1.introduction To HCI and UX Design
1.introduction To HCI and UX Design
1.introduction To HCI and UX Design
Lecture 1
Introduction to HCI and UX Design:
Why? What? When? How? Who?
Ahmed Seffah, Salsabeel Alfalah
1/27
Course
Information
Syllabus
available on blackboard
Teaching methods
• PP Presentations: available
on blackboard
• Videos (interactive)
• Group work
• Assignments
• Apply your knowledge in a
specific use case
• Assessment
• Common assessment 15%
• Project 60%
• Final exam 25%
2
The course is problem-based learning
Usability
Why human concerns and experiences are
important in software and systems design,
engineering and innovation
To be able to SELECT:
What user interaction design is
best for a given purpose in a
context?
To be able to EVALUATE:
How good a specific user
interaction is?
8
HCI- Definition
• Human–computer interaction (HCI) “involves
the study, planning, design and uses of the
interaction between people (users) and
computers”
• By USER we may mean: an individual user, a group of users working together, or a sequence
of users in an organization. Each dealing with some part of the task or process. The user is
whoever trying to get the job done using the technology.
• By COMPUTER we mean any technology ranging from the general desktop computer to a
large-scale computer system, a process control system or an embedded system. The system
may include non-computerized, including other people.
Organizational
Physical Cognitive
Ergonomics
Ergonomics -
Physical
Ergonomics-
Cognitive
Cognitive ergonomics:
is concerned with mental
processes, such as memory and
reasoning, as they affect
interactions among humans and
other elements of a system
(Relevant topics include decision-
making, skilled performance,
human reliability, work stress and
training as these may relate to
human-system and HUMAN-
COMPUTER INTERACTION
DESIGN)
1
6
Ergonomics - Organizational ergonomics: is concerned
with optimizing the workplace, everything
Organizationa from teamwork to assessing teleworking
l and quality management
18
HOW PEOPLE INTERACT
WITH COMPUTERS?
What is a “User Interface”?
• The term “User Interface” refers to the methods and devices that are used to
make the interaction between machines and the humans who use them
(users) possible
• UIs can take many forms, but always accomplish two fundamental tasks:
• communicating information from the machine to the user
• communicating information from the user to the machine
What is “Designing interactive products to support
Interaction the way people communicate and interact
in their everyday and working lives”
(ID)? (2007)
User interface is around you, every where
there is human using a computing gear
Graphical user interface is the most popular, but not the only one
• Home: interactive TV, smart appliances,
• Car: e.g. dashboard, GPS, entertainment system, remote control
• Office
• Street : e.g bus stations interactive panels, ATM, mobile phones
• Hospitals : e.g medical devices
• Museums: smartphone phones based multi-language tourist guide, virtual
visit
• Critical infrastructure: e.g space shuttle and robots
• School: interactive boards and walls,
Human Computer Interface: Today and Tomorrow
Computing
Platforms
Tangible,
Wearable Sensing UI
Persuasive
Immersive
Computing
Interaction
Mobile UI
Style
GUI
Web UI
Handheld
Computing
Stationary Office
Computers
Speech, Mobile & Augmented Interaction
“Minority Report” (2002)
“Her” (2014)
“Avengers” (2012)
BendDesk
UI can take many forms, but it is always responsible of the five following
services to end users:
3. Dialog (interaction)
4. Errors and feedbacks
5. Help and support
6. Information presentation and visualization
7. Input and output devices
User interface, the past
MITRA 125 and Apple LISA, Ecole Centrale de
Lyon, France
31/27
Complex UI, good and bad consequences
33/27
Genomics data visualization
Project: HelmeTab smart environment
Ahmed Seffah, Jonathan Benn, and Halima Habieb Mammar. A low-cost test
environment for usability studies of head-mounted virtual reality systems. Journal of
Usability Studies, Volume 3, Issue 2. February 2008, pp. 60-73
Tablet Operator
Enhanced helmet services for
visualizing side
with sensors,
camera, detectors and sharing
data
Network
Coordination
and Control
Centre
A UI is for People that Can Used it, Should be Designed with
People
https://www.cracked.com/article_19776_6-disasters-caused-by-poorly-designed-user-
interfaces.html
https://www.sitebuilderreport.com/blog/examples-of-bad-design-in-the-real-world
The three ways that good design makes you happy | Don Norman
https://www.youtube.com/watch?v=RlQEoJaLQRA
37
Bad or good user Interface?
Some error messages
“Can’t it
“I really like be more “It doesn’t do what
it, but I don’t like I need it to do”
use it much” Google?”
Stakeholder End-User
Software Developer
- The performance
decreases (under
20%)
Fundamental Questions to Ask
When Designing
John Karat from IBM proposed a set of user rights to transform the culture in which
information technology systems are designed, developed and manufactured, and to
ensure all future products are precisely what the customer expects.
• Perspective: The user is always right. If there is a problem with the use of the
system, the system is the problem, not the user.
• Installation: The user has the right to easily install and uninstall software and
hardware systems without negative consequences.
• Compliance: The user has the right to a system that performs exactly as promised.
• Instruction: The user has the right to easy-to-use instructions (user guides, online
or contextual help, error messages) for understanding and utilizing a system to
achieve desired goals and recover efficiently and gracefully from problem
situations.
• Control: The user has the right to be in control of the system and to be able to get
the system to respond to a request for attention.
User-Centered Design - User is not
only right, he has rights
• Feedback: The user has the right to a system that provides clear,
understandable, and accurate information regarding the task it is
performing and the progress toward completion.
• Dependencies: The user has the right to be clearly informed about
all systems requirements for successfully using software or hardware.
• Scope: The user has the right to know the limits of the system's
capabilities.
• Assistance: The user has the right to communicate with the
technology provider and receive a thoughtful and helpful response
when raising concerns.
• Usability: The user should be the master of software and hardware
technology, not vice-versa. Products should be natural and intuitive
to use.
What is Usability?
55/27
UX
56/27
Summary, UX versus Usability (source https://hackernoon.com)
57/27
• Bring examples on how a bad
design may lead to problems (and
maybe disasters)
• Design focus
• Think ‘User’
• Involve the users