introduction
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Introduction. CSCI 488/688: Human-Computer Interaction Instructor: Jun Kong. Outline. Introduction Usability Requirements Usability Measures and applications Universal Usability. Human-computer interaction. Human-computer interaction. Human-Computer Interaction. Pen-based Interaction. - PowerPoint PPT PresentationTRANSCRIPT
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Introduction
CSCI 488/688: Human-Computer InteractionInstructor: Jun Kong
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Outline Introduction Usability Requirements Usability Measures and applications Universal Usability
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Human-computer interaction
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Human-computer interaction
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Human-Computer Interaction
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Pen-based Interaction
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Human computer interaction (HCI)
Human computer interaction (also known as user interface design) is the study of interaction between users and computers.
Interactive computer systems Users initiate some action and system responds with some
output System prompts users to do something, and users have to
respond with more inputs These interactions take place through the user
interface. An Interdisciplinary Design Science: Psychologists,
Computer Scientists, Instructional and Graphic Designers, Technical Writers, Human Factors and Ergonomics Experts, Anthropologists and Sociologists
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User interface design efforts UI accounts for 50% of:
Design time Implementation time Maintenance time Code size
A killer robot -Myers & Rosson, “Survey on user interface programming”, CHI ’92.
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Successful applications Windows XP Google Amazon Warcraft etc……
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Failure in user interface
What am I supposed to do now? Where is the information of interes
t?
Vague messages
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Design for Multiple Devices?
Source: www.cs.berkeley.edu/~landay/research/talks/intel-seattle-patterns/patterns-damask-intel2003.ppt
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Multi-model Humans perceive the world through senses.
Touch, Smell, Sight, Hearing, and Taste Communication through one sense in known as
a mode. Computer may process information through
modes as well Keyboard, Microphone, Camera etc.
Multimodal Interfaces try to combine two different modes of communicating.
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Outline Introduction Usability Requirements Usability Measures Usability Motivations Universal Usability
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Goals for requirement analysis Ascertain the users’ needs Ensure proper reliability Promote appropriate
standardization, integration, consistency and portability
Complete projects on schedule and within budget
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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
Providing excessive functionality is a danger
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Ensure reliability Actions must function as specified Database data displayed must reflect the
actual database Appease the user's sense of mistrust 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
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Promote standardization, integration, consistency, and portability
Standardization: Common user-interface features across
multiple applications Use pre-existing industry standards
where they exist to aid learning and avoid errors
Integration: the product should be able to run across different software tools and packages
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Promote standardization, integration, consistency, and portability
Consistency: Compatibility across different product
versions Compatibility with related paper and other
non-computer based systems Use common action sequences, terms, units,
colors, etc. within the program Portability: allow for the user to convert data
across multiple software and hardware environments
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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
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Outline Introduction Usability Requirements Usability Measures Usability Motivations Universal Usability
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User-friendliness “user-friendly”: easy to use; easy to
learn; comprehensible; intelligible; and etc
The notion of “user friendliness” is vague and subjective.
Explicit and clear goals are necessary to develop usable systems for specific users in a specific context
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Usability measures• Define the target user community and class of tasks
associated with the interface • 5 human factors central to usability 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?
– Retention over time Frequency of use and ease of learning help make for better user retention
– Subjective satisfaction Allow for user feedback via interviews, free-form comments and satisfaction scales
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Trade off Trade-offs in design options frequently
occur. Learning time V.S. speed of performance Speed of performance V.S. rate of errors New functionality V.S. consistency
Design alternatives can be evaluated by designers and users via mockups or high-fidelity prototypes.
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Applications Different applications may have different
usability goals Life-critical systems Industrial and commercial uses Office, home, and entertainment applications Exploratory, creative, and cooperative
systems Social-technical systems
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Life-critical systems Air traffic control, nuclear reactors, power
utilities, police & fire dispatch systems High costs, reliability and effectiveness
are expected Usability goals:
Rapid Error-free performance Lengthy training periods are acceptable Subject satisfaction is less an issue due to
well motivated users Retention is obtained by frequent use
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Industrial and commercial uses
Banking, insurance, order entry, inventory management, reservation, billing, and point-of-sales systems
Usability goals: Ease of learning is important to reduce training
costs Speed of performance is important because of the
number of transactions Subjective satisfaction is fairly important to limit
operator burnout
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Office, home, and entertainment applications
Word processing, electronic mail, computer conferencing, and video game systems, educational packages, search engines, mobile device, etc.
Usability goals: Ease of learning, low error rates, and
subjective satisfaction are paramount because use is often discretionary and competition is fierce
Choosing the right functionality
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Exploratory, creative, and cooperative systems
Web browsing, search engines, artist toolkits, architectural design, software development, music composition, and scientific modeling systems
Usability goals: Hard to evaluate those systems due to the
exploratory nature of those applications With these applications, the interface
should "vanish" so that the user can be absorbed in their task domain
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Social-technical systems Complex systems that involve many
people over long time periods, such as systems for Voting, health support, identity verification, crime reporting
Usability goals: Ease of learning for novices and feedback to
build trust Administrators need tools to detect unusual
patterns of usage
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Outline Introduction Usability Requirements Usability Measures Usability Motivations Universal Usability
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Universal usability Diverse users: physical abilities,
backgrounds, motivations, personalities culture, work style and etc
Considering interfaces for different situations often results in a better product Curb cut in sidewalks for wheel-chair users Baby strollers, skateboard riders, travelers with
wheeled luggage Ultimate goal – addressing the needs of all
users
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Physical abilities Hundreds of features: male and
female, young and adult …… Either compromises must be made or
multiple versions of a system must be created Keyboard Chair
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Gender Differences Example: Games for girls
Purple Moon SIMS
56 percent of the Sims audience are teenage girls
Games for boys
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Games - SOME INDUSTRY FACTS
• Seventy-five percent of American heads of households play computer and video games.
• In 2004, more than 248 million computer and video games were sold, almost two games for every household in America.
• The average game player is 30 years old and has been playing games for 9.5 years.
• The average game buyer is 37 years old. In 2005, 95 percent of computer game buyers and 84 percent of console game buyers were over the age of 18.
• Forty-three percent of all game players are women. In fact, women over the age of 18 represent a greater portion of the game-playing population (28 percent) than boys from ages 6 to 17 (21 percent).
• In 2004, 19 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999
• Females spend an average of two hours more per week playing games now than they did a year ago.
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What Kinds of Games Sell?
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Cognitive and perceptual abilities
The human ability to interpret sensory input rapidly and to initiate complex actions makes modern computer systems possible
In any application, background experience and knowledge in the task domain and the interface domain play key roles in learning and performance
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Personality differences Personality: Feeling VS. Thinking;
Perceptive VS. judging; sensing VS. intuition
Different personalities can lead to different behavior: File emails in a well-organized hierarchy Keep them all in the box and use search
strategies to find what they want later
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Cultural and international diversity
Characters, numerals, special characters, and diacriticals
Left-to-right versus right-to-left versus vertical input and reading
Date and time formats Numeric and currency formats Weights and measures Telephone numbers and addresses Names and titles (Mr., Ms., Mme.) Social-security, national identification, and passport
numbers Capitalization and punctuation Sorting sequences Icons, buttons, colors Grammar, spelling Etiquette, policies, tone, formality, metaphors
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Google language tool
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Internationalization of Icons
Source: http://www.stanford.edu/class/cs147/
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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
Elderly Users Designer should allow for variability within
their applications via settings for sound, color, brightness, font sizes, etc.
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Key points Usability requirements: Ascertain the users’ needs;
Ensure proper reliability; Promote appropriate standardization; integration, consistency and portability; and Complete projects on schedule and within budget
Usability measures: Time to learn; Speed of performance; Rate of errors by users; Retention over time; and Subjective satisfaction
Different applications have different usability goals Diversity is a challenging issue in the interface
design
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Tabbed dialog
Source: Interface Hall of Shame
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A better design
Source: Interface Hall of Shame
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Vague error messages
Source: Interface Hall of Shame
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Inconsistency
Source: Interface Hall of Shame
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Redesign
Source: Interface Hall of Shame
49Source: http://courses.csail.mit.edu/6.831/
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