Human Computer Interaction (HCI) 1 lecture dr Kristina Lapin

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1 Human Computer Interaction (HCI) 1 lecture dr Kristina Lapin 1

2 Objectives Concerns of interactive system design Evolution Interaction design (IxD) and human computer interaction (HCI) Usability and user experience

3 Bad designs 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? 3 From:

4 Why is this vending machine so bad? Need to push button first to activate reader Normally insert bill first before making selection Contravenes well known convention From: 4

5 Good and bad design What is wrong with the remote on the right? Why is the TiVo remote so much better designed? Peanut shaped to fit in hand Logical layout and colorcoded, distinctive buttons Easy to locate buttons 5

6 Designing interactive systems Activity developing high quality interactive systems, products and services that fit with people and their ways of living 6

7 The ergonomic model of HCI Context Activities People Technology 7

8 User-centered design Design evaluation implementation ŽKS ištakos ir struktūra Motyvacija Studijų reikalavimai Literatūra 8

9 Definition Human-computer Interaction a discipline concerned with the study, design, construction and implementation of human-centric interactive computer systems. 9

10 Human computer interaction 10

11 ACM model of HCI

12 Interaction design: fusion of skills 12

13 Working in multidisciplinary teams Many people from different backgrounds involved Different perspectives and ways of seeing and talking about things Benefits more ideas and designs generated Disadvantages difficult to communicate and progress forward the designs being create 13

14 Interaction design in business Increasing number of ID consultancies, examples of well known ones include: Nielsen Norman Group: help companies enter the age of the consumer, designing humancentered products and services Cooper: From research and product to goal-related design Swim: provides a wide range of design services, in each case targeted to address the product development needs at hand IDEO: creates products, services and environments for companies pioneering new ways to provide value to their customers Adaptive path: We halp companies crreate products and services that deliver great experiences and improve people s lives. Sėkmingi ir nesėkmingi produktai SP ir ŽKS Naudotojo potyriai ir panaudojamumas SP gairės 14

15 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 principles web designers - people who develop and create the visual design of websites, such as layouts information architects - people who come up with ideas of how to plan and structure interactive products user experience designers (UX) - people who do all the above but who may also carry out field studies to inform the design of products 15

16 What is involved in the process of interaction design Establishing requirements Evaluating Developing alternatives Prototyping 16

17 Save development costs Bias, Randolph G., Mayhew, Deborah J. Cost-justifying usability: an update for the internet age. Morgan Kaufman Publishers,

18 Being human-centred Thinking about what people want to do rather than what the technology can do Designing new ways to connect people with people Involving people in the design process Designing for diversity

19 THE VARIETY OF INTERACTIVE SYSTEMS

20 Desktop systems 20

21 Handheld devices 21

22 Virtual reality 22

23 Immersive technologies Games Virtual Worlds Social Networks

24 Virtual worlds Second life is a huge on-line community populated by animated virtual people (avatars). Consists of simulated islands with parks, buildings, etc. People create the avatars to represent themselves.

25 Ambient technologies ed#! 25

26 Domestic toy robot i Robo Q moves freely around the house reacts to voice commands, monitors its surroundings with a surveillance camera and takes pictures teaches children languages, plays games, provides the weather forecast, news and recipes. Photographed at a robot exhibition in Seoul, South Korea. 26

27 Social networks 27

28 Various user interfaces What do the interfaces consist of? 28

29 EVOLUTION OF HCI 29

30 Vannevar Bush As We May Think The Atlantic Monthly, Memex: analog hypertext

31 ENIAC, 1946 Electronic Numerical Integrator And Computer 31

32 Grace Hopper the inventor of compiler Compiler improved usability A-0: Arithmetic Language version 0; COBOL,

33 First interactive screens 1960-ties: data stored in paper tape or cards with holes punched in them. Cards were sent to computer centre, data was processed, results printed. Joseph C.R. Licklider the first screens and cathode ray tubes (CRT) 33

34 Direct interaction with computer Ivan Sutherland (MIT), Sketchpad, 1962 It could draw both horizontal and vertical lines and combine them into figures and shapes. Figures could be copied, moved, rotated, or resized, retaining their basic properties. Input: light pen Išvestis: oksilografo ekranas 34

35 Computer mouse Douglas Engelbart, 1968 Demonstrated the interaction using the mouse at The Mother of All Demos clip 12 35

36 1970-ties: people at the center Alan Kay holds the mockup of Dynabook Technology at the focus of design batch interaction, command line interface Alan Kay Dynabook: concept of laptop Object-oriented programming, SmallTalk 36

37 Graphical user interface XEROX STAR, 1981 Office metaphor windows, icons, folders Ethernet network, file server, print server, microcomputers 37

38 Evolution of HCI 40 ties vision, Vannevar Bush 50-ties compilers, Grace Hoper 60-ties Sketchpad, Ivan Sutherland 70-ties Dynaburg, Alan Kay 80-ties XEROX Star, microcomputers 90-ties multimedia 2000-ties mobiles 2010-ties -? 38

39 Long nose of innovation, Bill Buxton 39

40 Long nose of innovation New products and ideas come from observing history and the evolution of the ecosystem. ipod took aesthetical inspiration from Dieter Rams Braun T3 radio, produced in

41 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-ups identify 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 41

42 Learning resources Course website: web.vu.lt/mif/k.lapin Books at the MIF library 42

43 MIF library David Benyon, Phil Turner, Susan Turner Designing Interactive Systems: People, Activities, Contexts, Technologies, Addison Wesley, 2005, 2010, 2014 ŽKS ištakos ir struktūra Motyvacija Studijų reikalavimai Literatūra 43

44 MIF library Helen Sharp, Yvonne Rogers, Jenny Preece Interaction Design: Beyond Human- Computer Interaction John Wiley & Sons, 2002 (20 egz.) 2007, ŽKS ištakos ir struktūra Motyvacija Studijų reikalavimai Literatūra 44

45 MIF library Donald A. Norman. The Design of Everyday Things. Basic Books; Reprint edition (September 17, 2002), 272 pages Puikus ŽKS įvadas ŽKS ištakos ir struktūra Motyvacija Studijų reikalavimai Literatūra 45

46 MIF library Dix, A., J. Finlay, G. Abowd, R. Beale. Human-Computer Interaction, 2nd Edition, Prentice Hall, 2003, 638 p. ŽKS ištakos ir struktūra Motyvacija Studijų reikalavimai Literatūra 46

47 MIF library Schneiderman, B., Plaisant C. Designing the user interface. Addison-Wesley. 2004, 2010 ŽKS ištakos ir struktūra Motyvacija Studijų reikalavimai Literatūra 47

48 MIF library Faulkner, Ch. The Essence of Human- Computer Interaction, Pearson Prentice Hall,1996. ŽKS ištakos ir struktūra Motyvacija Studijų reikalavimai Literatūra 48

49 MIF library The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications. Julie A. Jacko (ed.) and Andrew Sears (ed.) Lawrence Erlbaum Associates ŽKS ištakos ir struktūra Motyvacija Studijų reikalavimai Literatūra 49

50 Other resources User Experience Professionals Association AIGA, the professional association for design ACM Special Interest Group CHI Usability Net Nielsen Norman Group 50

51 Human computer interaction Kristina Lapin web.vu.lt/mif/k.lapin/

52 References David Benyon. Designing Interactive Systems: A comprehensive quide to HCI and interaction design, Addison Wesley, 2005, 2010, chapter: Designing interactive systems: a fusion of skills Jennifer Preece, Yvonne Rogers, Helen Sharp (2002, 2007, 2011). Interaction design: beyond human computer interaction. John Wiley & Sons 1 chapter: What is Interaction Design? 52

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