Podcast
Questions and Answers
Which of the following best describes the primary focus of Human-Computer Interaction (HCI)?
Which of the following best describes the primary focus of Human-Computer Interaction (HCI)?
- Creating complex algorithms for data processing.
- Developing advanced computer hardware components.
- Optimizing network infrastructure for faster communication.
- Designing, evaluating, and implementing interactive computing systems for human use. (correct)
HCI primarily focuses on minimizing the study of phenomena surrounding interactive computing systems.
HCI primarily focuses on minimizing the study of phenomena surrounding interactive computing systems.
False (B)
What does HCI try to provide by understanding both the computer and the person using it?
What does HCI try to provide by understanding both the computer and the person using it?
More enjoyable and effective interaction
According to T.H. Nelson, designing an object to be simple and clear takes at least ______ as long as the usual way.
According to T.H. Nelson, designing an object to be simple and clear takes at least ______ as long as the usual way.
Match the following aspects of HCI with their description:
Match the following aspects of HCI with their description:
Humans are naturally skilled at which of the following?
Humans are naturally skilled at which of the following?
Usability is not related to HCI study.
Usability is not related to HCI study.
What three words concerning HCI does the text mention involving process?
What three words concerning HCI does the text mention involving process?
Which of the following best describes the goal of the Brainternet project in BCI (Brain-Computer Interface) technology?
Which of the following best describes the goal of the Brainternet project in BCI (Brain-Computer Interface) technology?
Cognitive modeling in HCI focuses solely on gathering user feedback after a design is implemented.
Cognitive modeling in HCI focuses solely on gathering user feedback after a design is implemented.
According to classical HCI theories, what are the key areas regarding user attributes that designers should primarily consider?
According to classical HCI theories, what are the key areas regarding user attributes that designers should primarily consider?
_______ research in HCI emphasizes the testing of theories and fundamental principles, often in a lab setting.
_______ research in HCI emphasizes the testing of theories and fundamental principles, often in a lab setting.
Match the following research applications with their descriptions:
Match the following research applications with their descriptions:
Which of the following is NOT a reason why HCI is becoming increasingly important?
Which of the following is NOT a reason why HCI is becoming increasingly important?
HCI is solely concerned with the aesthetics of a digital product or interface.
HCI is solely concerned with the aesthetics of a digital product or interface.
Define 'affordance' in the context of Human-Computer Interaction.
Define 'affordance' in the context of Human-Computer Interaction.
A user who is completely new to a system is categorized as a ______ user.
A user who is completely new to a system is categorized as a ______ user.
Which technology, developed by Ivan Sutherland in 1968, is widely recognized as the first virtual reality head-mounted display system?
Which technology, developed by Ivan Sutherland in 1968, is widely recognized as the first virtual reality head-mounted display system?
Match the user category with the appropriate description:
Match the user category with the appropriate description:
Which field studies physical body limits and health and safety to inform HCI design?
Which field studies physical body limits and health and safety to inform HCI design?
Steve Mann's smartwatch, released in 1998, was the first data-entry watch ever created.
Steve Mann's smartwatch, released in 1998, was the first data-entry watch ever created.
What company released the PLATO IV computer, featuring a touch panel for graphic interaction, marking an early use of multi-touch technology?
What company released the PLATO IV computer, featuring a touch panel for graphic interaction, marking an early use of multi-touch technology?
What does 'visibility' refer to in the context of HCI?
What does 'visibility' refer to in the context of HCI?
Perceived affordance always aligns perfectly with actual affordance.
Perceived affordance always aligns perfectly with actual affordance.
The first joystick to be used in gaming was brought out with the release of SEGA's arcade game, ______.
The first joystick to be used in gaming was brought out with the release of SEGA's arcade game, ______.
Match the inventor with their invention.
Match the inventor with their invention.
What feature of the Nintendo Wii allowed users' motions to translate them into instructions or responses?
What feature of the Nintendo Wii allowed users' motions to translate them into instructions or responses?
Dr. Kodama successfully obtained a patent for his invention of 3D printing technology.
Dr. Kodama successfully obtained a patent for his invention of 3D printing technology.
What components did the Nintendo Wii use to sense rotation, tilting, and acceleration for human-computer interaction in the gaming world?
What components did the Nintendo Wii use to sense rotation, tilting, and acceleration for human-computer interaction in the gaming world?
Which section of Human-Computer Interaction focuses on the physical aspects of user interaction, such as comfort and safety?
Which section of Human-Computer Interaction focuses on the physical aspects of user interaction, such as comfort and safety?
Implementation Techniques and Tools fall under the 'Human' section of the HCI diagram.
Implementation Techniques and Tools fall under the 'Human' section of the HCI diagram.
Name the section of HCI that addresses how the user interface fits into social structures and work environments.
Name the section of HCI that addresses how the user interface fits into social structures and work environments.
The HCI section relating input and output devices falls under the category of ______.
The HCI section relating input and output devices falls under the category of ______.
Match the HCI areas with their respective descriptions:
Match the HCI areas with their respective descriptions:
Which of the following best describes Theodor Holm Nelson's contribution to the field of computing?
Which of the following best describes Theodor Holm Nelson's contribution to the field of computing?
The Xerox Star was a commercial success due to its affordable price and open architecture.
The Xerox Star was a commercial success due to its affordable price and open architecture.
What does the acronym WIMP stand for in the context of graphical user interfaces?
What does the acronym WIMP stand for in the context of graphical user interfaces?
The Xerox Alto was a precursor to modern GUIs and featured a local processor, bitmap display, and a ______.
The Xerox Alto was a precursor to modern GUIs and featured a local processor, bitmap display, and a ______.
Match the following personal computers with their significant features or contributions:
Match the following personal computers with their significant features or contributions:
Which of the following describes a key advancement represented by 'Personal Computing' as it emerged in the late 20th century?
Which of the following describes a key advancement represented by 'Personal Computing' as it emerged in the late 20th century?
Time-sharing operating systems were designed to allow multiple users to use a computer system simultaneously; multitasking, enabled by WIMP interfaces, allows a single user run multiple programs.
Time-sharing operating systems were designed to allow multiple users to use a computer system simultaneously; multitasking, enabled by WIMP interfaces, allows a single user run multiple programs.
Besides cost, what were two major factors that contributed to the Xerox Star's failure in the market, despite its innovative features?
Besides cost, what were two major factors that contributed to the Xerox Star's failure in the market, despite its innovative features?
Flashcards
Human-Computer Interaction (HCI)
Human-Computer Interaction (HCI)
A field studying the design, evaluation, and implementation of interactive computing systems for human use.
HCI Focus
HCI Focus
The study and practice of making technology usable, desirable, and effective for people.
HCI Goal
HCI Goal
Understanding computers and their users to make the interaction more effective and enjoyable.
HCI Process
HCI Process
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HCI Systems
HCI Systems
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HCI Scope
HCI Scope
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Humans Are Good At
Humans Are Good At
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Gaming Joystick (1967)
Gaming Joystick (1967)
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Virtual Reality (1968)
Virtual Reality (1968)
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Multi-Touch Technology (1972)
Multi-Touch Technology (1972)
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3D Printing (1984)
3D Printing (1984)
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The Smartwatch (1998)
The Smartwatch (1998)
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Nintendo Wii (2006)
Nintendo Wii (2006)
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Brain-Computer Interface (BCI)
Brain-Computer Interface (BCI)
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Brainternet
Brainternet
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Basic Research
Basic Research
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Applied Basic Research
Applied Basic Research
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Cognitive Modeling
Cognitive Modeling
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Theodor Holm Nelson
Theodor Holm Nelson
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Early IBM PCs
Early IBM PCs
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Personal Computing
Personal Computing
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WIMP
WIMP
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Xerox Alto's GUI
Xerox Alto's GUI
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Xerox Star (1981)
Xerox Star (1981)
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GUI Icons
GUI Icons
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Spreadsheet
Spreadsheet
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UI Social Organisation and Work
UI Social Organisation and Work
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Human-Machine Fit and Adaption
Human-Machine Fit and Adaption
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Human Information Processing
Human Information Processing
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Implementation Techniques and Tools
Implementation Techniques and Tools
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Evaluation Techniques
Evaluation Techniques
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What is HCI?
What is HCI?
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HCI affects what?
HCI affects what?
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Computer user categories
Computer user categories
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Expert users
Expert users
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Occasional users
Occasional users
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Novice users
Novice users
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Visibility in HCI
Visibility in HCI
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Affordance in HCI
Affordance in HCI
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Study Notes
- AP. Bernard G. Sanidad, DIT, DBA is the course facilitator for the "Introducing HCI" course
Learning Objectives
- Students completing the course will be able to:
- Discuss the history of HCI, including contributing individuals
- Discuss examples of Human-Computer Interaction
- Explain the importance of HCI
- Identify the goals of HCI
- Discuss the relationship of HCI with other disciplines
- Identify different design needs
- Discuss the HCI Theories Timeline
- Explain the role of Usability in HCI
- Identify the fields and topics HCI covers
Defining Human-Computer Interaction
- Human-computer interaction (HCI) is a discipline concerned with:
- The design of interactive computing systems for human use
- The evaluation of these systems
- The implementation of these systems
- The study of major phenomena surrounding them
- HCI focuses on understanding and creating user-friendly technology.
- HCI aims to make the interaction between computers and users more effective and enjoyable.
- HCI concerns the processes of design, evaluation and implementation
- HCI focuses on interactive computing systems for human use
- HCI studies major phenomena surrounding the interaction of humans and computers
Humans, Computers, Interactions
- Humans are adept at:
- Sensing low-level stimuli
- Pattern recognition and inductive reasoning
- Applying multiple strategies
- Adapting to "hard and fuzzy things"
- Computers excel at:
- Counting and measuring
- Accurate data storage and recall
- Rapid and consistent responses
- Data processing and calculations
- Repetitive actions and performance over time
- Handling "simple and sharply defined things"
- The skills of humans and computers are complementary
History of HCI
- 1945: Vannevar Bush publishes "As We May Think" in The Atlantic Monthly
- 1962: Ivan Sutherland develops Sketchpad
- 1963: Douglas Engelbart invents the computer mouse
- 1981: Xerox Star launched
- 1982: ACM SIGCHI formed
- 1983: Card, Moran, and Newell publish The Psychology of Human-Computer Interaction
- 1984: Apple Macintosh launched
- 2007: the 25th Anniversary of CHI
Mechanical Computers
- 1623: Schickard creates the "Calculating Clock", a 6-digit machine that can add, subtract, and indicates overflow.
- 1674: Leibniz designs the "Stepped Reckoner" which can multiply with operands of up to 5 and 12 digits, operated by turning a crank.
- 1820: de Colmar makes the "Arithmometer", the first mass-produced calculator that performs multiplication and division, remaining reliable for about 90 years.
- 1889: Felt invents the first printing desk calculator.
- 1935: IBM introduces the "IBM 601", a punch card machine capable of 1 multiplication per second, with 1500 units made.
- 1945: Mauchly & Eckert create "ENIAC" for ballistics, weighing 30 tons and consuming 140 kilowatts of electricity via 17,468 vacuum tubes
Vannevar Bush
- Bush wrote "As We May Think" in The Atlantic Monthly in 1945
- The article highlights that publications have extended far beyond our present ability to make real use of the record
- Bush postulated the Memex device:
- Storing all records, articles and communications
- Items are retrieved by indexing, keywords, cross-references (now called hyperlinks)
- Envisioned as microfilm, not computer
- Including interactive and nonlinear components.
Joseph Carl Robnett Licklider
- In 1960, Licklider postulated "Man-Computer Symbiosis"
- The concept involves tightly coupling human brains and computing machines to revolutionize information handling
Mid 1960's
- Timesharing mode of computing emerged
- Computers were too expensive for individuals
- Timesharing increased accessibility
- Interactive systems, not jobs
- It included text processing, editing, email, and shared file systems
Sketchpad
- In 1962, Ivan Edward Sutherland created Sketchpad
- It featured direct manipulation, including:
- Visibility of objects
- Incremental action and rapid feedback
- Reversibility and exploration
- Syntactic correctness of all actions
- Replacing language with action
- The term "direct manipulation" was coined by Ben Shneiderman
Invention of the mouse
- Douglas Engelbart invented the mouse in 1963
HCI's First User Study
- Evaluated mouse input relative to joystick, lightpen, Grafacon and knee-controlled lever
Alan Kay
- Credited with "Personal Computing"
- Creator of the Dynabook, which was imagined as notebook sized, loaded with multimedia, and capable of storing everything
- Also responsible for the desktop interface metaphor
Theodor Holm Nelson
- Believed that computers can help people, not just business
- Coined the term "hypertext"
Personal Computers
- 1974: IBM 5100
- 1981: Datamaster and IBM XT/AT
- Text and command-based
- Sold lots and performed many various general tasks
- Had good basic toolkit
- 1978: VisiCalc
Personal Computing Qualities
- A system is more powerful if it's easier to use
- Small, powerful machines should be dedicated to individuals
- Networks and time-sharing are important
- Kay's Dynabook and IBM PC impacted development
- "The Computer" was named Time's Man of the Year in 1982
WIMP
- Stands for Windows, Icons, Menus, Pointers
- Timesharing = multiusers
- Requiring multitasking
- WIMP interface facilitates doing several simultaneous things
- It has become the familiar GUI interface seen in Xerox Alto, Star, and early Apple systems
PCs with GUIs
- Xerox PARC in the mid-1970s created the Alto
- Local processor, bitmap display, and mouse
- It was a precursor to modern GUIs, windows, menus, and scrollbars
- LAN - ethernet
Xerox Star (1981)
- The first commercial PC designed for "business professionals"
- Provided desktop metaphor, with pointing, WYSIWYG, consistency, and simplicity
- First system based on usability
- Using paper prototyping and analysis
- Applying Usability testing & iterative refinement
- The Xerox Star was a commercial flop, costing $15k and lacked key functionality (spreadsheet)
Apple Lisa (1982)
- Based on ideas of Star system
- Designed as more personal rather than office tool
- Was still expensive and had difficulties
Apple Macintosh (1984)
- Used aggressive pricing model at $2500
- Not a trailblazer, but a smart copier of technology
- Had good interface guidelines
- Leveraged 3rd party applications
- Offered high-quality graphics and came with a laser printer
Windows 95
- Microsoft Windows 95
Handhelds
- Combines portable computing and phone
- Newton, Palm, Blackberry, iPhone
Examples of HCI
- 1873: QWERTY keyboard layout by Christopher Latham Sholes, designed to prevent typewriter jams by placing frequently used letter pairs apart.
- 1946: ENIAC by John Mauchly and John Presper Eckert, the first general-purpose computer, used for calculating artillery firing tables.
- 1952: The DATAR trackball by Tom Cranston, Fred Longstaff, and Kenyon Taylor, used a bowling ball for sonar and radar data transfer on ships.
- 1967: The Gaming Joystick by Ralph Baueckert, first used in SEGA's Missile
- 1968: Virtual Reality by Ivan Sutherland with the Sword of Damocles, the first virtual reality head-mounted display system.
- 1972: Multi-Touch Technology by Control Data Corporation, released a terminal using single-touch points in a 16x16 array, with the PLATO IV computer using a touch panel for graphic interaction.
- 1984: 3D Printing by Dr. Kodama used a photosensitive resin which polymerised using UV light
- 1998: The Smartwatch by Steve Mann, the first Linux-powered smartwatch with a 16-bit processor and wireless communication capabilities.
- 2006: Nintendo Wii uses natural user interface and gesture recognition to track a user's motions via gyroscopes and controller-based accelerometers.
- 2011: Google Voice Search App allows users to make Google queries with their phones by voice on Android cellphones.
- 2016: Dexmo Exoskeleton by Dexta Robotics, uses "switching force feedback" to simulate touching virtual objects.
- 2018 and beyond:
- Emotion sensing being explored for human-computer interaction, with focus on emotion-sensing technologies reading facial expressions.
- Brain-computer interfaces (BCI) are becoming more advanced used for thought-to-text translation or to control movements from prosthetic limbs.
HCI Theories
- 1967: Grounded Theory
- 1970: Distributed Cognition
- 1988: CSCW
- 1990: Situated Action
- 2000: Activity Theory
- 2003: Ethnomethodology and Ethnography
- 1995: Turn to the Wild
- 2001: Turn to the Embodiment
- 2004: Turn to Design
- 2007: Human Values
- 2008: Turn to the Culture
- 2010: Turn to Space
Goals of HCI
- Includes understanding how people use technology
- Developing tools and techniques to enables building suitable systems
- Achieving efficient, effective, and safe interaction
- Putting people first
Usability
- Ensure usable software systems support effective and efficient task completion within a given work context
- Bottom-line benefits of a more usable software system for business users include
- Increased productivity
- Decreased user training time and cost
- Decreased user errors
- Increased accuracy of data input and data interpretation
- Decreased need for ongoing technical support
- Benefits of usability to development organizations include
- Greater profits due to competitive products and services
- Decreased overall development and maintenance costs
- Decreased customer support costs
- More follow-on business due to satisfied customers
- Avoid using the term 'user-friendly
- Design of user interface to any interactive product should account for these factors
- Cognitive, perceptual, and motor capabilities and constraints of people in general
- Special and unique characteristics of the intended user population
- Unique characteristics of the users' physical and social work environment
- Unique characteristics and requirements of the users' tasks
- Capabilities and constraints of the chosen software and/or hardware and platform
- Extent to which a system, product, or service can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use
Characteristics of Usability
- Easy to learn and remember how to use
- Effective and efficient to use
- Safe and enjoyable to use
Dimensions of Usability
- Effectiveness
- Efficiency
- Safety
- Utility
- Learnability
- Memorability
Measuring Usability Using ISO 9241-11:2018
- Effectiveness: accuracy and completeness with which specified users achieve goals
- Efficiency: resources expended in relation to accuracy and completeness of goals achieved
- Satisfaction: comfort and acceptability of the work system to its users
Importance of HCI
- In software development and system design methods
- In future legal requirements for software
- As the basis for usability criteria to evaluate competing products
- In strategies for the home and small business user.
Why HCI is Important
- It studies our interface with information
- It is not just about 'how big should I make buttons' or 'how to layout menu choices'
- Affects effectiveness, productivity, morale and safety
Different Design Needs
- There are three broad categories of computer users:
- Expert users with detailed knowledge of a particular system
- Occasional users who know how to perform the tasks they need to perform frequently
- Novices who have never used the system before
- Users may be novices at one computer application but experts at another
Visibility & Affordance:
- Visibility: what is seen
- Affordance: what operations and manipulation can be done to a particular object
- Visible elements have a good mapping to their effect on system
- Perceived affordance - what a person thinks can be done to the object
Topics and Fields Relevant to HCI
- Computer Science, Mathematics, Web Engineering, Artificial Intelligence, Economics, Philosophy, Law
- Ergonomics, Psychology, Sociology, Media, Biology, Ecology, Design, Management & Information Sciences
Topics in HCI
- HCI uses and takes place in context of U1 Social Organization and Work, U2 application Areas and U3 Human-Machine Fit and Adaptation
- It addresses Human in form of H1 information processing, H2 language and communication, and H3 ergonomics
- It uses Computer via C2 techniques, C3 dialog genre, C4 graphics and C5 architectures
- It takes into account D1 design approaches, D2 implementation techniques and D4 example systems and D3 evaluations
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Description
This quiz explores the core principles of Human-Computer Interaction (HCI). It covers topics like usability, cognitive modeling, and the relationship between humans and computers. It also touches on Brain-Computer Interfaces and design considerations.