Human Computer Interaction - CS408 Power Point Slides Lecture 04

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Virtual University

Human-Computer Interaction

Lecture 4
Goals & Evolution of Human-Computer Interaction

Imran Hussain
Assistant Professor
University of Management and Technology (UMT)

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In the Last Lecture
• Effect of Bad Tools
– IFE
– Bad-day Clip
• Effect of today’s computers
– human productivity
– employee loyalty
– customer loyalty
– revenue
• Success Criteria in New Economy

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In the Last Lecture

Products with a bad user


experience deserve to
DIE !

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Engineers Belief
Engineers believe that since they made it, can use it, everyone can use
it

“If WE can use it, YOU can use it. If you can’t, YOU must be STUPID”

“Users are stupid” – anonymous

“Users are dummies” – anonymous

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In Today’s Lecture
• Goals of HCI
– Usability
– User Experience

• History and Evolution of HCI

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HCI – A Definition

“Human-Computer Interaction is a discipline


concerned with the design, evaluation and
implementation of interactive computing
systems for human use and with the study
of major phenomena surrounding them”
-ACM/IEEE

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Human-Computer Interaction

Usability User Experience

Interface

Interaction

Computer Human

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The Shopping Analogy
• Types of experiences
– Good or Bad

• Every user is unique


– Experiences are unique

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User Experience – A Definition
• The user experience is the holistic combination of everything that
the user
– Sees
– Touches
– Feels
– Interacts with

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Good and Bad Experiences

Good experience Satisfaction


Happiness
Elation

Bad experience Frustration


Resentment
Anger

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Usability - Abstract-level Constituents

Ease of Use
(Could I use it?)

Usefulness
(Would I use it?)

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Usability
• Ensuring that interactive products are easy to learn, effective to user
and enjoyable from the user’s perspective

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Perspective ?
• People perceive the same item in
different ways

• What do you see in the Image ?

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Usability & User Experience

Usability
Goals

User Experience Goals

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Usability Goals
• Effectiveness

• Efficiency

• Safety

• Utility

• Learnability

• Memorablity

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Effectiveness
• How good the system is at doing what it is supposed to do

– iDrive system being effective since it would perform all the tasks

– Porsche example the system was effective enough to detect the high
intake of Air in Fuel system

– The Alarm clock is effective in the way that it would play music in exactly
the same way it is supposed to

• Are these systems really effective ? Think again !!


– Main goal of HCI is to evaluate things from the User’s perspective

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Efficient
• The way system supports its users in carrying out their tasks
– Talk about the three systems

• Does the product help users sustain a high level of productivity?

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Safety

• Protecting the user from dangerous conditions


and undesirable situation
– Which of the Cases we discussed earlier you think
was the most unsafe ?
• Plane

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Safety
ok

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Utility
• System providing the right kind of functionality so that the user can
do what they want

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Learnability
• How easy a system is to learn to user

• Ten Minute Rule (Jacob Neilson)

• Was iDrive easy to Learn

• Simple Device VCR


– Task 1: Learning to Play

– Task 2: Pre-Record Two Programs

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Memorability
• How easy the system is to remember once learnt

• Riding a bicycle

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User Experience Goals
• Satisfying • Aesthetically Pleasing

• Enjoyable • Supportive to Creativity

• Fun • Rewarding

• Entertaining • Emotionally Fullfilling

• Helpful

• Motivating

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Fun

Satisfying Emotionally
fullfilling
Efficient to
use
enjoyable Effective Rewarding
Easy to
to use
remember
Usability
Goals

Easy to Supportive of
Safe to creativity
Entertaining learn
use
Have good
utility
Aesthetically
helpful pleasing

Motivating
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Today’s Revelation

“Don’t Make me THINK, is the key


to a usable product”

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Usability and Quality
• What is Quality?
– You like a product
– Does not break down

• More about Quality later

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Software Quality – A Definition
• The extent to which a software product exhibits these characteristics
– Functionality
– Reliability
– Usability
– Efficiency
– Maintainability
– Portability

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Evolution and History of HCI

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Groundwork for HCI: 1960s – Early 1970s
• “Man-machine Symbiosis" (Licklider, 1960)
– Symbiotic relationship
– Computers would contribute in creative process

• “Augmentation of human intellect” (Engelbart, 1963)

• SketchPad system at MIT (Sutherland, 1963)


– Ideas for displaying, manipulate, copy pictures
– Use of input devices

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Groundwork for HCI: 1960s – Early 1970s
• Parallel developments
– Interactive graphic interfaces
– Interactive text processing systems
– Line and display editors
– WYSIWYG editors
– Computer graphics (CAD/CAM)

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Difference in Approach: Late 1970s and 1980s
• US
– How computers enrich lives
– Facilitating problem-solving and creativity
– Empirical evaluation
– Psychology of programming

• Europe
– Theories of HCI
– Methods of design
– Formalize usability

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Early Days of HCI
• Early days of computing computers were used and operated by
Engineers / Technical Staff only

• 1970’s: technology explosion


– Notion of user-interface arises, a.k.a. Man-Machine Interface (MMI)
– User-interface became a concern for system designers and researchers

• Growing realization
– Success depended on improving physical aspect of UI
– ‘user friendly’ was often just lip service and making UI aesthetically
pleasing

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Role of Academic Researchers
• Academic researchers were more interested in how computers
enriched human life

• They investigated
– ‘people’ side of interaction
– Limitations and capabilities of humans

• Other issues found


– Training issues
– Working practices
– Management and organizational issues

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‘Birth of HCI’
• ‘HCI’ term adopted in mid-1980s

• Another HCI definition


– A set of processes, dialogues, and actions through which a human user
employs and interacts with a computer.

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Landmark Systems in Evolution
• Three systems were landmarks in evolution
– Dynabook
– The Star
– Apple Lisa

• Unifying theme in these systems


– Easy-to-use for all
– Visual spatial-interface

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Dynabook – 1970s
• Brainchild of Alan Key and his Associates in Xerox’s Palo Alto
Research Center (PARC), California

• 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

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The Star
• Same team of Dynabook

• Desktop Sized Personal Workstation

• Intended for Individual Use

• First Time a Mouse was Used

• Xerox as slow to capitalize on its invention

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Apple Lisa – Early 1980s
• Apple exploited this discovery (Star)

• Lisa developed

• Macintosh developed
– Smaller, cheaper and more powerful version than Lisa

• The concept of GUI

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What We Learnt Today …
• Goals of HCI
– Usability
– User Experience

• History and Evolution of HCI

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Next Lecture
• Quality and Usability

• Discipline of HCI

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