Lecture 1 - Introduction to HCI CS-C
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1 Lecture 1 - Introduction to HCI CS-C
2 Welcome Prof. David McGookin Room 3583 TUAS Tuomas Vaittinen Room 3540 TUAS Mikko Kytö Room 3583 TUAS
3 Overview Lectures Tuesdays Assessment 60% Exam (20/12/2016 or 13/2/2017) Please remember to register 40% Coursework 10% Essay on Contemporary Issues in HCI (Available Week 38, Due 4th November) 30% App Design Exercise (Available Week 41, Due 25th November
4 Timetable Week Date 13th September 20th September 27th September 4th October 11th October 18th October 25th October 1st November 8th November 15th November 22nd November Topic Introduction to HCI What is a User? User Design Process Requirements Gathering Designing, Prototyping and Evaluating Empirical Evaluation No Lecture Future User Interaction AR/VR Computational Methods in HCI Industrial Guest Lecture* Essay Due 4th November at 17:00 Design Exercise Final Submission Due 25th November at 17:00
5 Recommended Texts David Benyon (2014) Designing Interactive Systems, Pearson 3rd Edition Prior editions are in the library Donald Norman (2013) The Design of Everyday Things, MIT Press
6 What is HCI? Find a partner and spend 5 minutes discussing what you think HCI is Also what you think it isn t
7 What is HCI?
8 A Practice Definition Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computer systems for human use and with the study of the major phenomena surrounding them. ACM SIGCHI 92, from Preece et al, p. 7
9 An Interaction Definition Human-Computer Interaction is a set of processes, dialogues, and actions through which a human user employs and interacts with a computer. Baecker & Buxton 87, from Preece et al, p. 7
10 A Working Definition Understanding and supporting more efficient, effective and enjoyable interaction with computer systems by employing a Human-Centered perspective to design systems to fit human needs and capabilities, rather than expecting users to adapt themselves to the capabilities of a computer system Me (about 15 minutes ago)
11 A Historical Perspective Pre 1980s Computers cost $$$$$$$ Operators are trained to use them Utilitarian tasks Interfaces suit engineering people are called to using them IMSAI 8080: one of the first home microcomputers computers ~1975
12 Pre 1980 s HCI Some examples of what we would now refer to as HCI Ivan Sutherland (1963) invents sketchpad Douglas Engelbart (~1968) invents the mouse hypertext, on-line collaboration etc. Vannevar Bush (1945) proposes MEMEX, a hypertext system to link information in microfilm Xerox Alto (1973) First WIMP GUI The Mother of All Demos (1968)
13 The 1980 s The IBM PC is launched Computers start to be adopted in offices for everyday work Cheap ($1565) Typing, databases, financials Starts to show the deficiency in the User Interface Leads to foundation of Human-Computer Interaction to study how to make computers fit people better Wordstar Most popular word processing application in early 1980s
14 1980s HCI First Wave HCI Multidisciplinary Collaboration Computer Scientists Cognitive Scientists Psychologist Engineers Focused on Users and User Dimensions Strictly focuses on interaction between computer and user Usability testing E.g. can the user change the font of the text. ACM CHI 1982: The first conference on HCI
15 1990s Computers get cheaper All offices have them Most employees have one on their desk Go Mobile The Internet Happens!
16 1990s Second Wave HCI Still Multidisciplinary Ethnography Social Scientists Sociologists More focus on context How do computers fit into the wider work context? Birth of CSCW Begin to consider users as participants in the design of technology Incorporates needs, wants desires rather than just objective capabilities More Future thinking What human-capabilites are computers not exploiting (Audio, Touch)? What about accessibility, inclusiveness? Phantom Haptic Device - Sensable 1997
17 2000 s+ Super Cheap Computers, Super Powerful Expansion well outside of work Fitness, Games, etc. True Mobility Invades all parts of our lives
18 2000+ Third Wave HCI Greater focus on computer use in rest of life - outside work How people appropriate and use computers Greater emphasis on hedonic, playful, pleasurable interaction Brings in designers, artists Questions usability as a final goal leads to User Experience (UX) Increasing Importance as technology moves into more parts of our lives
19 What is HCI? The Goals of HCI Understands how people use computers in all of life Identifies where computers can meet needs, both individual and societal Works to make interaction with computers easier, more efficient, pleasurable and inclusive Carries these out in a multi-disciplinary way, employing diverse techniques as appropriate, putting the needs of people first.
20 CHI+Med Computer Human Interaction for Medical Devices Studied Infusion pumps (and other medical devices) in multiple ways Differences between assumed and actual use Can t get easily at required information Need workarounds Key errors and slips not guarded against Impact of context (distractions) Lack of reporting on user errors in reports Many instances where users had been harmed by user error based on design
21 Taken from Norman D (1998) The Design of Everyday Things. MIT Press Poor HCI requires people to adapt. Lots of situations where that is really undesirable
22 Society/Legal We don t always have a choice in using a computer or not Can all the people that need to use it do so correctly?
23 Consumer Technology Individuals purchase devices and services What makes this different? What is the Goal of the user? Use the device or do something else? What are their needs? How can we solve their problems? What is your level of tolerance when something doesn t do what you want? Searching for a holiday or looking for a new TV?
24 Apps
25
26 ipod vs Creative Nomad $399 $299 Same thing, one worked (for people) much better
27 Susan Dray If the user can t use it, it doesn t work at all
28 The World Changes Don t consider HCI as restrictive. Technologies mature, make new things possible Those things make other things possible Pizza et al (2016) Smartwatch in Vivo, Proceedings CHI 2016, ACM Press What do new technologies offer people? Uber, IoT? Makes understanding how these are used, and what they might offer even more important. Smartphones Lopes, P., Ion, A., Baudisch, P. Impacto: Simulating Physical Impact by Combining Tactile Stimulation with Electrical Muscle Stimulation. In Proc. UIST'15. pp There is a distinction between practitioner and research.
29
30 Some Definitions Human-Computer Interaction Usability User Experience (UX) Interaction Design
31 Usability ISO defines usability as "The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use." Usability is a qualitative attribute that assesses how easy user interfaces are to use (later). Leads to Usability Methods - Ways to improve ease of use through the Design Process
32 Interaction Design The process of getting to a user experience, designing what functions should be supported and how those should be effectively designed. E.g. What should the User Interface to a smartwatch do, and how should it work Leads to Interaction Designer
33 User Experience (UX) Coined by Don Norman (1980 s) Wide ranging, covers the whole experience around the product. Buying, receiving, unboxing etc. Is it fun, enjoyable, engaging, frustrating, helpful, fun, supportive, motivating But often focused on how the product makes you feel Think Sodexo vs High-End Restaurant Usability vs Experience
34 A Model of Human Computer Interaction Context Input Output A User A Computer
35 Norman s 7 Stage Model Gulf of Execution Goals Intention to Act Evaluation of Interpretation Sequence of Execution of the Actions Action Sequence Interpreting the Perceiving the Perception State of the World A User Gulf of Evaluation A Computer
36 Norman s 7-Stage Model A HIP Model of interaction Human-Information Processing But there are some drawbacks Humans are not Databases Arose from Laboratory Studies Assumes we are alone in the world
37 What should we be thinking about in Interaction? PACT (Benyon, 2005) People Actions Context Technologies
38 People Who will use the service/system? In what ways are they the same as each other? Cultural Age Ability/Disability both physical and mental In what ways are they different? usually called the user
39 Activities Simple, atomic or longer term Temporal Aspects buying a ticket vs writing a report frequency, time pressure, interuptions How defined is the objective Buy a ticket vs Book a Holiday What about cooperation What different activities can you think of that do this?
40 Context Activities always happen in a context Physical Context Social Context Alone, with others, expertise? Organisational Context Rules and Relationships matter
41 Technologies Software + Hardware Important to consider the People, Activities and Context Some technologies may be inappropriate, unsuitable E.g. gestures Julie Rico and Stephen Brewster Usable gestures for mobile interfaces: evaluating social acceptability. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10). ACM, New York, NY, USA, DOI= /
42 PACT PACT provides a good way to both scope a problem, and to identify where knowledge is lacking Each stage can use a range of techniques: Brainstorming Interviews Observations But a good way to understand what questions you should be asking when designing a Human-Computer Interface.
43 Conclusions What is HCI Why is it important We have started to unpack what a good HCI actually is and is composed of Reading Benyon (Chapter 1 and 2) Norman (Chapter 2) Assessed Exercise 1: Essay on Contemporary Issues in HCI Distributed next week
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