Human Computer Interaction (HCI, HCC)

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Transcription:

Human Computer Interaction (HCI, HCC) AN INTRODUCTION

Human Computer Interaction Why are we here? It may seem trite, but user interfaces matter: For efficiency, for convenience, for accuracy, for success, even for life and death The Vincennes, and Aegis RADAR system

Why are we here? It may seem trite, but user interfaces matter: For efficiency, for convenience, for accuracy, for success, even for life and death The Vincennes, and Aegis RADAR system People time is more expensive than computer time (normally) Everyone has a story of a bad interface, and the trouble it caused A well-designed interface makes for a good system, and a happy (and efficient) user (This is a bad interface)

Sub-discipline of the multi-discipline Human Factors and Ergonomics Psychology (many types) Design Engineering Social sciences Both deal with the design of everyday (and not-so-everyday) things Involve questions such as, but not limited to: Is it easy to use? Is it easy to understand? Is it easy to discover? Is it comfortable to use? Is it sensible to use?

Each word is important In order to understand the discipline, we must understand: The Human The Computer The Interaction These three components come together (interact!) to form what will hopefully be the User experience None of these components can be left out, or ignored, they are all required for the development of a successful interface A well-developed and designed interface is of singular importance, because it is the sole gateway to any system

Human Computer Interaction For many years, this was not a consideration In other words, what it was, was nothing Very early on, machines had to be hardwired

For many years, this was not a consideration In other words, what it was, was nothing Very early on, machines had to be hardwired Later, commands were entered one line at a time Attempts were made to make this easier, but that was difficult due to technological limitations Some intuitiveness was included, but not much Still early, and in large part still the domain of hobbyists and scientists Cryptic, undecipherable code The Software Crisis Can have long-lasting impacts, as seen in the Y2K problem

However, this time period also saw expansion of the field of ergonomics, HCI, and the disciplines involved Originally used primarily for word processors and spreadsheets Still very cumbersome to use Often required many-key combinations to perform tasks Keyboard overlays were standard This was all a result of, but also evolution of, the interface A slow movement away from technical manuals, and towards user manuals, was also budding

However, this time period also saw expansion of the field of ergonomics, HCI, and the disciplines involved A slow movement away from technical manuals, and towards user manuals, was also budding

However, this time period also saw expansion of the field of ergonomics, HCI, and the disciplines involved A slow movement away from technical manuals, and towards user manuals, was also budding Most importantly, system and software design and development began to focus on the experience, as opposed to just the hardware and software Usability Maintenance / Support Graphical interface All of which end at the user Understanding them Listening to them Designing for them

Usability is really the ultimate focus, the ultimate goal But what does it mean? The term is a nebulous, living thing Frequently changing Frequently expanding Frequently being added to Usability doesn t mean simply able to be used. Distinction between UI/UX HCI s multidisciplinary nature can lead to complexities in approach and definition HCI (Human Factors, really) is also one of the most co-opted and diluted disciplines there is However that also gives it its strength

Human Computer Interaction Eventually, there was a sea change Xerox Star Apple Macintosh Microsoft Windows

Provided brand new methods of interaction WIMP New interaction types Instructing Conversing Manipulating Exploring This led to an explosion in HCI, in all areas New interaction methods New conceptual models Metaphors Affordances Increased accessibility, and also increased accessibility This also led to a host of new problems

Standards and guidelines have been developed and incorporated into interface design for decades However, two researchers have contributes sets of rules that have been tested, verified, and incorporated more than any other Jakob Neilsen 10 Usability Heuristics for Interface Design Ben Schneiderman The Eight Golden Rules of Interface Design Each of these are considered canon in the design field

Jakob Neilsen Ph. D. in Human-Computer Interaction from the Technical University of Denmark Founder of the Neilsen-Norman Group, a global usability consultancy Author of numerous books and publications on usability Repeatedly referred to as a usability guru, and was once even called the usability Pope! Developed the 10 Usability Heuristics for User Interface Design

The 10 Usability Heuristics for User Interface Design Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation

Ben Schneiderman Professor at the University of Maryland Institute for Advanced Computer Studies Founder of U of M s Human-Computer Interaction Lab Recognized as one of the leading global authorities on interface design Author of numerous books and publications on usability Developed the concept of treemapping, which displays hierarchical data as groupings Developed the Eight Golden Rules of Interface Design

The Eight Golden Rules of Interface Design Strive for consistency Cater to universal usability Offer informative feedback Design dialogs to yield closure Prevent errors Permit easy reversal of actions Support an internal locus of control Reduce short term memory load

Usability goals Effectiveness Efficiency Safety Utility Learnability Memorability User experience goals Desirable aspects Undesirable aspects

Eventually, there was movement beyond the PC How do we address the nearly infinite amount of objects we can store? Internet (Command to graphical, Lynx to browsers) Communication / Collaboration LOL U WOT M8 Evolution and place of the computing environment Background devices Used by everyone (and why?) Significant functionality in individual devices Embedded systems With this evolution, the discipline evolves as well

Invention to Maturity

With the increase in user-generated content, and the evolution of Web 2.0, there has become a drastic increase in the need to access, manage, display, and manipulate the vast amounts of data available to us Ackoff addressed the handling of computer-generated information back in 1967 Five assumptions Decision makers lack relevant information Decision makers need information they want Needed information leads to better decisions Better communication among decision makers leads to better decisions How the IS works is less important than how to use it

With the increase in user-generated content, and the evolution of Web 2.0, there has become a drastic increase in the need to access, manage, display, and manipulate the vast amounts of data available to us Ackoff addressed the handling of computer-generated information back in 1967 How did we do it before? File cabinets Ledgers Index cards / card catalog Operating computers was a specialized affair Programmers Keypunchers Computer operator

1970s User manuals Testing labs Prototypes Goal-oriented design 1980s Research began on VDTs General design guidelines were first published ANSI standards were first developed

With the increase in user-generated content, and the evolution of Web 2.0, there has become a drastic increase in the need to access, manage, display, and manipulate the vast amounts of data available to us As storage capacity increased, data increased, and our ability to use that data increased Punch cards

With the increase in user-generated content, and the evolution of Web 2.0, there has become a drastic increase in the need to access, manage, display, and manipulate the vast amounts of data available to us As storage capacity increased, data increased, and our ability to use that data increased Punch cards Magnetic media

With the increase in user-generated content, and the evolution of Web 2.0, there has become a drastic increase in the need to access, manage, display, and manipulate the vast amounts of data available to us As storage capacity increased, data increased, and our ability to use that data increased Punch cards Magnetic media Optical media

With the increase in user-generated content, and the evolution of Web 2.0, there has become a drastic increase in the need to access, manage, display, and manipulate the vast amounts of data available to us As storage capacity increased, data increased, and our ability to use that data increased Punch cards Magnetic media Optical media Cloud

With the increase in user-generated content, and the evolution of Web 2.0, there has become a drastic increase in the need to access, manage, display, and manipulate the vast amounts of data available to us As storage capacity increased, data increased, and our ability to use that data increased Punch cards Magnetic media Optical media Cloud How do we interact with all this information?

Now, HCI applies to many types of systems, interactions, and experiences Medical information systems / equipment Accessibility (Blind, deaf, infirmed, incapacitated) Gaming Large information environments (cockpits, power plants) Social media Smart TVs Portable devices Education Military Hard sciences Business / Manufacturing

What about the future? Artificial intelligence Virtual reality Ubiquitous systems Autonomous vehicles (planes too? Maybe boats?) Cybernetics How will we interact with these? How will we design these systems so we *can* interact with them? Ultimately, who will be in control? Can we maintain control? Do we want to?