of menu items or depth to less than this amount to maintain good
user awareness of the ongoing task or in providing reminders and status
information continuously throughout the interaction (Figure 1.8).

1.2.4 Strive for Consistency

In the longer term, one way to unburden the memory load is to keep
consistency [4]. This applies to (a) both within an application and across

Figure 1.8 Interfaces designed for minimal short-term memory: (a) a menu system with fewer than
10 items (left) and (b) categorization by colors, areas, icons, and labels. Badges are used to display
status information such as the current weather (see circled portions) and number of unread mails as a
constant reminder. (From Microsoft®, Microsoft Metro interface, http://www.microsoft.com.)
8 HUM A N – C O M P U T ER IN T ER AC TI O N

(a)

(b)

Figure 1.9 (a) A consistent look of the interface within an application (a game called Subway
Surfers, https://play.google.com/store/apps/details?id=com.kiloo.subwaysurf) and (b) a consistent
interface between Microsoft PowerPoint and Word.

different applications and (b) both the interaction model and inter-
face implementation. For instance, the user is likely to get confused
and exhibit erroneous responses if the same subtask is involved, at dif-
ferent times, for different interaction steps or interface methods. Note
that the exact same subtasks may appear across different applications as
well. Aside from being able to remember what to do, consistency and
familiarity also lead to higher acceptability and preference. One way the
Microsoft Windows®–based applications maintain their competitive-
ness is by promoting consistent and familiar interfaces (Figure 1.9).

1.2.5 Remind Users and Refresh Their Memory

Any significant task will involve the use of memory, so another good
strategy is to employ interfaces that give continuous reminders of
important information and thereby refresh the user’s memory. The
human memory dissipates information quite quickly, and this is espe-
cially true when switching tasks in multitasking situations (which is a
IN T R O D U C TI O N 9

very prevalent form of interaction these days). In fact, research shows


that our brain internally rehearses information encoding during mul-
titasking [5]. Even a single task may proceed in different contextual
spans. For instance, in an online shopping application, one might cycle
through the entry of different types of information: item selection,
delivery options, address, credit card number, number of items, etc. To
maintain the user’s awareness of the situation and further elicit cor-
rect responses, informative, momentary, or continuous feedback will
refresh the user’s memory and help the user complete the task easily.
One particular type of informative feedback (aside from the cur-
rent status) is the reaffirmation of the user action to signal the closure
of a larger process [6]. An example might be not only explicitly con-
firming the safe receipt of a credit card number, but also signaling
that the book order is complete (and “closed”). Such a closure will
bring satisfaction by matching the user’s mental picture of the ongo-
ing interactive process (Figure 1.10).

1.2.6 Prevent Errors/Reversal of Action

While supporting a quick completion of the task is important, error-


free operation is equally important [6]. As such, the interaction and
interface should be designed to avoid confusion and mental overload.
Naturally, all of the aforementioned principles apply here. In addi-
tion, one effective technique is to present or solicit only the relevant
information/action as required at a given time. Inactive menu items
are good examples of such a technique. Also, having the system
require the user to choose from possibilities (e.g., menu system) is

Figure 1.10 Reaffirming the user’s action (i.e., credit card number correctly and securely
entered) and a larger interactive process (i.e., the book purchase is complete).
10 HUM A N – C O M P U T ER IN T ER AC TI O N

Figure 1.11 Preventing errors by presenting only the relevant information at a given time (inactive
menu items) and making selections rather than enforcing recall or full manual input specification.

Figure 1.12 Making the user comfortable by always allowing an easy reversal of action.

generally a safer approach than to rely on recall (e.g., direct text input)
(Figure 1.11).
Despite employing some of the principles and techniques described
here, there is always a chance that the user will make mistakes. Thus,
a very obvious but easy-to-forget feature is to allow an easy reversal of
action. This puts the user into a comfortable state and increases user
satisfaction as well (Figure 1.12).

1.2.7 Naturalness

The final major HCI principle is to favor “natural” interaction and


interfaces. Naturalness refers to a trait that is reflective of various oper-
ations in our everyday life. For instance, a perfect HCI may one day
be realized when a natural language–based conversational interface
is possible, because this is the prevalent way that humans communi-
cate. However, it can be tricky to directly translate real-life styles and
modes of interaction to and for interaction with a computer. Perhaps
a better approach is to model interaction “metaphorically” to the real-
life counterpart, extracting the conceptual and abstract essence of the
task. For instance, Figure 1.13 shows an interface called the ARCBall
[7] for rotating an object in 3-D space using a mouse (2-D device). In
IN T R O D U C TI O N 11

x-axis

z-axis

y-axis

Figure 1.13 ARCBall: 3-D object rotation by using the sphere metaphor. It is also very intuitive
with a high level of affordance. (From Shoemake, K., Graphics Interface, 92, 151–156, 1992 [7].)

order to rotate, the selected object is overlaid with and enclosed by a


transparent sphere, and the user drags on the surface of the sphere to
rotate the object inside. One might consider this rotation technique
to be metaphoric because it abstracts the interaction object into the
shape of a sphere, the most rotational object we know.
A natural or metaphoric interface (assuming that the metaphor is
not contrived) will also have affordance, a property (or additional cues)
that appeals to our innate perception and cognition, thus making it
so intuitive that the interface would require almost no learning [4]. In
the example of the ARCBall, the spherical shape of the rotator GUI
may be regarded to exhibit a high level of affordance, requiring no
explanation as to how to rotate the object.

1.3 Summary

In this chapter, I have introduced the field of HCI, namely its objec-
tive and importance. We also have reviewed some of the main high-
level principles of HCI and presented some relevant examples. These
principles are often based on or are just manifestations of deeper theo-
ries in cognitive science and ergonomics. However, they are trans-
formed into more detailed and directly usable guidelines when put
into actual practice for the specific purpose of designing an effective
interface. In Chapters 2 and 3, we take a look at these guidelines and
12 HUM A N – C O M P U T ER IN T ER AC TI O N

theories, respectively, as they are essential knowledge required for the


HCI design process, which we will begin to address in Chapter 4.

References
1. Hansen, Wilfred J. 1971. User engineering principles for interactive sys-
tems. In AFIPS ’71 (Fall) Proceedings of the November 16–18, 1971, Fall
Joint Computer Conference, 523–32. New York: ACM.
2. Eisenberg, Theodore A., and Robert L. McGinty. 1977. On spatial visu-
alization in college students. Journal of Psychology 95 (1): 99–104.
3. Miller, George A. 1956. The magical number seven, plus or minus two:
Some limits on our capacity for processing information. Psychological
Review 63 (2): 81–97.
4. Norman, Donald A. 2002. The design of everyday things. New York: First
Basic Paperback. (Orig. pub. 1988 as Psychology of everyday things. New
York: Basic Books.)
5. Salvucci, Dario D., and Neils A. Taatgen. 2010. The multitasking mind.
Oxford, UK: Oxford University Press.
6. Shneiderman, Ben, and Catherine Plaisant. 2004. Designing the user inter-
face: Strategies for effective human–computer interaction. 4th ed. Boston:
Addison Wesley.
7. Shoemake, Ken. 1992. ARCBALL: A user interface for specifying three-
dimensional orientation using a mouse. Graphics Interface 92:151–56.

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