Hci Introduction
Hci Introduction
Page 1
What is HCI?
How Human interacts with Computer:
- Not primarily the study of Human
- Not primarily the study of Computer
- The study of bridge between them, which includes
Observation of interactions between people &
computers, e.g., Find examination papers via our
library Web
Analysis of the involved interactions, e.g., Are all
the steps involved are necessary?
Investigating outcomes after interacting with
computers,
e.g., Can the user perform his task? Does he
enjoy working with the computer?
Page 2
What is HCI?
The term HCI was adopted in mid-1980s:
Association for Computing Machinery (ACM): “discipline
concerned with the design, evaluation & implementation of
interactive computer systems for human use & with the
study of major phenomena surrounding them” (1992)
Dix: “HCI is study of people, computer technology and the
ways these influence each other. We study HCI to
determine how we can make this computer technology
more usable by people” (1998)
Carroll: “HCI is the study and practice of usability. It is
about understanding and creating software and other
technology that people will want to use, will be able to
use, and will find effective when used.” (2002)
Page 3
What is HCI?
Human:
Individual user, a group of working together, a
users sequence of users in an
organization
Computer:
Desktop computer, large-scale computer system, smart
phone, embedded system (e.g., photocopier, microwave
oven), software (e.g., search engine, word processor)
User interface:
Parts of the computer that the user contacts with, e.g.,
screen, mouse, keyboard, switch button, knob
Interaction:
Usually involve a dialog with feedback & control throughout
performing a task (e.g., user invokes “print” command and
then interface replies with a dialog box)
Page 4
What is HCI?
Lamp
Function/objective: to illuminate
environment the
Interface: power switch button
Functional part: light bulb
Interaction: press “On”, light on; press
“Off”, light off
User tasks: turn on the lamp, turn off
the lamp
Page 5
What is HCI?
Stapler
Objective: to bind paper together
Interface: top surface where you press
Functional part: stapler ejection gap
Interaction: put an edge of the stack of
paper in the stapler’s mouth, press
down firmly and quickly, hear “click”
sound, see paper bound
User tasks: bind paper together, refill
the staples
Page 6
What is HCI?
Word processor
Objective: to edit a document
Interface: windows, icons, menus, pointers (WIMP), etc.
Functional part: sub-routines for command execution, file
handling, etc.
Interaction: use mouse to click the “WORD” icon, observe
WORD is invoked, use mouse to click “FILE” icon, …
User tasks: edit file, save file, etc.
Page 7
Why HCI?
In the past, computers were expensive & used by
technical people only
Any problems?
Good and Poor Design Examples
Is it a good design?
Good and Poor Design Examples
Is it a good design?
Exercise:
1. Traffic Light
2. Coffee mug where 4 person can dring
coffee together.
3. Home Elevator
4. card swipe
machine(software(OTP)/hardware) from
security point of you
Disciplines Contribute to HCI
Academic Disciplines:
Computer Science
Develop programming languages, system architectures,
etc. of the computing systems
Linguistics, Artificial Intelligence (AI)
Speech synthesis and recognition, natural
language processing, etc.
Psychology
Provide information about human mental
capabilities (e.g., memory, decision making)
Ergonomics (Human Factors)
Provide information about human physical capabilities
Disciplines Contribute to HCI
Sociology
How people interact in groups
Design Practices:
Graphic Design
Art of combining text and graphics and communicating
an effective message in design of posters, brochures,
signs, logos & other type of visual communications
Product Design
Process of planning the product's specification
Industrial Design
Applied art whereby aesthetics and usability of products
may be improved. Aspects include overall shape of the
object, colors, textures, sounds & product ergonomics
Film Industry
Disciplines Contribute to HCI
People in HCI Business
Interactive / Interaction Designers: People involved in
the design of all the interactive aspects of a product
Usability Engineers: People who focus on evaluating
products using usability methods and principles
Web Designers: People who develop and create the visual
design of Websites, such as layouts & animations
Information Architects: People who come up with ideas of
how to plan and structure interactive products
User Experience Designers: people who do all the above
but who may also carry out field studies to inform the
design of products
People in HCI Business
User experience :
Any disadvantage?
Compatibility
Task compatibility: The organization of a system should
match the tasks a person must do to perform the job
Compatibility
Work flow
compatibility:andStructure
flow of
functions should permit
easy transition between
tasks. The user must
never be forced to
navigate between
applications or many
screens to complete
routine daily tasks
Ease of Learning
Ease of learning – the
system should be easy to
learn so that the user can
rapidly start getting
some work done with the
system
Memorability
Interfaces that have high memorability will be easier to
learn and use. Factors which affect memorability include
Hardware
Types of interaction
Data format
Flexibility
Flexibility is the system’s ability to respond to individual
differences in people
Permit people to choose the method of interaction that is
most appropriate to their situation. People should be able
to interact with a system in terms of their own particular
needs including knowledge, experience, and personal
preference
Flexibility is accomplished by providing multiple ways to
access application functions and perform tasks
It is also accomplished through permitting system
customization
Responsiveness
The system must rapidly
respond to the user’s
requests
Provide immediate
acknowledgment for user
actions: visual, textual,
and/or auditory
Protection
• The user simply pointed at the screen, using the mouse as an intermediary.
Graphical User Interface (GUI) is a visual way of interacting with the computer using
the components like windows, icons, labels, text-boxes, radio buttons, etc.
GUI is a program interface that takes the advantage of the computer graphics
capabilities to make the program easier to use.
A well designed GUI helps the users to get rid from remembering complex
commands by presenting command driven graphical layout.
GUI uses windows, icons and menus to carry out commands such as opening files,
deleting files and moving files.
It refers to the graphical interface of a computer that allows users to click
and drag objects with a mouse instead of entering text at a command line.
Frame
Combo box is a
combination of
a adrop-down
single-line text
list or box
list box.
and
It allows the user to
eitherdirectly into
type a value
the control or choose
from the list of existing
options.
It is very useful when a user
has to select a certain
option among various
options.
Radio
Button
Tab is a graphical
control
element.
A tab
allows
multiple documents or
panels to be contained
within a
single window.
It is an interface style
most commonly
associated with web
browsers, web
applications and text
editors.
Tabs are popular in use as a
navigational widget for
switching between sets of
documents.
Characteristics of GUI and Web interfaces
Interaction styles
The method by which the user and a computer system
communicate with one another
-Command line
-Menu selection
-Form fill-in
-Direct manipulation
-Anthropomorphic
Command line
Menu selection
Form fill-in
Direct Manipulation
Anthropomorphic
Spoken natural
language
Hand gestures
Anthropomorphic (cont.)
Facial expressions
Eye movements
What??!
OK
Examples
THE CONCEPT OF DIRECT
MANIPULATION
The system is portrayed as an extension of the real world. It is
assumed that a person is already familiar with the objects and
actions in his or her environment of interest. A person has the
power to access and modify these objects, including windows.
o The user moves the mouse pointer to the relevant element (pick) and
the action is signaled (click).
o Pointing allows rapid selection and feedback. The hand and mind seem
to work smoothly and efficiently together.
Clarity
The interface should be visually, conceptually, and linguistically clear,
including
• Visual elements
• Functions
• Words and Text
Compatibility
Provide compatibility with the following:
- The user
- The task and job
- The Product
- Adopt the User’s Perspective
Configurability
Permit easy personalization, configuration, and
reconfiguration of settings.
- Enhances a sense of control
- Encourages an active role in understanding
Comprehensibility
A system should be easily learned and understood: A user should know the
following:
- What to look at
- What to do
- When to do it
- Where to do it
- Why to do it
- How to do it .
Consistency
A system should look, act, and operate the same throughout. Similar
components should:
- Have a similar look.
- Have similar uses.
- Operate similarly.
• The same action should always yield the same result
• The function of elements should not change.
• The position of standard elements should not change.
Control
The user must control the interaction.
- Actions should result from explicit user requests.
- Actions should be performed quickly.
- Actions should be capable of interruption or termination.
-The user should never be interrupted for errors
Directness
Provide direct ways to accomplish tasks.
- Available alternatives should be visible.
-The effect of actions on objects should be visible.
Flexibility
A system must be sensitive to the differing needs of its users,
enabling a level and type of performance based upon:
- Each user's knowledge and skills.
- Each user's experience.
- Each user's personal preference.
- Each user's habits.
- The conditions at that moment.
Efficiency
Minimize eye and hand movements, and other control actions.
- Transitions between various system controls should flow easily and freely.
- Navigation paths should be as short as possible.
- Eye movement through a screen should be obvious and sequential.
- Anticipate the user's wants and needs whenever possible.
Familiarity
• Employ familiar concepts and use a language that is familiar to the user.
• Keep the interface natural, simulate the user's behavior patterns.
• Use real-world metaphors.
Forgiveness
• Tolerate and forgive common and unavoidable human errors.
• Prevent errors from occurring whenever possible.
• When an error does occur, provide constructive messages.
Predictability
• The user should be able to anticipate the natural progression of each task.
o Provide distinct and recognizable screen elements.
o Provide dues to the result of an action to be performed.
• All expectations should be fulfilled uniformly and completely.
Recovery
A system should permit:
- Commands or actions to be abolished or reversed.
- Immediate return to a certain point if difficulties arise.
Simplicity
Provide as simple an interface as possible. Five ways to provide simplicity:
- Use progressive disclosure, hiding things until they are needed
- Present common and necessary functions first
- Prominently feature important functions
- Hide more sophisticated and less frequently used functions.
- Provide defaults.
- Minimize screen alignment points.
- Make common actions simple at the expense of uncommon actions being
made harder.
- Provide uniformity and consistency.
Norman's Principles of Usability
Norman is a cognitive psychologist, expertise in computers
Cognition refers to how we gain knowledge, includes
understanding, remembering, reasoning, acquiring skills,
creating new idea
Basic ideas of Norman’s principles:
We can learn from common objects
We are able to operate common objects without a user
manual
The objects should provide some cues. If a simple piece
of equipment such as a door or a kitchen stove requires
labelling, that need is sign of design failure
Visibility, affordance, mapping, constraints, feedback
Norman's Principles of Usability
Visibility
Interface feature is accessible to a human sense organ?
(e.g., Can an answering machine indicate the presence
of incoming voice mails? The number of mails?)
Indicate what parts operate & how
Indicate how user is to interact with the device
(e.g., on/off key on a calculator)
The more visible functions are, the more likely users will
be able to know what to do next
Norman's Principles of Usability
Water tap:
America: anti-clockwise is on
Britain: anti-clockwise is off
Red colour:
America: danger
Egypt: death
India: life
China: happiness
Norman's Principles of Usability
Affordance
Refer to an attribute of an object that allows people to
know how to use it, i.e., give clues to operations of
things
Indicate what thing is for
(e.g., a door handle affords pulling, a cup handle affords
grasping)
Milk
Butter
Cheese
Water
Beer
Wine
A B C D
Is it better?
Norman's Principles of Usability