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Title: On%20Human%20Computer%20Interaction,%20HCI


1
On Human Computer Interaction, HCI
  • Dr. Saif al Zahir
  • Electrical and Computer Engineering Department
  • UBC

2
Human Computer Interaction HCI
  • HCI is the study of people, computer technology,
    and the ways these influence each other.
  • We study HCI to determine how we can make this
    computer technology more usable for people.
  • HCI is a multidisciplinary practice
  • Engineering
  • Computer Science
  • Sociology
  • Cognitive psychology
  • Ergonomics

3
Why HCI ?..
  • Numerous Applications ..
  • E-commerce
  • Computer-aided surgery (medical applications)
  • Remote learning (distance education)
  • Computer aided Planning, Manufacturing, ...
  • Tourism
  • GIS
  • you name it ...

4
H-C strengths and weaknesses
  • Human
  • Powerful pattern recognition
  • powerful selective attention
  • capacity to learn
  • infinite-capacity LTM
  • rich multikeyed LTM
  • Computer
  • High-capacity memory
  • permanent memory
  • very fast processing
  • error-free processing
  • reliable memory access

5
H-C strengths and weaknesses
  • Low capacity working memory
  • fast decaying working memory
  • slow processing
  • error prone processing
  • unreliable access to LTM
  • Simple template matching
  • limited learning capacity
  • limited capacity LTM
  • limited data integration

6
HCI Objectives
  • Interaction between a human user and a computer
    system via the medium of an interface.
  • - usability criteria.
  • HCI makes use of new and novel techniques and
    technologies to make working with computers
    easier and more productive.
  • HCI aims to achieve more usable systems and more
    satisfied users.
  • Pragmatics legislative, financial and usability
    constraints as well as safety-critical.

7
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8
Door
9
Good User Interface
10
What is an Interface ?..
  • Possible Definitions
  • A collection of input and output devices
  • Surface forming common boundary of two systems
  • A place for conversation
  • Place where the interaction occur between two
    systems
  • All the information channels that allow the user
    and the object to communicate

11
Why High quality UI ??..
  • Whether a user enjoy or despise a system
  • Whether a system succeeds or fails in a market
  • Example 1 Nuclear power plant monitoring
    system. A poor UI can contribute to and even
    cause accident of catastrophic nature
  • Example 2 Air Traffic Control

12
Styles of UI
  • 1. What you see is what you get (WYSIWYG)
  • 2. Direct Manipulation
  • the objects, attributes, or relations that can
    be operated on are represented visually. Use a
    mouse to invoke.
  • 3. Iconic
  • A pictorial representation of an object, an
    action, a property, or some other concept
  • recognition, remembering, and discrimination

13
Main Objectives in User Interface Design
  • 1. Increase the speed of learning
  • measure how long a new user takes to achieve
    certain level of proficiency.
  • 2. Speed of Use
  • measure how long an experienced user require
    to perform certain task with a system
  • 3. Reduction of errors
  • measure the number of user errors per
    interaction
  • 4. Attractive to buyers and users
  • target computer naive users

14
UI as a system
  • 1. Interaction devices (input / output)
  • 2. Interaction techniques
  • ways to use input devices to enter information
    into the computer
  • 3. Interaction tasks
  • classify the fundamental types of information
    entered with interaction techniques
  • - position
  • - text
  • - select
  • - quantify

15
UI Design Methods
  • There is no cookbook approach that ensure good
    interface design
  • Why ??
  • 1. Some of the design principles are based on
    experts experience and logical deduction
    from related fields such as cognitive psychology,
    rather than hard data
  • 2. For any given design problem, guidelines will
    usually come in direct conflict with each other,
    and there are no algorithms for making the
    trade-offs
  • UI design is a matter of Compromise Trade-off

16
Examples on conflicting requirements Want
powerful functionality But simple and clear
interfaceWant ease of use But also ease of
learningWant consistency across all aspects of
the interface But optimize operationWant
intelligent and sophisticated interface But good
performance and low cost.Results We need
methods to solve these conflicting requirements
17
Correspondence
18
Graphic Interface
19
Theories of Human Behavior
  • Psychological
  • Sociological
  • Anthropological
  • Develop a Model to help us understand and
    predict human behavior
  • Provide simple examples of predictions

20
Theories of Human Social Behavior
  • 1. Explanatory theories
  • 2. Empirical theories
  • 3. Dynamic Models
  • Study them and the way they support design

21
1. Explanatory theories
  • Explains observed human behavior
  • explain things we see people doing
  • help in evaluation (i.e., newly installed sys.)
  • why system impact is different from expected
  • study users and analyzing their needs
  • Example 1 Users using keyboard shortcuts more
    than expected cause of high latencies in menu
    display
  • Example 2 Air traffic controllers failing to
    trust a system because it undermined their
    team-oriented working style.

22
2. Empirical Laws
  • Empirical Laws offer simple quantitative
    prediction of human performance
  • Example Hicks Law (1952)
  • The time T taken to choose between a number of
    alternative targets is a function of the number
    of the targets n, and is related logarithmically
  • Where k is a constant

23
2. Empirical Laws
  • Examples
  • the correlation between size of menu and the time
    to make a selection
  • cycle times of the human brain
  • the time taken to move the mouse to a target of a
    given size from a given distance away.

24
3. Dynamic Models
  • Models that predict how a whole sequence of
    actions (steps) will be performed
  • models which predict the sequence of actions a
    user will take
  • model which predict the level of performance if a
    given sequence of actions is taken by the user

25
3. Dynamic Models
  • Predict the speed with which the user can
    perform an activity
  • example keyboard interaction speed
  • simple dynamic model to predict the speed of
    operation of keyboard-based user-interface
  • Cycle times (can use this for the zigzag example)
  • perceptual 50-200 msec Average 100 ms
  • cognitive 25-170 msec Average 70 ms
  • motor 70-100 msec Average 70 ms

26
3. Dynamic Models
  • Fitts Law
  • This Law tells us how long it will take a user
    to hit a target of certain diameter, W, with a
    pointing device that is a certain distance , A,
    away. It uses the information processing model.

27
Design of the User Interface
  • Factors that must be considered
  • 1. How menus are to be organized.
  • 2. How the graphics package is to respond to
    the input and errors.
  • 3. How the output display is to be organized
  • 4. How the package to be documented and
    explained to the user

28
Components of the User Interface
  • User Model
  • Command Language
  • Menu Format
  • Feedback Methods
  • Output Format.

29
1. User Model
  • Provides definition of the concepts involved in
    the graphics package
  • Helps the user to understand how the package
    operates in terms of application concepts
  • Explain to the user what type of objects can be
    displayed and how they can be manipulated.

30
2. Command Language
  • Must be as natural as possible for the user to
    learn
  • minimize memorization
  • each operation in a command language should be
    structured so as to be easy to understand and
    remember
  • no abbreviation (minimum). Ex. Select - Object is
    easier to remember than SO
  • small set of operation

31
3. Menu Design
  • Most computer graphics make use of menus
  • Cut down on the amount of memorization
  • Preventing users from selecting invalid options
  • menus can easily be changed to accommodate
    different applications, whereas function keys
    must be reprogrammed and relabled if they are
    changed
  • Menus with fewer options are more effective
  • Placed on one side of the screen
  • Can develop multilevel structure menu
  • limit the number of levels

32
4. feedback
  • The system must have a continual interactive
    dialogue and inform the user what the system is
    doing at each step.
  • Special symbol can be designed for different
    types of feedback
  • Example a blinking at work sign to tell the
    user that the system is still processing
  • Example Mis-spelled words in Window 9x are
    underlined with red color

33
5. Output Format
  • Information presented to the user
  • 1. Output pictures
  • 2. Menus
  • 3. Messages
  • 4. Other forms of dialogue generated by the
    system

34
5. Output Format-2
  • Format Design to achieve greatest effectiveness
  • 1. Icon and symbol shapes
  • Simple and clear picture of the object or
    operation they represent
  • 2. Screen Layout
  • main components
  • (a) main area
  • (b) Menu area
  • (c) Display prompts and feedback area.

35
5. Output Format-3
  • 1. Flexibility must be given to the user
  • 2. Introduce overlapping window areas
  • 3. Zoom capability to expand or enlarge portion
    of a picture

Work Area
Menu
Prompts and feedback messages
36
wisdom
  • No matter how cool is your interface, less of it
    would be better.
  • Alan Cooper,
  • Father of Visual Basic
  • We think logically not visually
  • We base our design on our own knowledge rather
    than the users
  • We make our programs take control
  • We think in generalities, not specific

37
Human Information Processing System, HIPS
  • Basic Components
  • Memory (short-term and long-term)
  • Input (eyes, ears, touch)
  • Output (hands, voice, eyes)
  • Processes (executive control unit, pattern
    recognition, knowledge and skills

38
Human Memory
  • Short Term Memory, STM
  • memory buffer with low capacity (7 2 units)
  • a brief trace duration (few seconds)
  • Can help STM by Grouping stored information.
  • Example remembering 111-2222 vs. 359-2741
  • Long Term Memory, LTM
  • powerful storage
  • permanent in duration
  • information is stored in a very rich, complex,
    and dynamic structure (this requires
    reorganization constantly)
  • retrieval processes are slow, unreliable, and
    difficult. (need more concentration to get
    information from LTM)

39
Human Information Processor Model Based on
classic information processing model (a) set of
memories and processors (b) three interacting
subsystems - perceptual - motor and -
cognitive Principle of operation is the
recognize-act cycle (c) properties
that can be measured include -
processor cycle time - memory decay rate -
memory capacity
40
Types of Theory in HCI
  • Exploratory theories
  • To explain observed human behavior
  • can provide useful insights in design
  • lack predictive power
  • Empirical laws
  • Simple quantitative predictions of human
    performance (example Fitts law for the time
    taken to point to a target of a particular size).

41
  • Usability
  • The term usability has become central to the
    field of HCI. It can be defined very
    generally as
  • Making systems safe, easy to learn and easy to
    use.
  • A more formal definition is
  • The degree to which specific users can achieve
    specific goals in a particular environment with
    efficiency, effectiveness, satisfaction.

42
Theory of Action Action is a series of
progressive mental steps, resulting in a physical
action. Outcome of a physical action at the
interface is mentally evaluated in a series of
steps. Stage 1- Mental Steps before
physical action deciding
planning translating
executing Stage 2 -
Corresponding steps after action perceiving
recognizing interpreting evaluating
43
Task Performance
  • 7-Steps for Task Performance
  • Execution
  • Establishing the Goals
  • Forming the intention
  • Specifying the action (Planned action sequence
    corresponding to intention)
  • Executing the action
  • Evaluation
  • Perceiving the system state
  • Interpreting the system state (trying to make
    sense of it as in expectation)
  • Evaluating the outcome with respect to the goal
    and intention

44
Gulf of Execution and Gulf of Evaluation
  • Gulf of Execution
  • Is the difference between the intention of the
    person and the perceived allowable action.
  • Gulf of Evaluation
  • Is the difference between the cisible state of
    the system and the correct interpretation of the
    state of the system.

45
  • Uses of GOMS
  • Goals, Operations, Methods, and Selection Rules
  • Used in
  • comparing alternative systems.
  • describing how same task is performed
    in different systems (keystroke method can be
    used to work out which system is fastest.
  • developing training materials.
  • describing the most efficient way to
    perform tasks.
  • evaluating the consistency and
    completeness of a design.
  • Advantages
  • cheap and relatively quick to carry
    out.
  • systems that dont yet exist, but which
    are being designed, can be evaluated.

46
Methodology Phases
  • Scoping
  • Functional Specifications
  • Design
  • Development
  • Testing/Implementation

47
  • Scoping

Adding Human factors to Software Development
Scoping
Business Requirement Analysis
Business Definition
Application Project Team
Project Plan
User Profile
User Interface Group
HW SW Definition
48
Developments in the Interface 50s -
Interface with engineers at the hardware (level
1). interface was at the hardware level.
60/70s- interface with high level programming
(level 2). software engineering and management.
70/90s Interface at the terminal (level
3). interactivity, command languages.
80s - Interface at interaction dialogue (level
4). GUIs, colour, sound, 3-D, animation.
90s - Interface at the work setting (level 5).
networked systems, VR.
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