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Human Factors Research and the Human Factors Research and the Human Human - - Computer Interface Computer Interface Technology and the Customer Interface Technology and the Customer Interface Guest Lecture by Katy Guest Lecture by Katy Börner Börner

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Page 1: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Human Factors Research and the Human Factors Research and the HumanHuman--Computer InterfaceComputer Interface

Technology and the Customer InterfaceTechnology and the Customer InterfaceGuest Lecture by Katy Guest Lecture by Katy BörnerBörner

Page 2: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

OverviewOverview

1.1. Introduction of myself Introduction of myself ☺☺

2.2. Human Factors Research and the HumanHuman Factors Research and the Human--Computer InterfaceComputer Interface

3.3. Evolution of Computers and their InterfacesEvolution of Computers and their Interfaces

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AkuVisAkuVis (Interactive Visualization of Acoustic Data, 1997/98)(Interactive Visualization of Acoustic Data, 1997/98)

Purpose:Purpose:3D visualization and interactive 3D visualization and interactive audioaudio--visual visual exploration of exploration of acoustic noise dataacoustic noise data collected collected by the German TÜV used for by the German TÜV used for governmental decisions about governmental decisions about noise protection regulations for noise protection regulations for new streets, industrial areas etc.new streets, industrial areas etc.

Technology: Technology: iDeskiDeskMode: Mode: Single UserSingle User

RainerRainer FehrFehr, Katy, Katy BörnerBörner, and, and Ipke WachsmuthIpke Wachsmuth (1998)(1998) AkuVisAkuVis: Interactive : Interactive visualization of acoustic data. Computer Science for Environmenvisualization of acoustic data. Computer Science for Environmental Protection'98: tal Protection'98: Networked Structures in Information Technology, the Environment Networked Structures in Information Technology, the Environment and Business, and Business, H.H.--D.D. HaasisHaasis and K. C.and K. C. RanzeRanze, editors, Metropolis, editors, Metropolis VerlagVerlag, Volume 1, pp. 722, Volume 1, pp. 722--728. 728. ((http://ella.slis.indiana.edu/~katy/paper/uit98.htmlhttp://ella.slis.indiana.edu/~katy/paper/uit98.html) )

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VegoWeltVegoWelt (Virtual Lego World, 1998/99)(Virtual Lego World, 1998/99)

Purpose:Purpose:Uses a children's Uses a children's playroom scenario for playroom scenario for demonstrating and demonstrating and evaluating the support evaluating the support of of manipulationmanipulation activity.activity.

Technology: Technology: CAVECAVEMode: Mode: Single UserSingle User

KatyKaty BörnerBörner (1999)(1999) VegoWeltVegoWelt: A smart virtual playroom. International Journal of : A smart virtual playroom. International Journal of

Design Computing, Design Computing, http://www.arch.usyd.EDU.AU/kcdc/journal/vol2/dcnet/sub6/http://www.arch.usyd.EDU.AU/kcdc/journal/vol2/dcnet/sub6/

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LVis LVis (Digital Library (Digital Library VisualizerVisualizer, 1999/2000), 1999/2000)

Purpose:Purpose:Aims at the support of Aims at the support of the the navigationnavigation through through complex information spaces.complex information spaces.

Technology: Technology: CAVECAVEMode: Mode: Single UserSingle User

http://ella.slis.indiana.edu/~katy/InfoVis/http://ella.slis.indiana.edu/~katy/InfoVis/

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iUniverse iUniverse ((CollabCollab. Info. Universe for IU, 2000/01). Info. Universe for IU, 2000/01)

Purpose:Purpose:Aims at the design and Aims at the design and evaluation of evaluation of collaborative collaborative 3D online ‘Learning 3D online ‘Learning Environments’Environments’ for IU faculty.for IU faculty.

Technology: Technology: Active Worlds, Active Worlds, DesktopDesktop

Mode: Mode: Multiple UserMultiple User

http://ella.slis.indiana.edu/~katy/iUni/http://ella.slis.indiana.edu/~katy/iUni/

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2. Human Factors Research and the 2. Human Factors Research and the HumanHuman--Computer InterfaceComputer Interface

"Human Factors is a body of knowledge about human "Human Factors is a body of knowledge about human limitations, human abilities, and other human limitations, human abilities, and other human characteristics that are relevant to design." characteristics that are relevant to design."

"Human Factors Engineering is the application of human "Human Factors Engineering is the application of human factors information to the design of tools, machines, factors information to the design of tools, machines, systems, tasks, jobs, and environments for safe, systems, tasks, jobs, and environments for safe, comfortable, and effective human use." comfortable, and effective human use."

(Source: Alphonse (Source: Alphonse ChapanisChapanis,Human Factors Society Bulletin, ,Human Factors Society Bulletin, November 1991)November 1991)

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"Human"Human--computer interaction is a discipline computer interaction is a discipline concerned with the design, evaluation and concerned with the design, evaluation and implementation of interactive computing implementation of interactive computing systems for human use and with the study of systems for human use and with the study of major phenomena surrounding them."major phenomena surrounding them."

(Source: ACM SIGCHI Curricula for Human(Source: ACM SIGCHI Curricula for Human--Computer Interaction, Computer Interaction, 1992, p. 5) 1992, p. 5)

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History of UIHistory of UIPunctuated EquilibriumPunctuated Equilibrium

(Source: George G. Robertson, OZCHI, 1998)(Source: George G. Robertson, OZCHI, 1998)

Each paradigmshift led to largeincrease in user base

1960’s Batch

1970’s Command Line

1980-90’s GUI

2000? Beyond-WIMP

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Match Human CapabilitiesMatch Human Capabilities

time

Processor Speed

Human Ability

% of HumanAbility Used

(Source: George G. Robertson, OZCHI, 1998)(Source: George G. Robertson, OZCHI, 1998)

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UI LimitationsUI LimitationsFailure to use Human AbilitiesFailure to use Human Abilities

Limited Vision(Flat, 2D)

No Speech

No Gestures

One HandTied BehindBack

Limited Audio

Limited Tactile

(Source: George G. Robertson, OZCHI, 1998)(Source: George G. Robertson, OZCHI, 1998)

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Leverage Human CapabilitiesLeverage Human Capabilities

communicationcommunication

nn understand complexityunderstand complexity

nn new classes of tasksnew classes of tasks

nn less effortless effort

HelpsHelpsUserUser

perceptualperceptualmotormotor cognitivecognitive

(Source: George G. Robertson, OZCHI, 1998)(Source: George G. Robertson, OZCHI, 1998)

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Design User Interfaces that areDesign User Interfaces that are

nn MultimodalMultimodal:: use communication skillsuse communication skillsWe use multiple modalities to communicateWe use multiple modalities to communicate

nn Perceptive:Perceptive: aware of useraware of userInput to computer: use human motor skillsInput to computer: use human motor skills

nn Perceptual:Perceptual: use many human abilitiesuse many human abilitiesPerception, cognition, motor, communicationPerception, cognition, motor, communication

(Source: George G. Robertson, OZCHI, 1998)(Source: George G. Robertson, OZCHI, 1998)

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How?How?

1.1. User & Task AnalysisUser & Task Analysis2.2. Interface Design using rapid prototyping & Interface Design using rapid prototyping &

user feedbackuser feedback3.3. Usability testing. Do not rely solely on Usability testing. Do not rely solely on

intuition. Test for usability!intuition. Test for usability!

Involve user during entire design process!Involve user during entire design process!

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User Analysis (I)User Analysis (I)

To learn about users' reality, you need to get out and To learn about users' reality, you need to get out and meet them, work with them, involve them in helping meet them, work with them, involve them in helping you to understand their:you to understand their:nn needs for information.needs for information.nn ways of thinking about, grouping, and organizing ways of thinking about, grouping, and organizing

information.information.nn expectations about your site.expectations about your site.nn levels of knowledge about the subject matter.levels of knowledge about the subject matter.nn levels of experience with the Web and similar types levels of experience with the Web and similar types

of sites.of sites.(Source: Collecting Data From Users (Source: Collecting Data From Users

http://usability.gov/methods/data_collection.htmlhttp://usability.gov/methods/data_collection.html))

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User Analysis (II)User Analysis (II)

Techniques for Gathering Data From Users:Techniques for Gathering Data From Users:

nn Early usability tests.Early usability tests.nn Contextual interviews.Contextual interviews.nn Online surveys.Online surveys.nn Individual interviews.Individual interviews.nn Focus groups.Focus groups.nn Card sorting.Card sorting.

(Source: Collecting Data From Users (Source: Collecting Data From Users http://usability.gov/methods/data_collection.htmlhttp://usability.gov/methods/data_collection.html))

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Task Analysis (I)Task Analysis (I)

TaskTask = what the user is trying to accomplish (requires = what the user is trying to accomplish (requires understanding the task domain and job goals).understanding the task domain and job goals).

AnalysisAnalysis = systematic approach to understanding tasks.= systematic approach to understanding tasks.

Success if result is usable system that is easy to learn, Success if result is usable system that is easy to learn, use, efficient, pleasant, ... use, efficient, pleasant, ...

The system must match the users' tasks!The system must match the users' tasks!

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Task Analysis (II)Task Analysis (II)

Where is TA used?Where is TA used?

1.1. Development of requirements Development of requirements -- make sure required make sure required functionality is there. functionality is there.

2.2. UI design and evaluation UI design and evaluation -- choosing benchmark tasks choosing benchmark tasks for usability testing / usage scenarios for interface for usability testing / usage scenarios for interface design / find problems in current design design / find problems in current design

3.3. FollowFollow--up after installation up after installation -- compare systems / compare systems / problems in new system problems in new system

Page 19: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Task Analysis (III)Task Analysis (III)

Collecting Task DataCollecting Task Data

nn Observation of user behavior Observation of user behavior -- videotape / think videotape / think aloud aloud

nn Critical incidents Critical incidents -- informative episodes, accidents, informative episodes, accidents, failures, errors failures, errors

nn Questionnaires Questionnaires nn Structured interviews Structured interviews -- with domain experts and with domain experts and

users (do unstructured interviews first to get good users (do unstructured interviews first to get good questions) questions)

nn Interface surveys Interface surveys -- collect information about existing collect information about existing UI UI

Page 20: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Task Analysis (IV)Task Analysis (IV)

General QuestionsGeneral Questions

nn What tasks are desired? What tasks are desired? nn How are the tasks learned? How are the tasks learned? nn Where are the tasks performed? Where are the tasks performed? nn What's the relationship between user and data? What's the relationship between user and data? nn What other tools does the user have? What other tools does the user have? nn How do the users communicate with each other? How do the users communicate with each other? nn How often does the user perform the tasks? How often does the user perform the tasks? nn What are the time constraints on the tasks? What are the time constraints on the tasks? nn What happens when things go wrong?What happens when things go wrong?

Page 21: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Task Analysis (V)Task Analysis (V)

Representing the Task StructureRepresenting the Task Structureto make bottlenecks, inconsistencies, high workloads to make bottlenecks, inconsistencies, high workloads visible. visible.

Use sequence diagrams (Flowcharts), Timeline Analysis, Use sequence diagrams (Flowcharts), Timeline Analysis, Hierarchical Task Analysis to make clear: Hierarchical Task Analysis to make clear:

nn What the user need to know. What the user need to know. nn What the user has to do (actions, activities). What the user has to do (actions, activities). nn What the user sees & interacts with. What the user sees & interacts with.

Page 22: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Book TipBook Tip

Joann T.Joann T. HackosHackos, Janice C. , Janice C. RedishRedish (1998) User and Task (1998) User and Task Analysis for Interface Design Analysis for Interface Design John Wiley & SonsJohn Wiley & Sons

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Interface Design (I)Interface Design (I)

Based on user and task analysis …Based on user and task analysis …1.1. Design the functional model:Design the functional model: define define

application model that facilitates user goals.application model that facilitates user goals.2.2. Design the presentations:Design the presentations: visual visual

representation of the actions an user can representation of the actions an user can take.take.

3.3. Design the interactive porthole:Design the interactive porthole: organize info organize info to fit on a screen.to fit on a screen.

4.4. Design the actions:Design the actions: actual techniques for actual techniques for manipulating info.manipulating info.

Page 24: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Interface Design (II)Interface Design (II)

Iterative Design Iterative Design -- dominant engineeringdominant engineeringparadigm.paradigm.

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Interface Design (III)Interface Design (III)

Waterfall ModelWaterfall Model

Page 26: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Interface Design (IV)Interface Design (IV)

Rapid PrototypingRapid Prototyping

nn sometimes combined with waterfall model sometimes combined with waterfall model nn prototyping leads to a more informed analysis prototyping leads to a more informed analysis

Page 27: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Interface Design (V)Interface Design (V)

Star LifecycleStar Lifecyclenn no emphasis on no emphasis on

phase order phase order nn developed from developed from

actual practice actual practice amongst HCI amongst HCI designers designers nn evaluation is evaluation is

relevant at all relevant at all stages stages

Page 28: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

10 Usability Heuristics10 Usability Heuristics1.1. Visibility of system statusVisibility of system status2.2. Match between system and the real worldMatch between system and the real world3.3. User control and freedom User control and freedom 4.4. Consistency and standardsConsistency and standards5.5. Error prevention Error prevention 6.6. Recognition rather than recallRecognition rather than recall7.7. Flexibility and efficiency of useFlexibility and efficiency of use8.8. 8.Aesthetic and minimalist design 8.Aesthetic and minimalist design 9.9. Help users recognize, diagnose, and recover from errorsHelp users recognize, diagnose, and recover from errors10.10. Help and documentation Help and documentation

(Source: Nielsen, 1994 (Source: Nielsen, 1994 http://www.useit.com/papers/heuristic/heuristic_list.htmlhttp://www.useit.com/papers/heuristic/heuristic_list.html))

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Usability Testing (I)Usability Testing (I)

Evaluation Evaluation -- getting feedback of your design.getting feedback of your design.

Important points:Important points:nn Characteristics of the users: beginners Characteristics of the users: beginners --

experts experts -- casual users casual users nn Tasks: fixed tasks Tasks: fixed tasks -- user activities user activities nn Environment: laboratory Environment: laboratory -- field study field study nn Product: prototype Product: prototype -- full product full product

Page 30: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Usability Testing (II)Usability Testing (II)

Usability metrics used in evaluation:Usability metrics used in evaluation:

nn throughput throughput -- how many tasks/errors occur with how many tasks/errors occur with an expert user? recovery time from errors an expert user? recovery time from errors

nn completion time for tasks completion time for tasks nn flexibility flexibility -- can system be extended? how does it can system be extended? how does it

interact with the user? interact with the user? nn learnabilitylearnability -- effort/time to achieve a given level effort/time to achieve a given level

of user performance of user performance nn attitude attitude -- does system create a positive attitude does system create a positive attitude

in users?in users?

nn time spent with documentationtime spent with documentation

Page 31: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Usability Testing (III)Usability Testing (III)

Evaluation in the Life Cycle Evaluation in the Life Cycle

Early stages Early stages nn Predict usability Predict usability nn Check your understanding Check your understanding nn Test out ideas Test out ideas

Later stagesLater stagesnn Identify difficulties Identify difficulties nn Improve product Improve product

Page 32: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Usability Testing (IV)Usability Testing (IV)

Evaluation MethodsEvaluation Methods::nn Observing and monitoring performance Observing and monitoring performance nn Collecting the users opinions Collecting the users opinions nn Experiments and benchmarks Experiments and benchmarks nn Interpretive evaluation Interpretive evaluation nn Predictive evaluation Predictive evaluation

Page 33: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Usability Testing (V)Usability Testing (V)

(Source:(Source: Matti JacobssonMatti Jacobsson http://www.uwasa.fi/~mj/http://www.uwasa.fi/~mj/))

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Book TipBook Tip

Jeffrey Rubin (1994) Handbook Jeffrey Rubin (1994) Handbook of Usability Testing: How to of Usability Testing: How to Plan, Design, and Conduct Plan, Design, and Conduct Effective Tests, John Wiley & Effective Tests, John Wiley & Sons.Sons.

Page 35: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

3. Evolution of C3. Evolution of Computersomputers

… from… fromnn A mathematical engine. A mathematical engine. nn A data/information engine in administrative A data/information engine in administrative

systems. systems. nn A personalized tool to support the A personalized tool to support the

competence of a skilled worker, as an competence of a skilled worker, as an autonomous agent capable of learning, autonomous agent capable of learning, helping and giving advise.helping and giving advise.

into into nn A mediator of humanA mediator of human--toto--human interaction.human interaction.((Source:Source: HolmströmHolmström && JakobssonJakobsson, 2001), 2001)

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33--D Virtual EnvironmentsD Virtual Environments

nn Natural, multiNatural, multi--perceptual interaction engagement perceptual interaction engagement --spatial sound, animation, video, … (Brill, 1993).spatial sound, animation, video, … (Brill, 1993).

nn Exploitation of spatial metaphors Exploitation of spatial metaphors -- spatial maps that spatial maps that ease navigation can be build more easily.ease navigation can be build more easily.

nn Presence (Barfield &Presence (Barfield & WeghorstWeghorst, 1993) &, 1993) &TelepresenceTelepresence ((SteuerSteuer, 1995;, 1995; BioccaBiocca, 1995)., 1995).

nn Sophisticated self representation (avatars wave, Sophisticated self representation (avatars wave, dance, …, interact). dance, …, interact).

nn Change of perspective Change of perspective –– avatar view or third person avatar view or third person view (view (LoftinLoftin, et al., 1993;, et al., 1993; DedeDede, et al., 1996), et al., 1996)

Page 37: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

nn Real context of interaction. Environment supports Real context of interaction. Environment supports talk, triggers discussion.talk, triggers discussion.

nn Shared awareness promotes informal communication Shared awareness promotes informal communication -- brief, unplanned, frequent (Kraut et al., 1988; brief, unplanned, frequent (Kraut et al., 1988; Whittaker et al., 1994).Whittaker et al., 1994).

nn Abstract concept representation (Byrne, 1996; Winn, Abstract concept representation (Byrne, 1996; Winn, 1993).1993).

nn Physical proximity is fundamental to structuring and Physical proximity is fundamental to structuring and visualizing a semantic space for informal visualizing a semantic space for informal communication and social construction of knowledge communication and social construction of knowledge (Chen, 2000).(Chen, 2000).

nn Bots. Bots. nn User logs.User logs.

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33--D Online Browser SystemsD Online Browser Systems

nn Community Place Community Place www.communitywww.community--place.complace.comnn Blaxxun'sBlaxxun's online community clientonline community client--server server

architecture architecture www.blaxxun.com/communitywww.blaxxun.com/communitynn Microsoft's Virtual Worlds Platform Microsoft's Virtual Worlds Platform

http://www.vworlds.org/http://www.vworlds.org/nn Active Worlds technology byActive Worlds technology by

ActiveworldsActiveworlds.com, Inc. .com, Inc. http://www.activeworlds.com/http://www.activeworlds.com/

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Community PlaceCommunity Place

nn Business Solutions Business Solutions nn Educational Uses (Mud Bugs)Educational Uses (Mud Bugs)nn Research and Development Applications Research and Development Applications

Page 40: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

BlaxxunBlaxxun

nn Entertainment (Entertainment (CybertownCybertown))nn EE--CommerceCommercenn Business (Business (AdvipolisAdvipolis, Virtual , Virtual ReleightReleight))

Page 41: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

VW PlatformVW Platform

Fred Hutchinson Cancer Fred Hutchinson Cancer Research Center: Social Research Center: Social Support for Cancer Support for Cancer Patients Patients

NYU Interactive NYU Interactive Telecommunications Telecommunications Program: Explorers of the Program: Explorers of the Ancient World: Egypt Ancient World: Egypt

Page 42: Human Factors Research and the Human-Computer Interfaceinfo.slis.indiana.edu/~katy/events/ray.pdf · 2001-02-12 · Human Factors Research and the ... Human Factors Research and the

Active WorldsActive Worlds

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iUniverseiUniverse: : Creating a Collaborative Creating a Collaborative Information Universe for IUInformation Universe for IU

L578 User Interface Design Class at SLIS, IUB used Active WorldsL578 User Interface Design Class at SLIS, IUB used Active WorldsTechnology and offered “Design Deal” to interested IU faculty.Technology and offered “Design Deal” to interested IU faculty.(Source: (Source: http://http://ellaella..slisslis..indianaindiana..eduedu/~/~katykaty//iUniiUni//))

Advantages:Advantages:3D, collaboration, multi3D, collaboration, multi--media, spacemedia, spacemetaphor, 24/7metaphor, 24/7

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Send in a Send in a project specificationproject specification that contains:that contains:

nn Title of the project.Title of the project.nn Name of main contact person.Name of main contact person.nn Description of learning content & objectives in lay terms (what Description of learning content & objectives in lay terms (what skills skills

physical or cognitive are required). physical or cognitive are required). nn Explanation of why 3D is required/advantageous.Explanation of why 3D is required/advantageous.nn A vision of how the 3D world should look like and a short story A vision of how the 3D world should look like and a short story of of

what visitors will experience.what visitors will experience.nn A list of all material (text, images, 3D objects, audio files) tA list of all material (text, images, 3D objects, audio files) that can be hat can be

used to design the environment. used to design the environment. nn Number of users that will potentially use this environment in thNumber of users that will potentially use this environment in the next e next

2 years.2 years.

And we may build this virtual environment for you!And we may build this virtual environment for you!

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Current Projects:Current Projects:

Quest Atlantis Quest Atlantis -- Educational theme park for the Boys & Girls Club in BLEducational theme park for the Boys & Girls Club in BLClient:Client: Sasha BarabSasha Barab, School of Education , School of Education Designers: Mark Dial &Designers: Mark Dial & Hakan Tuzun Hakan Tuzun

Natural Disaster Area & Science HouseNatural Disaster Area & Science HouseClient: Bill Harwood, School of Education Client: Bill Harwood, School of Education Designers: Maggie Swan & KentDesigners: Maggie Swan & Kent Holaday Holaday

Virtual Collaboration Area Virtual Collaboration Area Client:Alan Dennis, Kelley School of BusinessClient:Alan Dennis, Kelley School of BusinessDesigners: Tim Bowman & Randy Fisher Designers: Tim Bowman & Randy Fisher

Art CafeArt CafeClient: Lilly Lu, School of EducationClient: Lilly Lu, School of EducationDesigners:Designers: SymiawSymiaw Lin & Lilly Lu & Gertrud Peters Lin & Lilly Lu & Gertrud Peters

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Development of Development of iUniiUni

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iUni iUni TodayToday

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