0% found this document useful (0 votes)
16 views22 pages

HCI Chapter 1

Human-Computer Interaction (HCI) focuses on the design and use of technology that facilitates effective interfaces between people and computers. It encompasses multiple disciplines, including computer science, psychology, and ergonomics, aiming to create user-friendly systems that are easy to learn, efficient, and enjoyable. The goals of HCI include enhancing usability, ensuring safety, and understanding user needs to improve interaction with technology.

Uploaded by

dabihaile00
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
0% found this document useful (0 votes)
16 views22 pages

HCI Chapter 1

Human-Computer Interaction (HCI) focuses on the design and use of technology that facilitates effective interfaces between people and computers. It encompasses multiple disciplines, including computer science, psychology, and ergonomics, aiming to create user-friendly systems that are easy to learn, efficient, and enjoyable. The goals of HCI include enhancing usability, ensuring safety, and understanding user needs to improve interaction with technology.

Uploaded by

dabihaile00
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
ieee i . a es ee ey ee I os Ds ee ot — ee ee es oe et * What is HCI? Definition of HCI * Who involves HCI? * Why HCI? Goal of HCl * Good vs. Bad HCI design * Evolution of HCI??? (r Short form for human to computer interaction (HCl) Also called machine to man interaction (MMI) or computer to human interaction (CHI) It is the design and the use of technology, which focuses on the interfaces between people and computers. The study of designing computers and machines so that they best serve their users (i.e. humans) The early focus of HCI has been in how to design interaction and implement interfaces for high usability. The simple visual appeal of interfaces is now a critical added requirement for commercial success as well. 3 « Simply HCI consists three parts:the MUrremnne! computer itself and interaction. * Human » The end user of the program *« Computer * The machine the program runs on [ves E32 * Interaction —Theuser | * The user tells the computer what they want * The computer communicates results 4 DN Cele OM ete Meas rel aed TTT MRL pT ReT ST me] ASU Uae nea Mattel eter: Cane tom ev nr anreM CR reese) eM enn By interaction we mean any communication between a user and computer, be it direct or indirect. Direct interaction involves a dialog with feedback and control throughout performance of the task. Indirect interaction may involve batch processing or intelligent sensors controlling the environment. The important thing is that the user is interacting with the computer in order to accomplish something. 5 HCI is a very multi-disciplinary subject that encompasses different specialties with different concerns regarding computer development Design Social and C4 B Organizationa oe Male el aNg Computer science is concerned with the application design of the human interfaces Philosophy is concerned with the cognitive processes of humans and the behavior of the users . Cognitive processing refers to our ability to take in information and transform it, store it, recover it, and put it to work. Ergonomics is the study of designing equipment and systems to fit human capabilities and improve efficiency, comfort,and safety. Sociology is the study of human society, social behavior, institutions, and interactions. Anthropology is the study of human cultures, evolution, and social structures. 7 Linguistics is concerned with the development of human and machine languages and the relationship between the two. Psychology is the scientific study of mind and mental functions (learning, memory , attention, perceptions, reasoning, conceptual development , and decision making) Engineering and design: graphic design and engineering principles The model consists of three Design phases: the initial design stage in which the software interface is specified, the prototype the time the interface is developed, the Evaluate evaluation stage in which the resulting system of the ‘ Prototype Prototype stage Is tested. In the past, computers were very expensive and used by technical people only. Now, computers are cheap and used by non-technical people (different backgrounds, needs , knowledge and skills) computer and software manufacturers have noticed the importance of making computers “user friendly”, easy to use, save people time , etc. User friendliness can affect: effectiveness, productivity, morale, safety. A system may be thrown away because of bad user interface. People no longer willing to accept products with poor interfaces. How to achieve “user friendliness” in ¢omputer design? Computers and related devices have to be designed with an understanding that people with specific tasks in mind will want to use them in a way that is seamless (all in one) with respect to their everyday work. To do this, those who design these systems need to know how to think in terms of the eventual users’ tasks and how to translate that knowledge into an executable system. * The goal of HCI is fi proce usable, safe and coral system to the user. * One of the basic goal of HCI is Usability: making the system easy to learn. * A usable system is easy to learn, easy to remember how to use, effective to use, safe to use and enjoyable to use. The Goals of HCI The goals of HCI are to produce usable and safe systems, as well as functional systems. In order to produce computer systems with good usability, developers must attempt to: Understand the factors that determine how people use technology Develop tools and techniques to enable building suitable systems Achieve efficient, effective, and safe interaction Put people first The ‘Usability’ in HCl Useful — accomplish what is required: play music, cook dinner, format a document; Usable — do it easily and naturally, without danger of error, ete.; Used — make people want to use it, be attractive, engaging, fun, etc. Usability measures how well the users can use the systems functionality Dimensions of usability Learnability: is it easy to learn? Efficiency: once learned, is it fast to use? Memorability:is it easy to remember what you learned? Errors: are errors few and recoverable? Satisfaction: is it enjoyable to use? ' 4 Affordance An affordance is what a user can do with an object based on the user’s capabilities. As such, an affordance is not a “property” of an object (like a physical object ora User Interface). Instead, an affordance is defined in the relation between the user and the object The set of operation and procedures that can be done to an object “perceived affordance’ is what typical users think can be done to an object Shoulda door be pulled or pushed? What does this icon mean? An action the user wants to do SS * To call somebody * To save files * Goal beget tasks, tasks beget goals [Link] * The UI should help the user always understand... * The current state of the system * What operation can be done « Eg. * When you position the cursor over a point on the screen, it should be clear what would happen if you clicked the mouse. 4, Feedback * When anything changes it should be made visible * When you delete a file, the system should replay with updated information * To improve visibility/feedback we need to: * Choose objects with good perceived affordance Design the Ul to generate better perceived affordance 5. Goal * A state the user wants to reach * To be talking to somebody on the phone * To have saved file « We see this all the time What's good about the design of this error box? * The user know knows there is an error What's poor about the design of this error? * Discouraging * Not enough information * No way to resolve the problem (instruction or contact info) Consequence of bad user interfaces — —— — ————— "8 Need more time for potent * Make more error * Feel dissatisfied * Poor design limits the actual usage of the system * Worst case: the might not be used at all (failed) * To avoid problematic design we need to take into account » Who the users are « What activities are being carried out 19, * Where the interaction is taking place HCI is not about ‘looking good” or ‘making thing pretty” Its about making software work for the user Good HCI does not grow on trees it has to be cultivated Reality Many systems are difficult to use but people are adaptable There may be conflict between safety and efficiency Which computer maintenance do you prefer- the one which offers you coffee, but does not fix your computer, or the one with gruff computer technician who are honest and know their stuff????? 20 Thank you!

You might also like