Lecture 1
Lecture 1
“HCI (human-computer
interaction) is the study of how
people interact with computers
and to what extent computers
are or are not developed for
successful interaction with
human beings”
Human-Computer Interaction
• Human
– the end-user of a program
– the others in the organization
• Computer
– The machine the program runs on
– Often split between clients and servers
• Interaction
– the user tells the computer what they want
– the computer communicates results
Human-Computer Interaction
Human-Computer Interaction Factors
User Interfaces (UIs)
Form WIMP
Why Study User Interfaces?
• Major part of work for “real” programs
– approximately 50%
• You will work on “real” software
– intended for users other than yourself
• Bad user interfaces cost
• User interfaces hard to get right
– people are unpredictable
Bad User Interfaces
Hard to tell the difference between the two icons and names
Who builds UIs?
graphic designers
graphic designers
interaction / interface designers
technical writers
Marketers
test engineers
software engineers
users
Topics in HCI
Bad designs
– Elevator controls and labels on the bottom row all look the
same, so it is easy to push a label by mistake instead of a control
button
– People do not make same mistake for the labels and buttons on
the top row. Why not?
From: www.baddesigns.com
Good and bad design
• What is wrong with the
Apex remote?
• Why is the TiVo remote so
much better designed?
– Peanut shaped to fit in
hand
– Logical layout and color-
coded, distinctive buttons
– Easy to locate buttons
More Examples
What to design
• Need to take into account:
Psychology
Social Sciences
Computing Sciences
Engineering
Informatics
Ergonmicso (Ergonomics is the science of designing a job, equipment
and/or workplace to fit the worker. The goal is to optimize the "fit" between
each worker and his or her work environment.)
Relationship between ID, HCI and
other fields
– Graphic design
– Product design
– Artist-design
– Industrial design
– Film industry
Relationship between ID, HCI and
other fields
– HCI
– Human Factors
– Cognitive Engineering
– Cognitive Ergonomics
– Computer Supported Co-operative Work
– Information Systems
Working in multidisciplinary teams
• Many people from different
backgrounds involved.
• Different perspectives
and ways of seeing
and talking about
things
• Benefits:
– More ideas and
designs generated
• Disadvantages:
– difficult to
communicate and
progress forward the
designs being created
What is involved in the process of
interaction design
• Identifying needs and establishing requirements for the user
experience
• Physical design (detail of the product including the colors, sounds, and images to use,
menu design, and icon design)
Cont…
– Nielsen Norman Group: “help companies enter the age of the consumer, designing
human-centered products and services”
– Swim: “provides a wide range of design services, in each case targeted to address
the product development needs at hand”
“ccclichhk”
Constraints
• Restricting the possible actions that can be performed
• Interfaces are virtual and do not have affordances like physical objects
• Norman argues( )بحث کرتے ہیںit does not make sense to talk about
interfaces in terms of ‘real’ affordances
• Instead interfaces are better conceptualized as
perceived’( )سمجھاaffordances
– Learned conventions of arbitrary( )خود مختارmappings between action and
effect at the interface
– Some mappings are better than others
Activity
– Physical affordances:
How do the following physical objects afford? Ar e
they obvious (?)واضح ہے
Heuristics and usability principles
• When design principles are used in practice they are
commonly referred to as heuristics.
• This term emphasizes( )پر زور دیتا ہےthat something has to
be done with them when they are applied to a given
problem.
• In particular, they need to be interpreted in the
design context, drawing on past experience of, for
example, how to design feedback and what it means
for something to be consistent.
Usability principles (Nielsen 2001)
• The various terms used for describing used for various aspects
of usability:
• They ae often used interchangeably and in different
combination.
• Guidance: Most general term , refer all terms of guidance.
• Goals: refers to high level usability aims (e.g. should be
efficient to use)
• Principles: Refers to general guidance intended to inform the
evaluation and design of system.
• Rules: low level guidance refer to particular perception that
should be followed.
• Heuristics: general term refer to design and usability
principles when applied to particular problem.