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1 Introduction CSCI 488/688: Human-Computer Interaction Instructor: Jun Kong

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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 Presentation

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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

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49Source: http://courses.csail.mit.edu/6.831/

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