Goals & Evolution of Human-Computer Interaction
Goals & Evolution of Human-Computer Interaction
Goals & Evolution of Human-Computer Interaction
Lect 2
Goals & Evolution of Human-Computer Interaction
“If WE can use it, YOU can use it. If you can’t, YOU must be STUPID”
Interface
Interaction
Computer Human
Every user is unique Types of experiences
Experiences are unique Good or Bad
Ease of Use
(Could I use it?)
Usefulness
(Would I use it?)
Satisfying Emotionally
fullfilling
Efficient to
use
enjoyable Effective Rewarding
Easy to
to use
remember
Usabili
ty
Goals
Easy to Supportive of
Safe to creativity
Entertaining learn
use
Have good
utility
Aesthetically
helpful pleasing
Motivating
19 Virtual University - Human Computer Interaction Imran Hussain | UMT
Usability and Quality
• What is Quality?
– You like a product
– Does not break down
• Growing realization
– Success depended on improving physical aspect of UI
– ‘user friendly’ was often just lip service and making UI aesthetically
pleasing
• They investigated
– ‘people’ side of interaction
– Limitations and capabilities of humans
• Intention
– Develop highly-responsive book-sized PC
• Colour display
• Radio link to a world wide computer network
– Could function as
• Secretary
• Mailbox
• Reference Library
• Telephone Center
• Amusement Center
• Lisa developed
• Macintosh developed
– Smaller, cheaper and more powerful version than Lisa
• QA Teams
(Edward Deming)
(Philip Crosby)
(Juran)
(R J Mortiboys)
(Armand Feigenbaum)
(Mike Robinson)
Product
• A generic term that refers to
– Goods
– Services
• Failure to meet quality requirements in either dimension can have
serious negative consequences
Strategic
Tactical
• The Result
– Sales figures had dropped and were disappointing
– A large number of sales staff had left
• Staff training
Constraints
Costs, timescales, budgets, Staff, equipment, building structure
System Functionality
Hardware, software, application
Productivity Factors
Increase output, increase quality, decrease costs, decrease errors,Decrease labour requirements, decrease
production time,
Increase creative and innovative ideas leading to new products
Anthrop
Ergono
ology
mics
&
Human
HCI Factor
Philosop
hy
Design
Comput
er
Science Artificial Enginee
Intellige ring
nce
• Linguistics
• Philosophy
• Sociology
• Anthropology
• Concerns
– Hardware design
– Radiation from VDUs
– Repetitive Strain Injury (RPI)
• Artificial Intelligence
• Engineering
• Design
• Artificial Intelligence
– Intelligent Computing concerned with simulating human behaviour
– HCI – development of expert and tutoring systems
• Engineering
– Engineering takes finding of sciences and utilizes them in the production of
artifacts
• Design
– Design contributes creative skills and knowledge to this process
Foundation
Interaction Design
Methods
• Cognitive Framework
• Acceleration – Enter
• Indicators
– Left – F1
– Right – F2
• Horn – F3
• Headlights – F4
• Windscreen Wipe – F5
• What do you do ?
• Reflective
– Involves thinking , comparing and decision making
– A Tiger
– An Apple
– Roses
• Roses Of course
Attention
Memory
– Motor System
– Cognitive System
• Operators
• Methods
• Selection Rules
• Mental Models
• Emphasis on
– What is important is processed
• Distributed Cognition
• Computational offloading
– Example birthdays
– Phone numbers
– Addresses
– Appointments
• Talk about Ghalib tying knots to remember whatever verses he
created at night
– 2X3
– 12 X 15
– 12387 X 9875
– Annotating
– Cognitive Tracing
– In Short Context