Human-Computer_Interaction_Fundamentals-Chapter-01-1
Human-Computer_Interaction_Fundamentals-Chapter-01-1
I NTRO DUCTI ON
System
Interface
Software Hardware
Window Monitor
Metaphor Mouse
Widget Keyboard
.. .. Interaction Model
. .
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.)
“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).
(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
Invoke
Internet Browser Enter Password
(a) Novice
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
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).
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
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
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].)
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
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.