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1 Chapter 1 Introduction to Human-Computer Interaction 1 Chapter 1 Introduction to Human-Computer Interaction

1 Chapter 1 Introduction to Human-Computer Interaction - PowerPoint Presentation

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1 Chapter 1 Introduction to Human-Computer Interaction - PPT Presentation

2 Overview What is HCI design Good vs bad design Interaction design Interaction design process Goals of interaction design Design and usability practices 3 By the end of this chapter you will ID: 813597

user design people interaction design user interaction people experience product computer users usability good interactive products easy human visibility

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Slide1

1

Chapter 1Introduction to Human-Computer Interaction

Slide2

2

Overview What is HCI design?

Good vs. bad design

Interaction design

Interaction design process Goals of interaction design

Design and usability practices

Slide3

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By the end of this chapter, you will..Understand the difference between good and poor interaction

design.

Be able to describe what interaction design is and how it relates to human-computer interaction and other fields.

Understand what is meant by the user experience and

usability.Understand what is involved in

the process of interaction design

.

Outline the different forms of

guidance

used in interaction design.

Slide4

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The design of everyday things!!

Slide5

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Design Matters..Salt & Pepper Shakers

Which do you think should have the most holes?

Does it matter what the designers think?

Image from http://www.jnd.org/books.html#608 :

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Bad Design (1)Elevator controls and labels on the bottom row all look the same, so it is easy to push a label by mistake instead of a control button

People do not make same mistake for the labels and buttons on the top row. Why not?

From: www.baddesigns.com

Slide7

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Bad Design (2)What is wrong with this oven ?

Slide8

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Bad Design (3)What is wrong with this vending machine?

Need to

push button first to activate reader

Normally insert bill first before making selection

Contravenes well known convention

From: www.baddesigns.com

Slide9

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Good and Bad DesignWhat is wrong with the Apex remote?

Why is the TiVo remote so much better designed?

Peanut shaped to fit in hand

Logical layout and color-coded, distinctive buttons

Easy to locate buttons

Tivo

Remote

Apex Remote

Slide10

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Good DesignMarble answering machine (Bishop, 1995)

Based on how everyday objects behave

Easy, intuitive and a pleasure to use

Only requires one-step actions to perform core tasks

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What to DesignNeed to take into account:

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Understanding users’ needsNeed to take into account what people are good and bad at

Consider

what might help people in the way they

currently do things

Think through what might provide quality user experiences

Listen to what people want

and get them

involved

Use tried and tested

user-

centered

methods

Slide13

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Activity

Consider the kinds of user, type of activity and context of use

How does navigation and finding your way from point A to point B differ?

Slide14

Steve Jobs legacy : HCI Human-computer interaction (HCI) has always been at the heart of Apple design.

Jobs recognized the central role of the user as well as human-computer interaction and design in products.Steve Jobs and Apple computers, by investing in products that are enjoyable easy to use by anyone, have changed the way that user experience is perceived in both technology and computer companies. People working in the field of HCI often make a prime example of Apple products as a standard for a device that has good user experience, while also being commercially successful.Steve quotes about Design : "the design that works". "Most people make the mistake of thinking design is what it looks like. People think it's this veneer - that the designers are handed this box and told, 'Make it look good!' That's not what we think design is. It's not just what it looks like and feels like. Design is how it works," (New York Times, November 30, 2003).

14

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What is Interaction Design?

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Interaction DesignDesigning interactive products to support the way people

communicate and interact in their everyday and working lives

Sharp, Rogers and Preece (2007)

The design of spaces for

human communication and interaction Winograd

(1997

)

What is Interaction Design

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Slide18

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Goals of Interaction DesignDevelop

usable products

Usability means

easy to learn,

effective to use and

provide an

enjoyable

experience

Involve

users

in the design process

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Which kind of Interaction Design

Number of other terms used emphasizing what is being designed, e.g.,

user interface design, software design, user-centered

design, product design, web design, experience design (UX)Interaction design

is the umbrella term covering all of these aspects

fundamental to all disciplines, fields, and approaches concerned with researching and designing computer-based systems for people

Slide20

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HCI and Interaction DesignInteraction Design

Psychology/

Cognitive Science

Computer Science/ Software Engineering

Ergonomics

Engineering

Informatics

Social Sciences

Academic Disciplines

Graphic Design

Design Practices

Product Design

Artist Design

Industrial Design

Film Industry

Computer-Supported Cooperative Work (CSCW)

Human Factors Engineering (HF)

Human Computer Interaction (

HCI

)

Information Systems (IS)

Cognitive Engineering /

Cognitive Ergonomics

Interdisciplinary Fields

Slide21

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What is HCI?Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organizational and social sciences in order to understand how people use and experience interactive technology.

Human

/Behavioural Sciences

Interactive Systems

Computer Science

Engineering

Design

Psychology

Social Sciences

Cognitive Science

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HCI DesignView design as a form of communication between

designers

and the users

.

Slide23

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Working in multidisciplinary teams

Different people/ ~ backgrounds

More ideas

Different perspectives

Challenge in communication and progressing forward

Slide24

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Interaction Design in BusinessIncreasing number of ID consultancies

Neilsen Norman Group:

nn

group

.com

IDEO Design &Consulting Firm

Ideo.com (Founder D. Kelley)

www.ideo.com/thinking/voice/david-kelley/

Swim Studio (

Gitta

Salomon)

www.swimstudio.com

Cooper

Cooper.com

Slide25

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What do professionals do in the ID business?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 principlesweb designers

- people who develop and create the visual design of websites, such as layoutsinformation architects

- people who come up with ideas of how to plan and structure interactive productsuser experience designers (UX)

- people who do all the above but who may also carry out field studies to inform the design of products

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What is involved in the process of ID?Discover

Identifying

needs and establishing requirements for the user experience

Design

Developing alternative designs to meet these

Building interactive

prototypes

that can be communicated and assessed

Evaluate

Evaluating what is being built throughout the process and the user experience it offers

Slide27

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Core Characteristics of Interaction DesignUsers should be involved through the development of the project

Specific

usability and user experience goals

need to be identified, clearly documented and agreed at the beginning of the project

Iteration is needed through the core activities

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Why go to this length?Help designers:

Understand

how to design interactive products that fit with what people want, need and may desire

Appreciate that one size does not fit all

e.g., teenagers are very different to grown-upsIdentify any

incorrect assumptions

they may have about particular user groups

e.g., not all old people want or need big fonts

be aware of both

people’s

sensitivities and their

capabilities

Slide29

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Are Cultural Differences Important?5/21/1960 versus 21/5/1960?

Which should be used for international services and online forms?

Examples of websites that are reacted differently by people from different cultures?

Slide30

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Virtual Agents, Avatars, ..

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Virtual Agents, Avatars, ..Anna IKEA Agent:

Designed to be

different for UK and US customers

What are the differences and which is which?

What should Anna’s appearance be like

for other countries,

like India, South Africa,

or China?

Slide32

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The User ExperienceHow a product behaves and is used by people in the real world

the way people feel about it

and their pleasure and satisfaction when using it, looking at it, holding it, and opening or closing it“every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.” (Garrett, 2003)

Cannot design a user experience, only design for a user experience

Interactive digital museum design

Slide33

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Why was the iPod user experience such a success?

Slide34

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Elements of the User Experience (UX)

Jese James Garrett jjg.net

http://uxdesign.com/assets/Elements-of-User-Experience.pdf

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Usability GoalsEffective to use

Efficient to use

Safe to useHave good utility

Easy to learn

Easy to remember how to use

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Effectiveness: refers to how good a product is at doing what it is supposed to do. (the expected result)Q: Is the product capable of allowing people to learn, carry out their work effectively, access the info they need, or buy the goods they want?

Efficiency

: refers to the way a product support users in carrying their common tasks with the least waste of

time and effort. (ex: online shopping, one-click option)

Q: Once users have learned how to use a product to carry out their tasks, can they sustain a high level of productivity?

Being

effective

is about doing the right things, while being

efficient

is about doing the things in the right manner

..

Example

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Safety: involves protecting the user from dangerous conditions and undesirable situations.Q: what is the range of errors

that are possible using the product and what measures are there to permit users to recover easily from them?

Utility

: refers to the extent to which the product provides the right kind of functionality so that users can do what they need or want to do. (ex: drawing tools)

Q: Does the product provide an appropriate set of functions that will enable users to carry out all their tasks in the way they want to do them?

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Learnability: refers to how easy a system is to learn to use.Q: is it possible for the user to work out how to use the product by exploring the interface and trying out certain actions? How hard will it be to learn the whole set of functions in this way?

Memorability

: refers to how easy a product is to remember how to use, once learned.

Q: what kinds of interface support have been provided to help users remember how to carry out tasks, especially for products and operations they use infrequently?

Slide39

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User Experience (UX) Goals satisfying

 aesthetically pleasing

 enjoyable 

supportive of creativity engaging

 challenging

pleasurable

rewarding

exciting

fun

entertaining

provocative

helpful

surprising

motivating

enhancing sociability

emotionally fulfilling

boring

annoying

frustrating

cutsey

Slide40

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Usability & UX GoalsSelecting terms to convey a person’s feelings

,

emotions, etc., can help designers understand the multifaceted nature of the user experience

How do usability goals differ from

user experience goals?Are there

trade-offs

between the two kinds of goals?

e.g. can a product be both fun and safe?

How easy is it to measure usability versus user experience goals?

Slide41

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Ex: when considering how engaging an interactive virtual agent is for an online store, one can ask:Q: How long do users interact with the virtual sales agent? Do they suspend their disbelief when typing in questions?

Ex: to consider the effect of its

appeal one can ask:

Q: What is the user’s immediate response to the agent’s appearance? Is it one of mockery, dismay, or enjoyment? Do they smile, laugh, or scoff?

Slide42

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Activity on usabilityHow long should it take and how long does it actually take to:

Using a DVD

player to play a movie?Use a DVD

recorder to pre-record two programs?Using a web browser tool to create a website?

Slide43

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Slide44

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From: http://uxfix.com

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Slide47

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Design PrinciplesGeneralizable abstractions for thinking about different aspects of design

The do’s and don’ts of interaction design

What to provide and what not to provide at the interface

Derived from a mix of theory-based knowledge, experience and common-sense

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Design PrinciplesVisibility: can I see it?

Affordance

: how do I use it?

Consistency: I think I have seen this before!

Feedback: what is it doing now?

Constraints

:

why can’t I do that?

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One of the most important design principles is visibility.Is achieved by placing the controls in a highly visible location.

Designing for visibility means that just by looking, users can see the possibilities for action. 

Design Principles

Visibility

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Design Principles

Visibility

Slide52

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Design Principles

Visibility

Visibility is often violated in order to make things "look good"

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Design Principles

Visibility

Here, more

visibility but more complexity!!

Slide54

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Design PrinciplesVisibility

How does it work?

Push a button for the floor you want? Nothing happens. Push any other button? Still nothing. What do you need to do?

Not visible!

A control panel for an elevator.

How would you make this action more visible?

…you need to insert your room card in the slot by the buttons to get the elevator to work!

make relevant parts visible

make what has to be done obvious

Slide55

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Slide56

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Design PrinciplesFeedback

Sending information back to the user about what has been done

Includes sound, highlighting, animation and combinations of these

Hover

 Visual Feedback

Visual feedback when cursor hovers over a selection (light highlighting and tooltip text)

Click

 Auditory and Visual Feedback

Highlighting the border and ‘click’ sound

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Design PrinciplesFeedback

Hover

 Visual Feedback

Visual feedback when cursor hovers over a selection (inverse coloring)

Click  Auditory and Visual Feedback

Highlighting the border and ‘click’ sound

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The properties of an object that limit the ways in which it can be used 

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Design PrinciplesConstraints

Restricting the possible actions that can be performed

Helps prevent user from selecting incorrect optionsPhysical objects can be designed to constrain things

e.g. only one way you can insert a key into a lock

Disabled field

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Design PrinciplesConstraints

Restricting the possible actions that can be performed

Disabled options

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Design PrinciplesNatural Mapping: Logical design elements

Where do you plug the mouse and keyboard? Top or bottom connector?

Do the color-coded icons help?

Design Problem

provides direct adjacent mapping between icon and connector

provides

color

coding to associate the connectors with the label

Proposed solutions to the problem

From: baddesigns.com

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Design PrinciplesNatural Mapping: Logical design elements

Which control operates which burner?

Directional navigation on websites and cars.

Design Problem

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Design PrinciplesConsistency

Design interfaces to have similar operations

and use similar elements for similar tasks

For example:always use ctrl key plus first initial of the command for an operation –

ctrl+C, ctrl+S, ctrl+O

Main benefit is consistent interfaces are

easier to learn and use

Slide65

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Design PrinciplesConsistency (When consistency breaks down)

What happens if there is more than one command starting with the same letter?

e.g. save, spelling, select, styleHave to find other initials or combinations of keys, thereby

breaking the consistency rulee.g.

ctrl+S, ctrl+Sp, ctrl+shift+L

Increases

learning burden

on user, making them more prone to

errors

Slide66

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Design PrinciplesConsistency (Internal Vs External)

Internal consistency refers to designing operations to behave the same within an application

Difficult to achieve with complex interfaces

External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices

Very rarely the case, based on different designer’s preference

Slide67

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Slide68

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Design PrinciplesAffordances: To give a clue

Refers to an attribute

of an object that allows people to know how to use ite.g. a mouse button invites pushing, a door handle affords pulling

Norman (1988) used the term to discuss the design of everyday objects

Since has been much popularised in interaction design to discuss how to design interface objects

e.g. scrollbars to afford moving up and down, icons to afford clicking on

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Design PrinciplesAffordances: To give a clue

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Design PrinciplesAffordances: What does affordance have to offer ID?

Interfaces are virtual

and do not have affordances like physical objectsNorman argues it does not make sense to talk about interfaces in terms of ‘real’ affordances

Instead interfaces are better conceptualized as ‘perceived’ affordances

Learned conventions of arbitrary mappings between action and effect at the interface

Some mappings are better than others

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Design PrinciplesAffordances: What does affordance have to offer ID?

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Design PrinciplesAffordances: What does affordance have to offer ID?

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Activity

Physical affordance

How do the following physical objects afford? Are they obvious?

1

2

3

4

Car Door

Slide74

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Activity

Virtual affordance

How do the following screen objects afford?

What if you were a novice user?

Would you know what to do with them?

1

2

4

3

Keypad on touch-screen

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Usability PrinciplesSimilar to design principles, except more prescriptive

Used mainly as the basis

for evaluating systemsProvide a framework for

heuristic evaluation

Nielsen 2001

Visibility of system status

Match between system and the real world

User control and freedom

Consistency and standards

Help users recognize, diagnose and recover from errors

Error prevention

Recognition rather than recall

Flexibility and efficiency of use

Aesthetic and minimalist design

Help and documentation

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Key PointsInteraction design is concerned with designing interactive products to support the way people communicate and interact in their everyday and working lives

It is concerned with how to create quality user experiences

It requires taking into account a number of interdependent factors, including context of use, type of activities, cultural differences, and user groups

It is multidisciplinary, involving many inputs from wide-reaching disciplines and fields