HCI

Cards (83)

  • 50s - Interface at the hardware level for engineers - switch panels
  • 60 to 70s - interface at the programming level - COBOL, FORTRAN
  • 70-90s - Interface at the terminal level - command languages
  • 80s - Interface at the interaction dialogue level - GUIs, multimedia
  • 90s - Interface at the work setting - networked systems, groupware
  • 00s - Interface becomes pervasive
  • Human-computer interaction (HCI) Is: “concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” (ACM SIGCHI, 1992, p.6)
  • Interaction design (ID) is: “the design of spaces for human communication and interaction” -Winograd (1997)
  • Academic disciplines
    PsychologySocial SciencesComputing SciencesEngineeringErgonomics
  • Design practices
    Graphic designProduct designArtist-design – Industrial design – Film industry
  • Interdisciplinary fields
    HCI – Human FactorsCognitive EngineeringCognitive ErgonomicsComputer Supported Co-operative WorkInformation Systems
  • interaction designers - people involved in the design of all the interactive aspects of a product
  • usability engineers - people who focus on evaluating products, using usability methods and principles
  • web designers - people who develop and create the visual design of websites, such as layouts
  • information architects - people who come up with ideas of how to plan and structure interactive products
  • user experience designers - people who do all the above but who may also carry out field studies to inform the design of products
  • Core characteristics of interaction design
    Efficient to useSafe to useHave good utilityEasy to learnEasy to remember how to use
  • Usability goals
    Effective to use
  • User experience goals
    Satisfying - rewardingFun - support creativityEnjoyable - emotionally fulfilling – Entertaining
  • Design principles
    Generalizable abstractions for thinking about different aspects of design • The do’s and don’ts of interaction design • What to provide and what not to provide at the interface • Derived from a mix of theory-based knowledge, experience and common-sense
  • Feedback
    Sending information back to the user about what has been done
    Includes sound, highlighting, animation and combinations of these
  • Constraints Restricting the possible actions that can be performed • Helps prevent user from selecting incorrect options
  • Three main types of Constraints
    physicalculturallogical
  • Physical Constraints
    Refer to the way physical objects restrict the movement of things
  • Logical constraints
    Exploits people’s everyday common sense reasoning about the way the world works
  • Cultural constraints
    Learned arbitrary conventions like red triangles for warning • Can be universal or culturally specific
  • Mapping • Relationship between controls and their movements and the results in the world • Why is this a poor mapping of control buttons?
  • Consistency • Design interfaces to have similar operations and use similar elements for similar tasks
  • Internal consistency refers to designing operations to behave the same within an application
  • External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices
  • Affordances
    • Refers to an attribute of an object that allows people to know how to use it
  • Norman (1988) used the term affordances to discuss the design of everyday objects
  • Conceptual model
    Need to first think about how the system will appear to users (i.e. how they will understand it)
  • Conceptual models based on activities
    Giving instructions
    Conversing
    Manipulating and navigating
    Exploring and browsing
  • Giving instructions – issuing commands using keyboard and function keys and selecting options via menus
  • Conversing – interacting with the system as if having a conversation
    Underlying model of having a conversation with another human
  • Manipulating and navigating – acting on objects and interacting with virtual objects
    Involves dragging, selecting, opening, closing and zooming actions on virtual objects
  • Exploring and browsing – finding out and learning things
    Similar to how people browse information with existing media (e.g. newspapers, magazines, libraries, pamphlets)
  • Interaction mode: – what the user is doing when interacting with a system, e.g. instructing, talking, browsing or other
  • Interaction style: – the kind of interface used to support the mode, e.g. speech, menu-based, gesture