Whirlwind Tour Of Human-Computer Interaction

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Transcription:

Whirlwind Tour Of Human-Computer Interaction Learning to use a computer system is like learning to use a parachute - if a person fails on the first try, odds are they won t try again - Anonymous Human-Computer Interaction The study, planning, and design of the interaction between people and computers

Human-Computer Interaction How do people interact with technology? How can technology improve lives? How can we improve existing technology? More Useful More Usable More Inspiring/Empowering Universal Usability Human-Computer Interaction The study, planning, and design of the interaction between people and computers Sociology HCI Computer Science.. Design Psychology

Human-Computer Interaction The study, planning, and design of the interaction between people and computers Sociology HCI Computer Science.. Design Psychology Human-Computer Interaction Challenges Trying to slap an interface on an existing system usually fails Knowing what users want and need before you build something is generally a good idea Self-centered design an increasingly bad idea in 2010-81% of US had access to computers, 92% were online Not just the college educated, young people, etc. Requirements for accessibility dictated by ADA Success often depends on ease of use, not features

Evolution & Adoption of Computing Mobile/touch Everyone? User Population WIMP Educated Batch Processing Experts Command Line Professionals 1940-50 1960-70 1980-00 2010+ What is Usability? Can you give a definition?

What is Usability? What is Usability? Who are you designing for? What are they trying to do?

What is Usability? Usability goals Increase learnability Increase efficiency Increase memorability Decrease errors Increase satisfaction Increase utility Increase effectiveness Satisfying Enjoyable Fun Entertaining Helpful Motivating Aesthetically pleasing Supportive of creativity Rewarding Emotionally fulfilling

Usability goals Not always clear or simple Increase learnability Increase efficiency Increase memorability Decrease errors Increase satisfaction Increase utility Increase effectiveness Satisfying Enjoyable Fun Entertaining Helpful Motivating Aesthetically pleasing Supportive of creativity Rewarding Emotionally fulfilling Sometimes honesty is the best policy

Usability as a Process 1. Identify users 2. Identify activities/context 3. Identify needs 4. Derive requirements 5. Derive design alternatives 6. Build prototypes 7. Evaluate prototypes 8. Iterate (rinse and repeat) 9. Ship, validate, maintain Usability as a Process 1. Identify users 2. Identify activities/context 3. Identify needs 4. Derive requirements 5. Derive design alternatives 6. Build prototypes 7. Evaluate prototypes 8. Iterate (rinse and repeat) 9. Ship, validate, maintain

Usability as a Process Study people & tasks Questionnaires Interviews Focus groups Naturalistic observations Controlled studies Artifact analysis Prototype High/Low fidelity Participatory design Evaluate Usability as a Process Rethinking what your phone looks like (1950s)

Usability as a Process Rethinking what your phone looks like (1950s) Usability as a Process Time (s) Error (%) Like (rank) Dislike (rank) Rethinking what your phone looks like (1950s)

Usability as a Process Time (s) Error (%) Like (rank) Dislike (rank) 6.01 2.5 3rd 2nd Rethinking what your phone looks like (1950s) 6.17 2.3 1st 4th 6.12 1.3 5th 1st 5.9 2 2nd 5th 5.97 3 4th 3rd Usability as a Process Time (s) Error (%) Like (rank) Dislike (rank) 6.01 2.5 3rd 2nd Rethinking what your phone looks like (1950s) 6.17 2.3 1st 4th 6.12 1.3 5th 1st Most room for improvement? Usability/Cost tradeoff? 5.9 2 2nd 5th 5.97 3 4th 3rd

Usability as a Process From Observation to Design (c) Married to the Sea I don t know how to get out of this square. We re trapped. If only there were some way to imagine ourselves... outside of this square.

Deriving Design Alternatives Inherently creative process (inspiration) Participatory design Look at following for inspiration? Previous designs Competitors Related/unrelated systems Brainstorming Independent/competing teams Lots of Prototyping! The secret to having good ideas is to have many ideas -- Bill Buxton Key UI Technologies WIMP Direct Manipulation Mouse Metaphors Touch Interfaces Immediate Feedback Others?