Need a 3 page report on 3 topics of HCI

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lesson_11_1.ppt


PRINCIPLE OF HUMAN COMPUTER INTERACTION

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INTRODUCTION TO HCI

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OUTLINE

  • Introduction
  • What is HCI?
  • The HCI Challenge
  • HCI is Not about
  • HCI is about
  • The goals of HCI
  • What is Usability?
  • Why is usability important?
  • Why HCI is Important in the Context of WWW?
  • It is not Simple to Make Good User Interfaces
  • Examples of good and bad design

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INTRODUCTION

  • Interacting with technology has become an essential part of everyday life for the majority of people.
  • The average user of a computer system is now less likely to understand the technology. Since, there are different types of technology they have to use.

  • People are busy and may spend little or no time actually learning a new system.

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INTRODUCTION..(CONT.)

  • Therefore, computer systems should be easy to use, easy to learn, and with no errors.
  • To design and develop of such a system is a major concern of HCI

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WHAT IS HCI?

  • Human-computer interaction (HCI): “is a discipline concerned with the design, evaluation and implementation of interactive systems for human use and with study of major phenomena surrounding them.”

(ACM SIGCHI, 1992, p. 6)

WHAT IS HCI?

  • HCI (human-computer interaction) is the study of interaction between people (users) and computers.
  • Interaction between users and computers occurs at the user interface
  • The golden principle in HCI is that “people should come first”.

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WHAT ..(CONT.)

HCI consists of three parts:

  • Human: could be an individual user or a group of users.
  • Computer: could be any technology ranging from the general desktop computer to a large scale computer system.
  • Interaction: any direct or indirect communication between a human and computer.

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WHAT ..(CONT.)

  • HCI concentrates on the study of human factors
  • The study of human factors started during the Second World War by US army.
  • Usability was born because of badly designed arms that caused “friendly fire” during war.

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THE HCI CHALLENGE

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HCI IS NOT ABOUT

  • Making the interface look pretty
  • Only about desktop computers (and that goes for computing as well!)
  • Something that would be nice to do but usually there’s no time for it

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HCI IS ABOUT

  • Understanding the users
  • Understanding users tasks
  • Understanding the surrounding environment
  • GUI requirements gathering and analysis
  • Design prototype
  • Evaluate the system

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THE GOALS OF HCI

  • The goal of HCI “is to develop or improve the safety, utility, effectiveness, efficiency and usability of system that include computers.”

(Interacting with computers, 1989, p3)

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THE GOALS OF HCI

  • The goals of HCI are to produce usable and safe systems, as well as functional systems. In order to fulfill that, developers must attempt to:

Understand how people use technology

Building suitable systems

Achieve efficient, effective, and safe interaction

Put people first

People needs, capabilities and preferences should come first. People should not have to change the way that they use a system. Instead, the system should be designed to match their requirements

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WHAT IS USABILITY?

  • A usable system is:
  • easy to use
  • easy to learn
  • easy to remember how to use
  • effective to use
  • efficient to use
  • safe to use
  • enjoyable to use

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WHY IS USABILITY IMPORTANT?

A Good user-interface can:

1. Earn a company billions.

2. Increase users loyalty.

3. Increase users trust.

4. Makes users happy : )

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WHY ..(CONT.)

A Bad user-interface can:

1. be annoying, embarrassing, frustrating, and even deadly.

2. Increase mistakes in data entry and system operation.

3. Makes functions become completely inaccessible.

4. System failure because of user rejection.

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WHY HCI IS IMPORTANT IN THE CONTEXT OF WWW?

• Competition is very close (just another link…)

• Comparison is easily possible (example – Online-Shop)

• Users who can’t find the product in the shop can not buy it

• Users who are not able to fill in correctly the order form are not going to buy

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IT IS NOT SIMPLE TO MAKE GOOD
USER INTERFACES

Basic misconceptions:

• If I (the developer) can use it, everyone can use it

• If our non-technical staff can use it, everyone can

• Good user interfaces are applied common sense

• A system is usable if all style guidelines are met

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EXAMPLES OF GOOD AND BAD DESIGN

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EXAMPLES ..(CONT.)

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EXAMPLES ..(CONT.)

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EXAMPLES ..(CONT.)

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USABILITY REQUIREMENTS

  • Synonyms for “user-friendly” in Microsoft Word 2002 are: easy to use; accessible; comprehensible; intelligible; idiot proof; available; and ready
  • These measures are still subjective, so a systematic process is necessary to develop usable systems for specific users in a specific context

GOALS FOR REQUIREMENTS ANALYSIS

  • Ascertain the user’s needs
  • Determine what tasks and subtasks must be carried out
  • Include tasks which are only performed occasionally. Common tasks are easy to identify.
  • Functionality must match need or else users will reject or underutilize the product

GOALS FOR REQUIREMENTS ANALYSIS

  • Ensure reliability
  • Actions must function as specified
  • Database data displayed must reflect the actual database
  • The system should be available as often as possible
  • The system must not introduce errors
  • Ensure the user's privacy and data security by protecting against unwarranted access, destruction of data, and malicious tampering

GOALS FOR REQUIREMENTS ANALYSIS

  • Ensure reliability
  • Actions must function as specified
  • Database data displayed must reflect the actual database
  • The system should be available as often as possible
  • The system must not introduce errors
  • Ensure the user's privacy and data security by protecting against unwarranted access, destruction of data, and malicious tampering

GOALS FOR REQUIREMENTS ANALYSIS

  • Complete projects on time and within budget
    Late or over budget products can create serious pressure within a company and potentially mean dissatisfied customers and loss of business to competitors

USABILITY MEASURES

  • Define the target user community and class of tasks associated with the interface
  • 5 human factors central to community evaluation:
  • Time to learn
    How long does it take for typical members of the community to learn relevant task?
  • Speed of performance
    How long does it take to perform relevant benchmarks?
  • Rate of errors by users
    How many and what kinds of errors are made during benchmark tasks?
  • Subjective satisfaction
    Allow for user feedback via interviews, free-form comments and satisfaction scales

UNIVERSAL USABILITY

  • Physical abilities and physical workplaces
  • Basic data about human dimensions comes from research in anthropometry
  • There is no average user, either compromises must be made or multiple versions of a system must be created
  • Physical measurement of human dimensions are not enough

UNIVERSAL USABILITY (CONT.)

  • Personality differences
  • There is no set taxonomy for identifying user personality types
  • Designers must be aware that populations are subdivided and that these subdivisions have various responses to different stimuli

UNIVERSAL USABILITY (CONT.)

  • Gender differences
  • No clear patterns have emerged
  • Games
  • Tend to be aimed at young males
  • Highest demographic of online players: older women
  • Productivity tools
  • Largely male designers

UNIVERSAL USABILITY (CONT.)

  • Users with disabilities
  • Designers must plan early to accommodate users with disabilities
  • Early planning is more cost efficient than adding on later
  • Businesses must comply with the "Americans With Disabilities" Act for some applications

  • Designing for/with children
  • Broad term: toddlers to teenagers
  • Parental control and safety vs desire of challenge and learning

  • Elderly Users
  • Including the elderly is fairly ease, designers should allow for variability within their applications via settings for sound, color, brightness, font sizes, etc.

UNIVERSAL USABILITY (CONT.)

  • Some practical user types
  • The Beginner
  • Just starting out, possibly not very technical
  • Will need lots of hand-holding, at least to start
  • Ever try teaching your grandmother AOL?
  • The Casual User
  • Uses the system infrequently
  • Uses short-cuts, occasionally needs help
  • The “Technically Challenged” User
  • Doesn’t know, doesn’t want to know!
  • Will need lots of hand-holding (i.e., help system)

UNIVERSAL USABILITY (CONT.)

  • Some more practical user types
  • The Power User
  • Frequent user, loves the features, pushes all buttons
  • Wants efficiency and customization
  • The Technical Guru
  • “If I had written this…”
  • Probably lots of pre-conceptions

USABILITY TOPIC: COLOR BLINDNESS

  • About 8% of men have color blindness of some type, and about 0.5% of women

  • Misnomer: most people see color difference of some kind
  • Color deficiency
  • Monochromacy, very rare condition
  • Genetic condition, alteration of the cones in the eye

TYPES OF COLOR BLINDNESS

  • Protanopia – L-cone (“red weak”)
  • Deutanopia – M-cone (“green weak”)
  • Tritanopia – S-cone (yellow/blue)

WHAT COLOR BLINDNESS LOOKS LIKE

Normal Deutanopia Tritanopia

WHAT COLOR BLINDNESS LOOKS LIKE

  • Normal Deutanopia Protanpoia

WHAT TO DO

  • Is Color Blindness curable?
  • Medically speaking, no
  • Can we (UI designers) work around it?
  • Certainly

DESIGNING FOR COLOR BLINDNESS

  • Avoid red-on-green at all costs!
  • Consider using magenta instead of red
  • Avoid using magenta with blue
  • Use redundant coding of information
  • Use color and shape/location
  • Avoid thin lines / small symbols
  • For color-coded text, use bold fonts

THE END

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