Summary

This document is a lecture on human-computer interaction, focusing on the different input and output devices, including keyboards, mice, touchscreens and more. It also examines how sounds and haptic interfaces are used in HCI

Full Transcript

LECTURE 3 12. Touchscreen: Detects the presence of the Interaction Process user’s finger, or a stylus, on the screen itself. -​ Interaction is a process of information transfer between the user and the computer....

LECTURE 3 12. Touchscreen: Detects the presence of the Interaction Process user’s finger, or a stylus, on the screen itself. -​ Interaction is a process of information transfer between the user and the computer. 13. Light Pen: Connected to the screen by a cable and detects a burst of light from the screen Input Devices phosphor during the display scan. 1. Keyboard: Used for entering textual data and 14.Digitizing Tablet: Typically used for freehand commands. The layout of the digits and drawing, but may also be used as a mouse letters on a QWERTY keyboard are fixed. substitute. 2. Chord Keyboard: Uses a few keys, four or five, 15. Eye Gaze System: Allows you to control the and letters are produced by pressing one or computer by simply looking at it. more of the keys at once. 16. Cursor Keys: Available on most keyboards, 3. Phone Keypad: Used for SMS text messaging used to move the cursor on the screen. and WAP. Experienced mobile phone users make use of a highly developed shorthand to Output Devices reduce the number of keystrokes. 1. Visual Displays: Devices that present visual information, including CRT, LCD, and gas 4. Handwriting Recognition: Uses pattern plasma displays. matching to convert handwritten letters into corresponding computer text or commands 2. Bitmap: A method of defining a display in real time. space, including the color of each pixel. 5. Speech Recognition: Also known as 3. CRT (Cathode Ray Tube): A specialized automatic speech recognition (ASR), it vacuum tube in which images are produced processes human speech into a written when firing electrons from the back of the format. tube to phosphors located towards the front of the display. 6. Mouse: A major component of desktop computer systems, it moves a pointer on the 4. LCD (Liquid Crystal Display): Made of liquid screen called the cursor. crystals, it requires less space, consumes less electricity, and produces relatively less heat 7. Touchpad: Touch-sensitive tablets usually than a CRT monitor. around 2–3 inches square, used extensively in portable computers. 5. Gas-Plasma Display: A technology that is a collection of neon gas between two plates. 8. Trackball: An upside-down mouse that requires no additional space to operate. 6. Large Screen Display: Used for projecting images onto a large screen. 9. Thumbwheel: A control for various devices consisting of a partially exposed wheel that 7. Digital Paper: Patterned paper used with a can be turned by moving the exposed edge digital pen to create handwritten digital with a finger. documents. 10. Joystick: A simple device with which Haptic Interfaces movements of the stick cause a corresponding movement of the screen 1. Haptic Interface: Generates sensations to the cursor. skin and muscles, including touch, weight, and rigidity. 11. Keyboard Nipple: A small joystick-like device embedded in a keyboard. 2. Exoskeleton-Type Force Display: Applies force to the user's body to simulate physical permits speech privacy, and enhances user interactions. comfort and office communications. Balance Between Privacy and Openness: 3. Tool-Handling Type Force Display: Applies Enhances user comfort, work effectiveness, force to the user's fingertips to simulate and office communications. Involving handling tools. employees in decisions of privacy can help balance privacy and openness. Sound in HCI Compression of tissue when using a wrist rest 1. Nonspeech Sounds: Sounds such as music, may increase carpal canal pressure or local environmental sounds, and sound effects tissue ischemia. The choice to use a wrist rest used to convey information. should be based on employee comfort and performance considerations. Arm Holder: 2. Earcons: Nonverbal audio messages used in Should be placed within easy reach of the computer interfaces to provide information. operator to avoid awkward postures, especially when used frequently during work. Networking in HCI 1. Networks: Systems that enable communication and control of remote people, physical things, data, and computation. Wearable Computers 1. Wearable Computers: Designed to be worn on the body, augmenting user tasks without interfering. Workstation Design 1. Workstation: The combination of computer, input and output interfaces, furniture, and physical environment used by a computer user. Importance of Screen, Input Devices, and Hardcopy: The relative importance of these elements depends on the task, influencing design considerations for operator performance, comfort, and health. Document Holder: A well-designed document holder can reduce awkward head and neck inclinations and frequent head movements. Visual Control: Prevents physical intrusions, contributes to confidential/private conversations, and prevents the feeling of being constantly watched. Acoustical Control: Prevents distracting and unwanted noise, LECTURE 4 Interaction Cycle Importance of HCI 1. Goal Formation Value and Meaning: HCI helps both 2. Task Articulation specialists and users by analyzing 3. Translation to System Language interactions to understand and solve 4. System Transformation difficulties, comparing different interaction 5. Execution Phase Completion styles, and ensuring users achieve their goals 6. Evaluation successfully. 7. Reformulation Usability Importance: Norman's model helps Definition: Usability refers to the quality of understand the principles behind the interaction in terms of time taken to perform interaction framework, allowing users to tasks, number of errors made, and time to become define their goals and interact with the competent. system to accomplish them. Key Principles Interaction Types o Learnability: How quickly new users Instructing: Users issue commands to the can start effective interaction. system. Conversing: Users have a dialog with the o Flexibility: The variety of ways users system. and systems exchange information. Manipulating: Users interact with objects in a virtual or physical space. o Robustness: Support provided to Responding: The system initiates interaction, users in achieving and assessing goals. and users choose to respond. Exploring: Users move through virtual or o Efficiency: Speed of task performance physical environments. once the system is learned. Design Considerations o Memorability: Ease of remembering User-Centric Design: Designing interactive system functions after a period of non-use. products requires understanding who will use them, how, and where. It also involves o Errors: Frequency, severity, and recoverability considering the activities users will perform from errors. and the appropriateness of different interfaces. o Satisfaction: How enjoyable and it is pleasant to use the system. Sustainability in Design Sustainable Design: Emphasizes the need for Norman's Model of Interaction sustainable design to meet current and future Goals: People have goals they aim to achieve user needs, reduce costs, preserve resources, in the world, but devices typically only deal and improve reputation. with simple actions. This creates two 'gulfs' that need to be bridged: Factors in HCI Design Organizational Factors: Training, Job Design, o Gulf of Execution: Translating goals into actions. Politics, Roles, Work Organization. o Gulf of Evaluation: Deciding whether the actions were successful in moving towards the goal. Environmental Factors: Noise, Heating, Bridging the Gulfs: Lighting, Ventilation. o Semantic Bridging: Understanding what to do and what has happened. Health and Safety Factors: Stress, Headaches, Musculoskeletal Disorders. o Physical Bridging: Finding out physically or perceptually what to do User Factors: Motivation, Enjoyment, or what has happened. Satisfaction, Personality, Experience Level. User's Opinion: Indication of a user’s opinion Comfort Factors: Input Devices, Output about the interface, determined by using Displays, Dialogue Structures, Use of Color, questionnaires or interviews. Icons, Commands, Graphics, Natural Language, 3-D, User Support Materials, Multimedia. User Interface Factors: Input Device, Output Displays, Dialogue Structures, Icons, 3-D, Multimedia. System Functionality: Hardware, Software, Application. Task Factors: Easy, Complex, Novel, Task Allocation, Repetitive, Monitoring, Skills, Components. Constraints: Costs, Timescales, Budgets, Staff, Equipment, Building Structure. Productivity Factors: Increase Output, Increase Quality, Decrease Cost, Decrease Errors, Decrease Labor Requirements, Decrease Production Time, Increase Creative and Innovative Ideas. Usability Goals Effective to Use (Effectiveness): How good a product is at doing what it is supposed to do. Efficient to Use (Efficiency): How well a product supports users in carrying out their tasks. Safe to Use (Safety): Protecting the user from dangerous conditions and undesirable situations. Having Good Utility (Utility): The extent to which the product provides the right kind of functionality. Easy to Learn (Learnability): How easy a system is to learn to use. Easy to Remember (Memorability): How easy a product is to remember how to use, once learned. Performance Measures Quantifiable Measures: Directly observable by watching a user complete a task within a specific time, including monitoring the number of errors and time needed to accomplish the task. Preference Measures LECTURE 5 USER PARTICIPATION IN THE SYSTEM User Classifications: DEVELOPMENT 1.​ Physical Differences – gather more info of typical users Participation 2.​ Application Domain Differences – collect -​ Process in which or two or more parties info about the background of the users influence each other. -​ Also defined (in the context of systems Key User Characteristics: development practices) as “extent to which -​ Age the user engages in systems analysis -​ Culture -​ Disabilities Two (2) types of users: -​ Education Level -​ IT Experience End-Users (Internal) - real users, who test and evaluate Knowledge of User Tasks Client-Customer Users (External) - interact with -​ The designer needs to know their system system to accomplish goals Designers should understand and recognize two Purpose of Participation things before they work w/ the users -​ To reduce time in the implementation and 1.​ Firstly, the designer needs to know the testing stages purpose behind visiting the website -​ To familiarize the end-users and client 2.​ Secondly, designer needs to gain more customers w/ the new system before information about the users’ job and implementation -​ Provide job satisfaction and meet task Classifying Users effectiveness 1.​ Primary Users - frequent Participation in the development process can be: 2.​ Secondary Users - occasional -​ Viewed as “sharing” in decision making or 3.​ Tertiary Users – affected by the introduction engaging in activities of the system -​ To determine “info reqs by encouraging users and other User’s Level of Expertise Classifications: Various Types of Participation 1.​ Novices – learning a skill for first time 1.​ No Participation – not invited 2.​ Advanced Beginner – focus simply on 2.​ Symbolic Participation – user input is getting the job done ignored 3.​ Competent Performer – learned sufficient 3.​ Participation by Advice - consulted number of tasks 4.​ Participation by weak control - 4.​ Expert – performed task automatically responsibility 5.​ Participation by doing – mem of design Techniques for Observing and Listening to Users team 1.​ Interviews – questions to ask users, quali or 6.​ Participation strong control – pay for quanti data SysDev a.​ Unstructured – not directed by script data How we Know our Users b.​ Structured – scripted often -​ Those who manage direct users questionnaire -​ Who receive products from the system c.​ Semi-Structured – combine of two -​ Who tests the system above, use both open and close -​ Who make the purchasing decision questions -​ Who use competitive products 2.​ Questionnaires – subjective opinion of users a.​ Open Questions – free to provide answer, difficult to analyze b.​ Closed Questions – user is asked to select answer User Characteristics: 3.​ Think Aloud – simple and easy to use, involves asking users to comment -​ Cognitive and Learning Style – read and 4.​ Talk Right After – alternative to think aloud, do people some users can’t speak to designer while -​ Interface / Interaction / Preferences – working developer needs to define preferences like system interactions 5.​ Focus Group – small number of people to 4.​ Perspective Taking – helps you discuss number of preferred questions imaginatively put yourself in the place of 6.​ Mailed Surveys – cheaper for distribution to others, see situations through their eyes and the users who are dealing w/ interface accurately sense what they might be feeling 7.​ Protocol Recoding 5.​ Concern for Others – helps you connect w/ a.​ Paper and Pencil - low technology others but the quality of your response technique for collection of depends on your ability to care about others information 6.​ Perceptive Engagement – allows you to b.​ Audio and Video Recording - user make perceptive decision based on your are taped while working, user must be empathy pinnacle of empathic skill informed c.​ Computer Logging - get system Put Empathy to work automatically to record 8.​ Web Surveys - powerful tools for maintaining respondent interest 9.​ Field Study - done in natural settings aim to increase understanding The designer needs to address the following issues before the interview -​ Understand the concepts behind interface -​ Defining the issues Types of Business Research Internet Marketing and User Responses -​ User Research – solution is checked, done by 1.​ User Response Form - allow user to enter orgz message -​ Market Research – orgz seek to understand 2.​ Forums - provides discussion with similar consumer preferences interests -​ Competitive Research – seek to understand 3.​ Chat Rooms - allow groups people to the capabilities both present and future exchange live text messages -​ Generative Research – collect knowledge 4.​ Blogs - ability to create online text diary about a person or context or market serve as foundation for creating new ideas -​ Evaluate research – judge how well USER PARTICIPATION - essential in sustainable something works for a person design, vital and fundamental in system dev. Stages of developing and applying empathy Lesson 6 Empathize Empathy -​ Pathos – emotion, feeling, suffering, or pity What is empathize mode: -​ Observe – view users and behavior Apply Empathy to what you create -​ Engage – interact w/ and interview users -​ Empathy allows you to expand the number of -​ Immerse – experience what your user angles you consider when you make experiences something-it increases your horizon -​ Will also improve your clarity about your Six (6) essential aspects of empathy strategy 1.​ Emotion Contagion – central to an understanding of empathy. Tends to occur instinctively, rest are intentional 2.​ Empathic Accuracy – ability to accurately identify and understand emotional states, thoughts, and intentions in yourself, and others (interior, international, and observational skill) 3.​ Emotion Regulation – ability to understand regulate and work w/ your own emotions

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