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What is HCI and where does GUI design fit in?

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Title: What is HCI and where does GUI design fit in?


1
What is HCI and where does GUI design fit in?
  • Lecture 1 CSE3030

2
Outcomes of the lecture
  • Be able to describe the field of HCI
  • Be able to argue whether or not specific subjects
    should fall within the field
  • Understand how the design of graphical interfaces
    fit within the broader field of HCI

3
HCI defined
  • Human-computer interaction is a discipline
    concerned with the design, evaluation and
    implementation of interactive computing systems
    for human use and with the study of major
    phenomena surrounding them
  • This is a working definition
  • From the ACM SIGCHI (Association of Computing
    Machinery, Special Interest Group for
    Human-Computer Interaction)

4
What is and isnt HCI?
  • On the H side?
  • On the C side?

5
Three Mile Island

6
The Control Panel
7
Palm Beach Ballot
8
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9
Beyond intuition
  • Human-machine system designers cannot just rely
    on intuition too many complex factors are
    operating.
  • Instead, need to look to
  • High level theories/models/principles
  • Middle level principles
  • Specific practical guidelines

10
HCI principles
  • General design principles involve being aware of,
    and catering to, human abilities, skills and
    differences (human factors). These apply to
    design of any human-machine system e.g. cars,
    playgrounds, lifts, phones, computers.
  • Designing human-computer interaction is a
    particular area of human factors design with
    specific principles and guidelines.
  • Designing user interfaces is specific area of HCI
    and concerns general principles low level
    concerns.

11
HCI Three basic principles
  • People want ease of use usually provided by
    simplicity and transfer of existing experience.
  • The user view is different to the system
    engineers view. Often engineers design systems to
    perform a set of functions rather than with the
    user in mind.
  • Computers and people are both better at some
    tasks than others however they are better at
    different tasks.

12
Human factors
  • Invention of machines (cars, airplanes,
    electronic devices ...) taxed peoples
    sensorimotor abilities to control them.
  • Even after high degree of training, frequent
    errors (often fatal) occurred.
  • Result human factors became critically
    important.

13
Human factors
  • However, designers still often consider cost and
    appearance over human factors design.
  • People tend to blame themselves when errors
    occur
  • I was never very good with machines
  • I knew I should have read the manual!
  • Look at what I did! Do I feel stupid!
  • Bad design not always visible, but sometimes it
    is very obvious!

14
Human factors
  • How many of you can program or use all aspects of
    your
  • digital watch? Fax machines?
  • VCR?
  • stereo system (especially car stereos)
  • unfamiliar water taps?
  • ..no need to understand the underlying physics
    ..(or code) of everything simply the
    relationship between the controls and the
    outcomes - Donald Norman The design of
    everyday things

15
Related Fields
  • Computer science
  • application design and engineering of human
    interfaces
  • Psychology
  • the application of theories of cognitive
    processes and the empirical analysis of user
    behavior
  • Sociology and anthropology
  • interactions between technology, work, and
    organization
  • Industrial design
  • interactive products

16
Design process
  • Important to consider the What, Why and How of
    design process for an application before you even
    begin to think about the interface, coding, etc.
  • User needs and usability goals must be addressed
    at the beginning of the design process. Designers
    can make incorrect assumptions about the
    requirements.

17
WAP mobile phone example
  • People want to be kept informed of up-to-date
    news wherever they are - reasonable
  • People want to interact with information on the
    move - reasonable
  • People are happy using a very small display and
    using an extremely restricted interface -
    unreasonable
  • People will be happy doing things on a cell phone
    that they normally do on their PCs (e.g. surf the
    web, read email, shop, bet, play video games) -
    reasonable only for a very select bunch of users
  • See http//www.useit.com/alertbox/20001210.html

18
User needs usability
  • 63 of large software projects go over cost
  • Managers gave four usability-related reasons
  • users requested changes
  • overlooked tasks
  • users did not understand their own requirements
  • insufficient user-developer communication and
    understanding
  • (Greenberg, 2001)

19
Human factors
  • Norman Design of everyday things
  • Most failures of human-machine system are due to
    poor designs that dont recognize peoples
    capabilities and fallibility's
  • This leads to apparent machine misuse and human
    error
  • Good design always accounts for human
    capabilities.

20
Darn these hooves! I hit the wrong switch
again!Who designs these instrument panels,
raccoons?
21
Human characteristics
  • Designer must take into account variations in
    human senses and motor abilities
  • Vision e.g. depth, contrast, colour blindness,
    and motion sensitivity.
  • Hearing - e.g. audio cues must be distinct.
  • Touch e.g. keyboard and touchscreen sensitivity.
  • Motor control/ hand-eye coordination e.g use of
    pointing devices.
  • Physical strength, coordination.

22
Cognitive and perceptual abilities
  • There are many aspects to human cognitive
    abilities. For example
  • short-term memory
  • long-term memory and learning
  • problem solving, decision making
  • attention and set (scope of concern)
  • perception recognition

23
  • from Science magazine
  • In 1988, the Soviet Unions Phobos 1 satellite
    was lost on its way to Mars, when it went into a
    tumble from which it never recovered.not long
    after the launch, a ground controller omitted a
    single letter in a series of digital commands
    sent to the spacecraft. And by malignant bad
    luck, that omission caused the code to be
    mistranslated in such a way as to trigger the
    ROM test sequence that was intended to be used
    only during checkout of the spacecraft on the
    ground

24
Factors affecting cognitive, perceptual motor
performance
  • Arousal, vigilance, fatigue
  • Cognitive (mental) load
  • Boredom, isolation, sensory deprivation
  • Anxiety and fear
  • Illness, ageing
  • Drugs and alcohol
  • Circadian rhythms, sleep deprivation

25
Personality factors
  • There is no single taxonomy for identifying user
    personality types.
  • Designers must be aware that populations are
    subdivided and that these subdivisions have
    various responses to different stimuli.
  • Myers-Briggs Type Indicator (MBTI)
  • extroversion versus introversion
  • sensing versus intuition
  • perceptive versus judging
  • feeling versus thinking

26
Awareness of cultural and international diversity
  • Characters, numerals, special characters,
    grammar, spelling
  • L-to-r vs r-to-l vs vertical input reading
  • Date and time formats
  • Numeric and currency formats
  • Telephone numbers and addresses
  • Names and titles (Mr., Ms., Mme.)
  • Social-security, national id passport numbers
  • Etiquette, policies, tone, formality, metaphors

27
Which are universal and which are
culturally-specific?
28
Users with disabilities
  • Need to plan early to accommodate users with
    disabilities as costs may be very high later
  • Some countries have laws which specify
    requirements to comply with equal opportunity
    legislation
  • http//www.useit.com/alertbox/20011111.html
  • http//www.w3.org/TR/WCAG/

29
Current Computing Systems
  • Human factors and HCI design impact on all of the
    large variety of current and emerging computer
    systems.
  • However, the impact of various human factors and
    design decisions depends on the nature of the
    system.

30
System types Critical systems
  • Examples air traffic control, nuclear reactors
  • High costs, reliability and effectiveness are
    expected.
  • Lengthy training periods are acceptable to
    provide error-free performance.
  • Subject satisfaction is less an issue due to well
    motivated users. Retention via frequent use and
    practice.

31
Systems types Commercial/industrial
  • Examples banking, production control, banking,
    insurance, order entry, inventory management,
    reservation, billing, and point-of-sales systems
  • Lower cost may sacrifice reliability.
  • Training is expensive, learning must be easy.
  • Speed and error rates are relative to cost,
    however speed is the supreme concern. Subject
    satisfaction is fairly important to limit
    operator burnout.

32
System types Office/home/entertainment
  • Examples Word processing, electronic mail,
    computer conferencing, and video games,
    education
  • Choosing functionality is difficult because the
    population has a wide range of both novice and
    expert users.
  • Competition causes the need for low cost.
  • Subject satisfaction is very important.

33
System types ???
  • Examples Artist toolkits, statistical packages,
    and scientific modelling systems
  • Benchmarks are hard to describe due to the wide
    array of tasks
  • With these applications, the computer should
    "vanish" so that the user can be absorbed in
    their task domain.

34
System engineering versus interface design
  • System engineering evaluated by
  • Coverage of task functionality.
  • Reliability, security, integrity of system and
    data.
  • Standardization, consistency and portability.
  • Time and budget considerations.

35
User interface evaluation
  • Depends largely on human factors criteria
  • 1. Learning time
  • 2. Performance speed
  • 3. Error rates of users
  • 4. Retention over time
  • 5. Subjective satisfaction

36
HCI is concerned with
  • Humans and machines jointly performing tasks
  • The structure of communication between human and
    machine
  • Human capabilities to use and learn to use
    machines
  • Algorithms and programming of the interface
  • Engineering concerns that arise in designing and
    building interfaces
  • The process of specifying, designing, and
    implementing interfaces
  • Design trade-offs

37
5 Areas of HCI
  • The nature of human-computer interaction
  • Use and context of computers
  • Human characteristics
  • Computer system and interface architecture
  • Development processes

38
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39
Nature of Human-Computer Interaction
  • Overviews of, and theoretical frameworks for,
    topics in human-computer communication

40
N1 The Nature of Human-Computer Interaction
  • Points of view
  • HCI as communication
  • agent paradigm, tool paradigm
  • Human / system / tasks division
  • Objectives or goals
  • productivity, user empowerment
  • History and intellectual roots
  • HCI as an academic topic
  • journals, literature
  • relation to other fields
  • science vs. engineering vs. design aspects

41
Use and Context of Computers
  • Applications of computers
  • Applications and appropriate interfaces
  • The general social, work, and business context
  • In addition to technical requirements, an
    interface may have to
  • satisfy quality-of-work-life goals of a labor
    union
  • meet legal constraints on "look and feel
  • position the image of a company in a certain
    market
  • General problems of fitting computers, uses, and
    context of use together

42
U1 Social Organization and Work
  • The human as an interacting social being
  • The nature of work
  • Human and technical systems mutually adapt to
    each other and must be considered as a whole
  • Models of human activity, groups, organizations
  • Models of work, workflow, cooperative activity
  • Organizations as adaptive open systems
  • Impact of computer systems on work and vice versa
  • Computer systems for group tasks, case studies
  • Quality of work life and job satisfaction

43
U2 Application Areas
  • Characterization of application areas
  • Document-oriented interfaces
  • Communications-oriented interfaces
  • Design environments programming environments,
    CAD/CAM
  • On-line tutorial and help systems
  • Multimedia information kiosks
  • Continuous control systems (process control
    systems, simulators, cockpits, video games)
  • Embedded systems (Copier controls, elevator
    controls, consumer electronics and home
    appliances)

44
U3 Human-Machine Fit and Adaptation
  • Design addresses fit between the object and its
    use
  • Adjustments can be made
  • (1) at design time or at time of use
  • (2) by changing the system or the user
  • (3) by the users or by the system.
  • Adaptive systems
  • Theories of system adoption
  • Customizing and tailoring
  • Compatible users and systems
  • User adaptation learning, training
  • User guidance help, documentation,
    error-handling

45
Human Characteristics
  • human information-processing characteristics
  • how human action is structured
  • the nature of human communication
  • human physical and physiological requirements

46
H1 Human Information Processing
  • The human as a processor of information.
  • Models of cognitive architecture
  • Phenomena and theories of
  • memory
  • perception
  • motor skills
  • attention and vigilance
  • problem solving
  • learning and skill acquisition
  • motivation
  • Users' conceptual models
  • Models of human action
  • Human diversity, including disabled populations

47
H2 Language, Communication and Interaction
  • Language as a communication and interface medium
  • Aspects of language syntax, semantics,
    pragmatics
  • Formal models of language
  • Conversational interaction
  • turn-taking, repair
  • Special languages
  • graphical interaction, query, command, production
    systems, editors
  • Interaction reuse
  • history lists

48
H3 Ergonomics
  • Human anthropometry and workspace design
  • Arrangement of displays and controls
  • Human cognitive and sensory limits
  • Sensory and perceptual effects of display
    technologies
  • Control design
  • Fatigue and health issues
  • Furniture and lighting design
  • Temperature and environmental noise issues
  • Design for stressful or hazardous environments
  • Design for the disabled

49
Computer System and Interface Architecture
  • Machines have specialized components for
    interacting with humans
  • Transducers for moving information physically
    between human and machine
  • Have to do with the control structure and
    representation of parts of the interaction

50
C1 Input and Output Devices
  • Technical construction of devices
  • Input devices
  • Mechanics and performance
  • Devices for the disabled
  • Handwriting and gestures, virtual keyboard
  • Speech input
  • Eye tracking, EEG, other biological signals
  • Output devices
  • Mechanics and performance
  • Devices for the disabled
  • Sound and speech output
  • 3D displays, motion (e.g., flight simulators)
  • Device weight, portability, bandwidth, sensory
    mode

51
C2 Dialogue Techniques
  • Techniques for interacting with humans
  • Dialogue Interaction Techniques
  • Dialogue type and techniques
  • Navigation, orientation, error management
  • Agents and AI techniques
  • Multi-person dialogues
  • Dialogue Issues
  • Real-time response
  • Manual control theory
  • Supervisory control, automatic systems, embedded
    systems
  • Standards
  • "Look and feel," intellectual property protection

52
C3 Dialogue Genre
  • Conceptual uses for the technical means
  • Concepts arise in any media discipline (film,
    graphic design)
  • Interaction metaphors
  • Content metaphors
  • Persona, personality, point of view
  • Workspace models
  • Transition management
  • Techniques from other media (film, theater,
    graphic design)
  • Style and aesthetics

53
C4 Computer Graphics
  • Concepts from computer graphics that are useful
    for HCI
  • Geometry in 2- and 3-D space, linear
    transformations
  • Graphics primitives and attributes
  • Solid modeling, splines, surface modeling, hidden
    surface removal, animation, rendering algorithms,
    lighting models
  • Colour representation, colour maps, colour ranges
    of devices

54
C5 Dialogue Architecture
  • Software architectures and standards
  • Layers and windows
  • Screen imaging models (e.g. postscript)
  • Window manager models, analysis of major window
    systems
  • Models for specifying dialogues
  • Multi-user interface architectures
  • Standardization and interoperability

55
Development Process
  • Both design and engineering
  • The methodology and practice of interface design
  • The relationship of interface development to the
    engineering of the rest of the system

56
D1 Design Approaches
  • The process of design
  • Alternative system development processes
  • Choice of method under time/resource constraint
  • Task analysis techniques
  • Design specification techniques
  • Design analysis techniques
  • Graphic design basics
  • Industrial design basics
  • Design case studies and analyses of design

57
D2 Implementation Techniques and Tools
  • Tactics and tools for implementation.
  • Relationships among design, evaluation, and
    implementation
  • Independence and reusability, application
    independence, device independence
  • Prototyping techniques
  • Dialogue toolkits
  • Object-oriented methods
  • Data representation and algorithms

58
D3 Evaluation Techniques
  • Philosophy and methods for evaluations
  • Productivity
  • Measures
  • Time
  • Errors
  • Learnability
  • Design for guessing
  • Preference
  • Testing techniques, link testing to
    specifications
  • Formative and summative evaluation
  • Methods from psychology and sociology
  • Ethics

59
D4 Example Systems and Case Studies
  • Classic designs that serve as examples of HCI
  • Command-oriented
  • Graphics-oriented
  • Frame-based
  • User-defined

60
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61
Where does GUI fit in?
  • U3 human-machine fit and adaptation
  • H1 human information processing
  • H2 language, communication and interaction
  • C1 input and output devices
  • C2 dialog techniques
  • C3 dialogue genre
  • C4 computer graphics
  • C5 dialogue architecture
  • D1 design approaches
  • D3 evaluation techniques

62
References
  • ACM Special Interest Group on Computer-Human
    Interaction (SIGCHI). ACM SIGCHI is an
    international, interdisciplinary forum for the
    exchange of ideas about the field of
    human-computer interaction. http//www.acm.org/si
    gchi/
  • Norman, D. A. (1998). The Design of Everyday
    Things. New York, New York, USA Basic Books.
  • Shneiderman, B., Plaisant, C. (2005). Designing
    the User Interface Strategies for Effective
    Human-Computer Interaction (Fourth ed.). USA
    Pearson Education, Inc.
  • Stone, D., Jarrett, C., Woodroffe, M., Minocha,
    S. (2005). User Interface Design and Evaluation.
    San Francisco, California, USA Elsevier.
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