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At the end of the lesson, the students will be able to:
❑ Explain the concepts and history of human-computer interaction.
❑ Gain theoretical knowledge and practical experience in the fundamental aspects of human-computer interaction. ❑ Identify the different research trends and research fields of human-computer interaction. ❑ Differentiate the various discipline of human-computer interaction. Introduction to HCI What is human-computer interaction (HCI)? Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and the interaction between humans (the users) and computers. HCI become popular and cover almost all forms of information technology design. Introduction to HCI What is human-computer interaction (HCI)? Humans interact with computers in many ways, the interface between humans and computers is essential to facilitate this interaction. Desktop applications, internet browsers, handheld computers, ERP, and computer kiosks make use of the widespread graphical user interfaces (GUI) of today. Introduction to HCI What is human-computer interaction (HCI)? Generally, the goal of human-computer interaction is to produce a user interface that makes it easy, effective, efficient, and enjoyable (user-friendly) to use. History of HCI The 1970s - The rise of the Personal Computer. History of HCI The 1980s - Graphical User Interface (GUI). History of HCI The 1990s - The Internet and Collaborative works. History of HCI The 2000s - Mobile Computing and Beyond. History of HCI Today HCI is used in the area of Cognitive Science. Research Fields in HCI 1. Ubiquitous Communication. Computers will communicate through high-speed local networks, nationally over wide-area networks, and portably via infrared, ultrasonic, cellular, and other technologies. Data and computational services will be portably accessible from many if not most locations to which a user travels. Ubiquitous Communication Research Fields in HCI 2. High Functionality Systems. Systems will have large numbers of functions associated with them. There will be so many systems that most users, technical or non-technical, will not have time to learn them traditionally (e.g., through thick manuals). High Functionality Systems Research Fields in HCI 3. Mass Availability of Computer Graphics. Computer graphics capabilities such as image processing, graphics transformations, rendering, and interactive animation will become widespread as inexpensive chips become available for inclusion in general workstations. Mass Availability of Computer Graphics Research Fields in HCI 4. Mixed Media. Systems will handle images, voice, sounds, video, text, and formatted data. These will be exchangeable over communication links among users. The separate worlds of consumer electronics (e.g., stereo sets, VCRs, televisions) and computers will partially merge. Computer and print worlds will continue to cross assimilate each other. Mixed Media Research Fields in HCI 5. High-bandwidth Interaction. The rate at which humans and machines interact will increase substantially due to the changes in speed, computer graphics, new media, and new input/output devices. This will lead to some qualitatively different interfaces, such as virtual reality or computational video. High-bandwidth Interaction Research Fields in HCI 6. Large and Thin Displays. New display technologies will finally mature enabling very large displays and also displays that are thin, lightweight, and have low power consumption. This will have large effects on portability and will enable the development of paper-like, pen-based computer interaction systems very different in feel from desktop workstations of the present. Large and Thin Displays Research Fields in HCI 7. Embedded Computation. Computation will pass beyond desktop computers into every object for which uses can be found. The environment will be alive with little computations from computerized cooking appliances to lighting and plumbing fixtures to window blinds to automobile braking systems to greeting cards. To some extent, this development is already taking place. Embedded Computation Research Fields in HCI 8. Group Interfaces. Interfaces to allow groups of people to coordinate will be common (e.g., for meetings, for engineering projects, for authoring joint documents). These will have major impacts on the nature of organizations and the division of labor. Models of the group design process will be embedded in systems and will cause increased rationalization of design. Group Interfaces Research Fields in HCI 9. User Tailorability. Ordinary users will routinely tailor applications to their use and will use this power to invent new applications based on their understanding of their domains. Users, with their deeper knowledge of their knowledge domains, will increasingly be important sources of new applications at the expense of generic systems programmers (with systems expertise but low domain expertise). User Tailorability Research Fields in HCI 10. Information Utilities. Public information utilities (such as CompuServe, home banking and shopping, etc.) and specialized industry services (e.g., weather for pilots) will continue to proliferate. The rate of proliferation will accelerate with the introduction of high-bandwidth interaction and the improvement in the quality of interfaces. Information Utilities Disciplines Contributing to HCI
“HCI discipline concern
with the design, evolution, and implementation of an interactive computer system for human use with the study of major phenomena surrounding them.” At the end of the lesson, the students will be able to:
❑ Distinguish the three parts of human-computer interaction.
❑ Have a clear understanding of the different interaction metaphors. ❑ Identify the different goals of human-computer interaction. ❑ Recognize the importance of usability. What is Human Computer Interaction (HCI)?
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. Human Human ▪ Humans are limited in their capacity to process information. This has important implications for design. ▪ Information is received and responses are given via several input and output channels: ▪ visual channel ▪ auditory channel ▪ haptic channel ▪ movement Human ▪ Information is stored in memory: ▪ sensory memory ▪ short-term (working) memory ▪ long-term memory ▪ Information is processed and applied: ▪ reasoning ▪ problem-solving ▪ skill acquisition ▪ error Human ▪ Emotion influences human capabilities. ▪ Users share common capabilities but are individuals with differences, which should not be ignored. Computer Computer ▪ Input devices for interactive use, allowing text entry, drawing, and selection from the screen: ▪ text entry: traditional keyboard, phone text entry, speech and handwriting ▪ pointing: principally the mouse, but also touchpad, stylus, and others ▪ 3D interaction devices Computer ▪ Output display devices for interactive use: ▪ different types of screen mostly using some form of a bitmap display ▪ large displays and situated displays for shared and public use ▪ the digital paper may be usable shortly Computer ▪ Virtual reality systems and 3D visualization have special interaction and display devices. ▪ Various devices in the physical world: ▪ physical controls and dedicated displays ▪ sound, smell, and haptic feedback ▪ sensors for nearly everything including movement, temperature, bio-signs Computer ▪ Paper output and input: the paperless office and the less-paper office: ▪ different types of printers and their characteristics, character styles, and fonts ▪ scanners and optical character recognition ▪ Memory: ▪ short-term memory: RAM ▪ long-term memory: magnetic and optical disks ▪ capacity limitations related to document and video storage ▪ access methods as they limit or help the user Computer ▪ Processing: ▪ the effects when systems run too slow or too fast, the myth of the infinitely fast machine. ▪ limitations on processing speed. ▪ networks and their impact on system performance. Interaction Interaction The interaction between the user and the system has four parts: ▪ User O Output ▪ Input ▪ System S U ▪ Output System User I Input Popular Metaphors for Computers ▪ computer as a vast library (Memex, 1945) ▪ computer as a giant calculator (ENIAC, 40s-50s) ▪ computer as an intelligent assistant (Licklider, 1957) ▪ computer as sketchpad (Sutherland, 1962) ▪ computer as tool or typewriter (Engelbart, 1963) ▪ computer as a human pretender (Weizenbaum, ‘60s) ▪ computer as a network (Taylor, 1968) ▪ computer as a book (portable) (Kay, Xerox PARC) ▪ computer as desktop/windows (Xerox PARC, ‘70s) computers for the rest of us (Apple, 1984) Successful Metaphors ▪ text editing as using a typewriter ▪ voice mail as answering machine or mailbox ▪ data as files (in folders or directories) ▪ deleting a file as throwing it in the trash ▪ applications as tools (sometimes with icons) ▪ programming as building objects ▪ programming as directing actors on a stage ▪ applications as agents Interaction Styles Interaction can be seen as a dialog between the computer and the user. The choice of interface style can have a profound effect on the nature of this dialog. The most common interface styles and the different effects these have on the interaction. There are several common interface styles including. Interaction Styles Command Line Interface It provides a means of expressing instructions to be computer directly, using function keys, single characters, abbreviations, or whole word commands. Interaction Styles Menus A menu is a list of options or commands presented to the user of a computer or communications system. A menu may either be a system's entire user interface, or only part of a more complex one. Interaction Styles Natural Language Language is by nature vague and imprecise: this gives it is flexibility and allows creativity in expression. Computers, on the other hand, require precise instructions. Interaction Styles Question/Answer and Query Dialog The user is asked a series of questions (mainly with yes/no responses, multiple -choice, or codes) and so is led through the interaction step by step. Interaction Styles Form-Fills and Spreadsheets Form-filling interfaces are used primarily for data entry but can also be useful in data retrieval applications. The user is presented with a display resembling a paper form, with slots to fill in. Interaction Styles WIMP Interface WIMP stands for Windows, Icons, Menus, and Pointers (or maybe Windows, Icons, Mouse, Pull-down menus). WIMP is the style of graphical user interface that uses the above-mentioned common widgets. Interaction Styles Point-and-Click Interfaces Point and click are the actions of a computer user moving a pointer to a certain location on a screen (pointing) and then pressing a button on a mouse, usually the left button (click), or another pointing device. Interaction Styles Three Dimensional Interfaces Virtual reality is one of the best examples of three- dimensional interfaces, but VR is only a part of a range of 3D techniques available to the interface designer.