itis 6400/8400 principles of human computer interaction
DESCRIPTION
ITIS 6400/8400 Principles of Human Computer Interaction. Dr. Heather Richter Lipford [email protected]. Agenda. Course Info & Syllabus Course Overview Introductions HCI Overview IDEO Video Some history. Course Information. Books - PowerPoint PPT PresentationTRANSCRIPT
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ITIS 6400/8400Principles of Human Computer Interaction
Dr. Heather Richter Lipford
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Agenda
Course Info & Syllabus Course Overview Introductions HCI Overview IDEO Video Some history
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Course Information
Books Human Computer Interaction, 3rd edition, by Dix, Finlay,
Abowd, Beale. (DFAB) The Design of Everyday Things, by Donald Norman, 2002.
(DOET) Web
http://www.sis.uncc.edu/~richter/classes/2008/6400/index.html Overview Grading and Policies Syllabus and Lectures Assignments Wiki: http://hci.sis.uncc.edu:8080/itis6400-spring08/
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Course Information
Grading for 6400 10 points Participation 10 points Assignments 50 points Project
More details to come…
15 points Midterm 15 points Final
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Course Information
Grading for 8400 10 points Participation 20 points Assignments 50 points Project
More details to come…
15 points Midterm 15 points Final
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Assignments
Design critique and advice Evaluation analysis
8400: additional topic research and presentation
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8400 Assignment
Additional reading on a more focused theory or research topic
Teach or present the topic – 30 minutes in class At least 20 minutes of presentation
2 page (or so) summary and study guide posted to the Swiki
See web pages for suggestions
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Group project
3-4 people per group, graded as a group 3 parts: requirements, design, evaluation Original interface design and evaluation Each part due by class time on the due date Project notebook on Swiki with each write up
Theme: The environment and sustainability
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Course Aims
Consciousness raising Make you aware of HCI issues
Design critic Question bad HCI design - of existing or
proposed Learn Design Process
Software interfaces and beyond Improve your HCI design & evaluation skills
Go forth and do good work! Introduction to theory and research topics in
HCI
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Course Overview
Requirements Gathering How do you know what to build? Human abilities
Design How do you build the best UI you can?
Evaluation How do you make sure people can use it?
Also cognitive and contextual models, interface paradigms, design guidelines, web and visual design, and advanced topics
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How to do well
Time and effort Do the reading and prepare for class Attend class and participate Spend time on project
Attention to detail Communication
Tell me what you learned and why you made decisions
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Introductions –Dr. Heather Richter Lipford Ph.D. in C.S. from Georgia Tech in May 2005 HCI, Ubiquitous Computing, and Software
Engineering focus Contact info:
Email preferred, put 6400 or 8400 in title Office: 305E Woodward
Office Hours: Wednesday 5:30-6:30pm, Thursday 11am-12pm By appointment
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TA- Sahiba Dugal
Current Masters student in Computer Science Computer Engineering undergraduate degree Office hours – by appointment Email: [email protected] Office: 330A Woodward
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Introductions – Your Turn
Name, student status, specialization Previous HCI/interface experience? A product/device/application you
Love to use and why Hate to use and why
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Now let’s get started
What is Human-Computer Interaction?
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HCI
The interaction and interface between a human and a computer performing a task Tasks might be work, play, learning,
communicating, etc. etc. Write a document, calculate monthly budget,
learn about places to live in Charlotte, drive home…
…not just desktop computers!
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Why do we care?
Computers (in one way or another) now affect every person in our society
Tonight - count how many in your home/apt/room We are surrounded by unusable and ineffective
systems! Its not the user’s fault!! Product success may depend on ease of use, not
necessarily power You will likely create an interface for someone at some
point Even if its just your personal web page
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Goals of HCI
Allow users to carry out tasks Safely
Effectively
Efficiently
Enjoyably
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Usability
Combination of Ease of learning High speed of user task performance Low user error rate Subjective user satisfaction User retention over time
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Design Evaluation
Both subjective and objective metrics Some things we can measure
Time to perform a task Improvement of performance over time Rate of errors by user Retention over time Subjective satisfaction
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UI Design / Develop Process
User-Centered Design Analyze user’s goals & tasks Create design alternatives Evaluate options Implement prototype Test Refine IMPLEMENT
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Know Thy Users!
Physical & cognitive abilities (& special needs)
Personality & culture Knowledge & skills Motivation
Two Fatal Mistakes: Assume all users are alike Assume all users are like the designer
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Design is HARD!
“It is easy to make things hard. It is hard to make things easy.” – Al Chapanis, 1982
Its more difficult than you think
Real world constraints make this even harder
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Some inspiration: IDEO
http://www.ideo.com/
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A brief history
Vannevar Bush, As We May Think, 1945
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Innovator: Vannevar Bush
Faculty at MIT Director of Office of Scientific Research &
Development Coordinate WWII effort with 6,000 scientists
“As We May Think” - 1945 Atlantic Monthly Postulated Memex device
Stores all records/articles/communications Items retrieved by indexing, keywords, cross
references (now called hyperlinks) (Envisioned as microfilm, not computer)
http://www.theatlantic.com/unbound/flashbks/computer/bushf.htm
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Paradigms
Predominant theoretical frameworks or scientific world views e.g., Aristotelian, Newtonian, Einsteinian (relativistic)
paradigms in physics
HCI paradigm shifts Which are true shifts? What are the future paradigms?
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The basic timeline…
Time
Use
r P
rodu
ctiv
ity
Batch
Command Line
WIMP(Windows)
1940s – 1950s 1980s - Present1960s – 1970s
?
?
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In the Beginning –Computing in 1945
Harvard Mark I Picture from http://piano.dsi.uminho.pt/museuv/indexmark.htm
55 feet long, 8 feet high, 5 tons
Jason Hong / James Landay, UC Berkeley,
Picture from http://piano.dsi.uminho.pt
/museuv/indexmark.htm
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Batch processing
Computer had one task, performed sequentially
No “interaction” between operator and computer after starting the run
Punch cards, tapes for input Serial operations
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Paradigm: Networks & time-sharing (1960’s) Command line teletype
increased accessibility interactive systems, not jobs text processing, editing email, shared file system
Need for HCI in the design of programming languages
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The Ubiquitous Glass Teletype
Source: http://www.columbia.edu/acis/history/vt100.html
24 x 80 characters Up to 19,200 bps
(Wow - was big stuff!)
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Innovator: Ivan Sutherland
Technological advance: Video display units
SketchPad - 1963 PhD thesis at MIT Hierarchy - pictures & subpictures Constraints Icons Copying Light pen input device Recursive operations
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Innovator: Douglas Englebart
Landmark system/demo:
hierarchical hypertext, multimedia, mouse, high-res display, windows, shared files, electronic messaging, groupware, teleconferencing, ...
Invented the mouse
http://sloan.stanford.edu/MouseSite/1968Demo.html
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Paradigm: Personal Computer
Small, powerful machine dedicated to an individual
Importance of networks and time-sharing
Also: Laser printer (1971, Gary
Starkweather) Ethernet (1973, Bob Metcalfe)
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Paradigm: WIMP / GUI
Windows, Icons, Menus, Pointers Graphical User Interface Multitasking – can do several things simultaneously Has become the familiar GUI interface Computer as a “dialogue partner”
Xerox Alto, Star; early Apples
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PCs with GUIs
Xerox PARC - mid 1970’s Alto
local processor, bitmap display, mouse
Precursor to modern GUI,windows, menus, scrollbars
LAN - Ethernet
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Xerox Star - 1981
First commercial PC designed for “business professionals” desktop metaphor, pointing, WYSIWYG, high
degree of consistency and simplicity First system based on usability engineering
Paper prototyping and analysis Usability testing and iterative refinement
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Xerox Star - 1981
Commercial flop $15k cost closed architecture lacking key functionality
(spreadsheet)
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Apple Macintosh - 1984
Aggressive pricing - $2500 Not trailblazer, smart copier Good interface guidelines 3rd party applications High quality graphics and
laser printer
“The computer for the rest of us”
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Paradigm: Hypertext
Think of information not as linear flow but as interconnected nodes
Non-linear browsingstructure
Around since the 1960’s
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Paradigm: WWW
Two Key Components URL Browser
Tim Brenners-Lee did both1991 first text-based browser
Marc Andreesen created Mosaic (first graphic browser, 1993)
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(Some of the) key technological advances / paradigm shifts Time-sharing & networks Video display units Programming toolkits Personal computing Windows Metaphors Direct manipulation Language vs. action
(agents) Hypertext / WWW
Multi-modality Ubiquitous computing Sensor-based & context-
aware computing
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(Some of the) key people & events
People Vannevar Bush Douglas Engelbart Ivan Sutherland J.C.R. Licklider Alan Kay Ted Nelson Mark Weiser
Events Founding of Xerox
PARC Lisa / Macintosh
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What Next?
What are the next paradigm shifts? What are the next technical innovations?
Who knows?
Maybe you do
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Paradigm?: Mobile Computing
Devices used in a variety of contexts Laptop, cell phones, PDAs How do devices communicate? How to get information to each device when
needed? How to take advantage of context?
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Paradigm?: VR & 3D Interaction
Create immersion by Realistic appearance, interaction, behavior
Draw on spatial memory, two-handed interaction
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Paradigm?: Ubiquitous Computing
Person is an occupant of a computationally-rich environment
Computers with ourselves, on our walls, in our appliances, etc.
How to do the “right” thing for the people in the environment? Can no longer neglect macro-social aspects
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Course ReCap
To make you notice interfaces, good and bad You’ll never look at doors the same way again
To help you realize no one gets an interface right on the first try Yes, even the experts Design is HARD
To teach you tools and techniques to help you iteratively improve your designs Because you can eventually get it right
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Next time
Skim Chapter 4 in DFAB for paradigm info Design process and project information
Read DFAB 5.1-5.4 and chapter 6 Come prepared to do project brainstorming