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These notes provide an overview of Human-Computer Interaction (HCI). The document discusses various design principles and methodologies.

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Human-Computer Interaction Notes Lecture 1: Introduction to HCI Reading notes Design: the conscious and intuitive effort to impose meaningful order Understanding the desires, motications, and context of people using products Understanding business, technical, and domain opportunities, requ...

Human-Computer Interaction Notes Lecture 1: Introduction to HCI Reading notes Design: the conscious and intuitive effort to impose meaningful order Understanding the desires, motications, and context of people using products Understanding business, technical, and domain opportunities, requirements, and constraints Using this knowledge as a foundation for plans to create products whose form, content, and behavior are useful, usable and desirable, as well as economically viable and technically feasible Conseuqneces of creating products that lack appropriate design (poor product behavior) 1. Digital products are rude 2. Digital products require people to think like computers 3. Digital products have sloppy habits 4. Digital priducts require humans to do the heavy lifting Why digital products fail Misplaced priorities on the part of both product management and development teams Ignorance about real users of the products and what thier baseline needs are for success Conflicts of interest when development teams are charged with both designing and building their user experience Lack of design process that permist knowledge about user needs to be gathered, analyzed, and used to derive the development of the end experience Desirability: transforming an understanding of users into products that meet their professional, personal, and emotional needs Step 1. recognizing user goals When companies do focus on the users, they tend to pay too much attention to the tasks users engage in and not enough attention to their goals in performing those tasks. A goal is an expectation of an end conditions, whereas both activities and tasks are intemediate steps that help someone to reach a goal. Actvitiey-centered design (ACD): focuses first and foremost on understanding activiites. Design based solely on understanding activities or tasks runs the risk of trapping the design in a model imposed by an outmoded technology, or using a model that meets a coporation's goal without meeting the user's goals. Implementation model: The model of how the softwarea acutally works Mental model: the way users oerceive the jobs they need to do and how the application helps them do so Represented model: the way designers choose to represent the working on the application to the user => we tend to form mental models that are simpler than reality. So, if we create represented models that are simpler than the implementaiton model, we hellp the user achieve better understanding. => if the represented model for software closely follows user's mental models, it eliminates needless complexity from the user interface by providing a cognitive framework that makes it evident to the user how his goals and needs can be met. Design principle: user interfaces should be based on user mental models rather than implementaiton models Design principle: goal-directed interactions reflect user mental models Few design methods in common use today incorporate a means of effectively and systematically translating the knowledge gathered during research into a detailed design specification. Reasons: designers have historically been out of the research loop and have had to rely on theird-person accounts for user behaviors and desires Few methods capture user behaviors in a manner that appropriately directs the definition of a product Goal-directed design seeks to bridge the gap that currently exists in the digital product development process- the gap between user research and Design - through a combination of new techniques and known methods bbrought otgehter in more effective ways. It makes collaboration with developers nad businesspeople easier. It also ensures that the design in question isn't guesswork, the whim of a creative mind, or just a reflection on the team member's personal preferences. A. Research phase Employ ethonographic methods to provide qualitative data about potential users of the product One of the principal outcoes of field observation is identifiable behaviors that help categorize modes of use of a potential or existing product. B. Modeling phase Behabior and work flow patterns discovered by analyzing the field reseach and interviews are synthesized into domain and user models. C. Requirements definition Provide the much-needed connection between user and other models and design's framework. Employs scenario-based design methods with the important innovation of focusing the scenatios not on user tasks in the abstract, but first and foremost on meeting the goals and needs of specific user personas. D. Framework definition Desiners create the overall product concept, defining the basic framework for the product's behavior, visual design, and, if applicable, physical form. Interaction framework: 2 other critical methological tools in conjunction with context scenatios 1. Set of general behavior in a variety of contects 2. Set of interaction design patterns that encode general solutions to classes of previously analyzed problems E. Refinement Detailed documentatin of the design - a form and behavior specification or blueprint. Design principle: interaction design is not guesswork. User experience puts users at the center and focuses on ways to solve their problems, while interaction design focuses on questioning the authority of the creator/designer and encourages the significance of systems. Lecture notes Task: an activity Input- output mission that our users Humans want to Sensoty symstem (5 senses) accomplish. Motor system (fingers, hands, head, voices etc) Cognitive system (attention, decision making, memory etc Computer: a Emotion machine that can We interact with compouters through interfaces. be programmed to carry out sequences of arithmetic or logical operations automatically. Computer system: nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation (input device (keyboard) => output device (monitor)) Lecture 2: User-centred design and Need-finding Reading notes Accessibility refers to the extent to which an interactive product is accessible by as many people as possible. Disability is viewed as the result of poor interaction design between a user and the technology, not the impairment alone How to achieve accessibility: 1. Through the inclusive deisgn of technology 2. Through the design of assistive technology Types of impairment: Sensory impariment Physical impairment Cognitive impairment Permamenent Temporary Situational Users experience design: represents the quality of an experience you have when interacting with a certain product. It becomes invisible, delightful and helpful to your users. User needs to come first, technology second => listen to those you are designing for, test and re-test your designs, and put things into the right perspective Design for success and for failure Participatory design is an approach to design attempting to actively involve all stakeholders in the design process to help ensure the results meets their needs and is usable Safe, simple, affordable, capable, and meaningful => putting human experience as the center of design Lecture notes User-centred design Everyone designs who devises courses of action aimed at changing (UCD): a design existing situations into preferred ones approach that Design is the core of all professional training considers the actual => Identify 1) existing situations 2) preferred ones 3) course of action user's needs through If we change the ants behavior, then we must change the environment the entire design If we want complex behavior, make the environment complex process Pros of UCD: Stakeholders: 1. Avoids common mistakes anyone affected by 2. Builds a product for actual users, who are ready-to-use success or failure of 3. Addresses design issues at the earlier stage of devleopment the system 4. Mitigates human errors Primary: actual users 5. Easy-to-lern and use interfaces Secondary: receive Ucd design is one of the apporaches to design. Alternatives are design output or provide thinking, double diamong, ADDIE, google design sprints, goal-directed input design….. Tertiary: no direct involvement but Design thinking affected by the 1. Empathize: research your users needs success or failure 2. Define: state your users needs and problems Facilitating: 3. Ideate: challenge assumptions and create ideas involved in 4. Prototype: start to create solutions development or 5. Test: try your solutions out deployment of the Double diamond system 1. Discover: literature review, user interview, behavior observation Design thinking: a 2. Explore: workshops, task anaylsis, user needs, contraints non-linear, iterative limitations process that teams 3. Develop: idea generation use to understand 4. Deliver: prototyping and testing users, challenge As a design team, you need to meet as many stakeholdres needs possible. assumptions, redefine problems and create solutions to prototype and test. Double diamond: conveys a desgin process to desginers and non-designers alike. The two diamonds represent a process of exploring an issue more widely or deeply (divergent thinking) and then taking focused action (convergent thinking) Extreme: users who lie at the ends of the spectrum of a use of a product or service. Their needs are more demanding or unique. Interviews: Alternatives for user-centered design: design thinking, double diamond, ADDIE, introduction, google deign sprints, goal-directed design kick-off, Design thinking: build rapport, 1. Emphasize: research your user's needs grand tour, 2. Define: state your user's needs and problems and reflection 3. Ideate: challenge assumptions and create ideas 4. Prototype: start to create solutions 5. Test: try your solutions out Double diamond: 1. Discover: literature review, user interview, behaviour observation 2. Explore: workshops, task analysis, user needs, constraints limitations 3. Develop: idea generation 4. Deliver: prototyping and testing Stakeholders: anyone affected by success or failure of system => primary (people who actually use the product), secondary (receives output or provides input to the product), tertiary (no direct involvement but affected by the success or failure) , and facilitating (involved in development or deployment of the system) Step 1: Needfinding (finding users needs) User needs refer to users desires, goals, preferences and expectations when they interact with a product or service. These can encompass a wide range of factors such as functionality, usability, aesthetics, accessibility, and emotional satisfaction Techniques for finding users needs: interviews, surveys, focus groups, observation, diary, experience sampling method and ethnography Surveys Gather information about people's habits, interaction with technology, or behavior Get demographic or psychographic information to characterize a population Collect people's attitudes and perceptions toward an application in the context of usage Participants Try to find extreme users to learn edge cases of your product Age, culture, abilities/disabilities, technology familiarity, education, income, job type, etc. Pro: Can be online or in person Quick access to a larger number of users Easy to analyse (automatized tools) Cons: Hard to formulate questions Results might depend on current-mood You might have data on how they feel/think, not how they interact with the product Single choice questions work best when only one answer is possible for each respondent in the real world Multiple-choice questions are appropriate when more than one answer may apply to the respondent Ranking questions are best when respondents must prioritize their choices given a real-world situation. User observations With user observation you can collect data to evaluate the usability of your product with actual users 2 types of user observations: 1. Naturalistic: watch the users wile using the product => reliable but hard to replicate and get quantified data 2. Controlled: conducted in a laboratory environment for getting more quantitative data => easy to conduct, analyse, and reproduce Lecture 3: Design alternatives (Ideation) Reading notes Requirements evolve and develop as the stakeholders interact with designs and learn what is possible and how features can be used One of the goals of interaction design is to produce usable products that support the way that people communicate and interact in their everyday and working lives The goal of an iterative user-centred approach is to involve different perspectives and make sure that there is agreement. Miscommunication is more likely if requirements are not clearly articulated Personas and scenarios are techniques that are commonly used to augment the basic requirements information and to bring requirements to life. Personas: rich descriptions of typical users of the product under development on which the designers can focus and for which they can design products. They include the descriptions of the user's behavior, attitudes, activities, environment and goals. Personas goals is to help the designer make design decisions and to remind the team that real people will be using the product Scenario: informal narrative description. It describes human activities or tasks in a story that allows exploration and discussion of contexts, needs, and requirements During the requirements activity, scenarios emphasize the context, the usability and user experience foals, and the activitities the user is engaged The best way to successfully accommodate a variety of users is to design for specific types of individuals with specific needs The key to this approach is to first choose the right individuals to design for Personas help designers do the following: 1. Determine what product should do and how it should behave. 2. Communicate with stakeholders, developers, and other designers (help keep the design cantered on users at every step in the process) 3. Build consensus and commitment to the design 4. Masure the design's effectiveness. 5. Contribute to other product-related efforts such as marketing and sales plans Personas can also resolve design issues that arise during product development When it’s time to make product decisions, the user becomes elastic, conveniently bending and stretching to fit the opinions and presuppositions of whoever is talking. But real suers are not elastic, instead have specific requirements based on their goals, abilities, and contexts Occurs when designers or developers project their own goals, motivations, skills, and mental models onto a product's design Situations that might happen but usually won't for most people Shouldn't be design focus Personas are so successful as user models because they are personifications. They engage the empathy of the design and development team around the user's goals Personas make solutions more compelling to stakeholders. They begin to think of them as real human beings and are more motivated to give a satisfying experience to them Personas should be based on research. Primary source of data used to synthesize personas should be in- context interviews boring from ethnographic techniques, contextual inquiry, or other similar dialogues with and observation of actual and potential users Other ways: 1. Interviews with users outside of their use contexts 2. Information about users supplied by stakeholders and subject matter experts (SMEs) 3. Market research data such as focus groups and surveys 4. Market-segmentation model 5. Data gathered from literature reviews and previous studies Personas represent a class or type of user of a specific interactive product A persona (composite user archetypes) encapsulates a distinct set of behavior patterns regarding the use of a particular product Personas are not stereotypes and do not seek to establish an average user (they should be representative of users) Customer persona (buys but doesn’t interact with the product, think children’s toys), served person (does not interact with the product but it’s for them, think medical patients) and anti- persona (does not intend to serve, think hackers) User role model: a defined relationship between a class of users and their problems The main difference between market segments and design personas is that the former are based on demographics, distribution channels, and purchasing behavior, whereas the latter are based on usage behavior and goals Goals motivate usage patterns and should be inferred from qualitative data Product design should address 3 levels of cognitive and emotional processing 1. Visceral (immediate processing): visual and other sensory aspects that we can perceive before significant interaction. Helps make rapid decisions About designing for affect (eliciting appropriate psychological or emotional response for a particular context rather than for aesthetics alone) 2. Behavioural (middle level of processing): can enhance or inhibit both lower-level visceral reactions and higher-level reflective responses About designing product behavior that complement the user's own behaviours, implicit assumptions, and mental models 3. Reflective 8least immediate): conscious consideration and reflection on past experiences. Has no direct access to visceral reactions but can enhance or inhibit behavioural ones. Through reflection, we can integrate our experiences with design artifacts into our broader life experiences, and over time, associate meaning and value with the artifact themselves The opportunity to create reflective meaning is enhanced when the design of a product or service addresses users goals and motivations The user experience of a product or artefact, therefore, should ideally harmonize elements of visceral design and reflective design with a focus on behavioural design 3 types of user goals corresponding to these processes: 1. Experience goals (visceral): how the user wants to feel 2. End goals (behavioural): what the user wants to do 3. Life goals (reflective): who the user wants to be Meeting technical goals often comes at the expense of user goals Don't make the user feel stupid Step 1: group interview subjects by role Step 2: identify behavioral variables: List the distinct aspects of observed behavior for each role as a set of behavioural variables Step 3: map interview subjects to behavioural variables Step 4: identify significant behavior patterns For a pattern to be valid, there must be a logical or causative connection between the clustered behaviours, not just a spurious correlation Step 5: synthetize characteristics and design goals => from their behavior One important fictional detail at this stage is the first and last name of the persona. Step 6: check for completeness and redundancy Each persona should vary from all the others in at least one significant behavior Step 7: Designate persona types The goal is to find a single primary persona from the set whose needs and goals can be completely and happily satisfied by a single interface without disenfranchising any of the other personas 6 types of peronas: a. primary: main target of interface design (one primary persona per interface) b. Secondary: mostly satisfied with the primary persona's interface. Has specific additional needs that can be accommodated without upsetting the products ability to serve the primary persona c. Supplemental: their needs are completely represented by a combination of primary and secondary personas and are completely satisfied by the solution we divide from one of our primaries d. Customer: address the needs of customers, not end users e. Served: not users of the product, but they are directly affected by the use of the product f. Negative: used to communicate to stakeholders and product team members that the product is not being built to serve specific types of users Step 8: expand the description of attributes and behaviours Summary: Do include summarizing descriptions of all significant behavior patterns in you narrative Do not include excessive fictional descriptions. Include just enough detail to cover basic demographics and to weave the behavior patterns in to a story Do no add levels of detail to your behavioural descriptions that you did not observe Do not introduce solutions into your persona narrative. Rather, highlight pain points. Workflow/ sequence models: useful for capturing information flow and decision-making processes inside organizations Artifact models: represent different artifacts that users employ in their tasks and workflows Physical models: endeavour to capture elements of the users environment Lecture notes Brainstorming: Design alternatives should be based on needfinding insights Ideation Our goal in this step is to meet user needs with different approaches technique for "If you want to have good ideas you must have many ideas. Most of them will be comping up with wrong, and what you have to learn is which ones to throw away" ~ Linus Pauling many possible Goal => generate a lot of ideas solutions to a First individualls (go with quantity, freestye write all you have) and then in a group given problem setting POV: reframing of a design challenge into an actionable problem statement that will launch you into generative ideation. A unique, concise reframing of the problem that is grounded in user needs and insights. Storyboards: a series of sketches to illustrate how users interact with the product /UI. => Data analysis should guide the brainstorming process Persona Characters to represent your users Allows you to emphasize with users Goals, needs, wantns, frustrations You should create persona based on your needfinding data analysis How to come up with persona 1. Collect user needs/data 2. Analyze data to find patterns 3. Cluster user segments 4. Write a persona based on a segment !Your persona must be based on user data ! If you try to design an automobile that pleases every possible driver, you end up with a car that every possible feature that pleases everybody. By designing different cars for different people with specific goals, we can create designs that other people with needs similar to our target drivers also find satisfying. Storyboards:. Convey a story carrying out a task Many Details are missing Rough Sketches, not artistci endeavours Allow us to get high level feedback from the users 1. Setting (people, environments, task) 2. Sequqnce (what steps are involved, what leads someone to use the product, how task is illustrated) 3. Satisfaction (motivation for the user, end results, what needs are you satisfying) [USER] needs to [USER'S NEEDS] because [SURPRISING INSIGHT ] Lecture 4: Prototyping Reading notes Design framework: defines the overall structure of the users experience. Made up of an interaction framework, a visual framework, and sometimes an industrial design framework Defining the interaction framework 1. Define form factor, posture, and input methods 2. Define functional and data elements Each element must be defined in response to specific requirements defined earlier 3. Determine functional groups and hierarchy 4. Sketch the interaction framework 5. Construct key path scenarios 6. Check designs with validation scenarios Data elements: fundamental subjects of interactive products. The basic units to be referred to, responded to, and acted on by the people using the product. Functional elements: operations that can be done to the data elemens and their representations in the interface The translation of functional requirements into functional elements is where we start making the design concrete 2 parts to design: 1. Conceptual part: focuses on the idea of the product 2. Concrete part: focuses on the details of the design Prototype: one manifestation of a design that allow sstakeholders to interact with it and to explore ist suitability. They act as a communication device among team members and an effective way for designers to explore design ideas Experiemental process where design teams implement ideas into tangible forms from paper to digital With prototyping your team will deminish, prevention, correction, and failure costs Low-fidelity prototype: doesn't look very much like the final product, nor does it provide the same functionality. They are useful because they tend to be simple, cheap, and quick to produce and modify. e.g. Storyboarding, software-based prototype named Wizard of Oz Quick and easy to create and revise Simple, like a sketch or a flowchart Limited in functionality, with just enough detail for a proof of concept Good for tem feedback Honest feedback by user (low emotional and time investment ) Need to know for exam: GOMS DO NOT REQUIRE ANY COGNITIVE PROCESSES Medium fidelity prototypes (clickable wireframes) Dont require a separate person to work as a facilitator during the testing session Realism should be evaluated based on: Visual design, content, and interactivity Can interact with prototype Content and visual design are less emphasized Mostly designed iwth wireframe software Content is static but allows (clickable) interactions You can view and interact on a device Basically: Interactive storyboard Placement of items No real content All pages available Good guideline for developers Architecture and layout Flow of the interaction with UI High-fidelity prototype: looks like the final product and usually provides more functionality than a low-fidelity prototype. Can be both hardware and software. Created with a software tool Solve UX and UI problems with refined functionality and interactivity Include specific, fully functional features for user testing Cover more details, including conditional logic, micro-interactions, polishes animations, even hardware functionality Visual design: realistic and detailed design- all interface elements, spacing, and graphics look just like a real app or website Content: designers use real or similar-to-real content. The prototype includes most or all of the content that will appear in the final design Interactivity: prototypes are highly realistic in their interactions Advantages: You will get meaningful feedback during the usability test UI element level of details (test afforance and animatons) Good demonstration to stakeholders Disadvantages: Time demanding Costly to build Key principles to the anatomy of prototypes: 1. Fundamental prototyping principle: prototyping filters the qualities in which hdesigners are interested without distoring the understanding of the whole 2. Economic principle of prototyping: the best prototype is one that, in the simplest and the most efficient way, makes the possibilities and limitations of a design idea visible and measurable 3. Anatomy of prototypes: they are filters that traverse a design space and are manifestations of design ideas that concretize and externalite conceptual ideas Horizontal prototyping; providing a wide range of functions but with little detail Vertical prototyping: providing a lot of detail for only a few functions Evolutionary prototyping: a prototype evolves into the final product and is built with engineering princinples in mind Throwaway prototype: uses the prototypes are stepping stones toward the final design Conceptual design: concerned with devleoping a conceptual model Conceptual mode: outline to what people can do with a product and which concepts are needed for the user to understand how to interact with it Interface metaphors: combine familiar knoweldge with new knowledge in a way that will help users understand the product. Sharable interface Tangible interface: sensot-based interaction, where blocks or other physical objects are moved around Virtual reality interface What functions will the product perform? => whether the product or the user takes repsonsibility for different parts of the overall goal How are functions related to each other ? => may be related temporally What information is needed? => what data is required to perform a task? Aspects of concrete design for interactive products; visual apperance, interface layout, choice of interaction devices etc. It also deals with issues related to user characteristics and context Accessibility: extent to which a prodzct is accessible to as many people as possible Inclusiveness: Being fair, open, and equal to everyone Interfaces that are not accessible can lead to various forms of discrimination Card-based prototypes: capture and explore elemtns of an interaction, between the user and the product. => the interaction elements can be manipulated and moved around in order to simulate interaction with a user or to explore the user's end-to-end experience. Design thinking; an approach to problem-solving and innovative design that focuses on understaindin what people want and what technology can deliver. Physical computing: concerned with how to build and code prototypes and devices using electronics. The activity of creating physical artifacts and giving them behvaiors through a combination of building with physical materials, computer programming, and circuit building Software development kit (SDK): package of programming tools and components that supports the development of applications for a specific platform. It includes an integrated development environment, documentations, drivers, and sample programming code to illustrate how to use the SDK components. Prototyping helps designers at every step of the design process, in 3 ways: 1. Validate early concepts 2. Facilitate communication 3. Refine features and flows Lecture notes Task analysis: is GOMS the process of 1. Goals : single or multiple to use Hci product leaning about 2. Operators : series of operations to execute the selected method ordinary users by 3. Methods : series of operations to achieve the goal observing them 4. Selection rules : to select which method to use in action to GOMS approach considers humans as input/output systems, partially including understand in cognitive and motor skills. detail how they Advantages of GOMS: perform their It can predict interaction behavior (e.g. task completion time) of the tasks and achieve users to aid our design thier intended It can provide structured approach to quantify the interaction among goals different design alternatives Prototyping: Disadvanatges of GOMS: experimental Cognitive processes are not part of GOMS process where Oftentime, we are discarding the novice users. design teams GOMS considers humans are input/output machine, but do not include what is implement ideas happening in between. For instance, some people might prefer email over in into tangible person meetings forms from paper Cognitive variables play potent role to perform an action for task execution. to digital Cognitive task analysis (CTA) => you deminish Puts more emphasis on cognitive aspects of the tasks prevention, This approach aims at analyzing and understanding cognitive processes correction, and to perform the task failure costs Some factors: memory, attention, cognitive load Fidelity. Refers Advantages: to the level of Less formalism yet good enough to design interfaces detail and Considers cognitive aspects of tasks (how easy is it to perform) functionality you Less / more cognitive load include in your Attention hungry or seamless prototype Recognition over recall Disadvanatges: Needs collaboration with different field Time Hard to carry out if you are new in designing interfaces. Why are we prototyping: A clear picture of potential benefits, risks and costs of stakeholders Adapt changes early - thereby avoiding commitment ot a single, falsely- ideal version Users feedback to help pinpoint which elements /variants work the best Improve time-to-market by minimizing the number of errors to correct before product release gs Low fidelity proptotypes: paper prototypes You depict screenshots to help determine how your design/product should appear Cheap and quick iteration Pieces serve as documentation Good for team nuilding Honest feedback by user Paper prototypes lack realism and requires in person testing Can you create a (low) fidelity prototype without any interaction? NO => One of the true or false questions in the exam Can learn Cannot learn Conceptual model (do users understand it?) Loock color, font, whitespace, etc Functionality (does it do what's needed? Feel: efficiency issues Missing features?) Navigation & task flow (can users find their Repsonse time way around? Are information preconditions met?) Terminology (do users understands labels?) Are small changes noticed? (even the tiniest change to a papers prototype is clearly visible to the user) Screen contents (what needs to go on the Exploration vs. Delibration (users are more screen?) deliberate with a paper prototype; they don't explore or thrash as much) Medium fidelity prototypes Like low fidelity prototypes, clickable wireframes don't look like the finished product, but they do have one significant advantage over paper prototypes - they don't require a separate person to work as a facilitatior during the testing session. You can interact with the prototype Content and visual design are less emphasized Mostly designed with wireframe software, e.g. figma Content is static but allows clickable interactions You can view and interact on a device Wireframes: Interactive storyboard Placement of items No real content All pages availble Good guideline for developers Architeture and layout Flow of the interaction with UI Why we do not care about color at this stage : color is hard to master High fidelity prototype Appear and function as similar as possible to the actual product that will ship Visual design: realistic and detailed design - all interface elements, spacing, and graphics look just like a real app or website Content: designers use real or similar-to-real content. The prototype includes most or all the content that will appear in the final design Interactivity: prototypes are highly realistic in their interactions Created with a software tool Advanatges Disadvanatges You will get meaningful feedback during usability test Time demanding UI element level details (test affordance and animations) Costly to build Good demonstration to stakeholders If you want to change an aspect of a design (for example the web page of apple), you will need to do all the steps in the UCI circle and conduct some research Lecture 5: Principles, Heuristics, and Feedback Reading notes Heuristic evaluation: method for identifying design problems in a user interface. Evaluators judge the design against a set of guidelines (heuristics) that make systems easy to use. => useful for identifying glaring problems in an interface. => useful for stretching a limited UX research budged, because tehy help you find liekly issues without having to test with participants => cannot replace user research => good way to develop strong UX instrincts Step1: Prepare for a heuristic evaluation Get a group of 3-5 people Practice rounnd Decide how to document the evalutation (workbook, spreadsheet, digital whiteboard etc) Your team members should not see each other's evalutation until their own evalutaion is complete. => capture independent observations Set the scope Step 2: Evaluate independently Become familiar with the product Look foe issues (design elements, features, or decisiona that violate one of your heuristics) => don't follow the guideline Just because a design choice violates a heuristic, does not necessarily mean it's a problem that needs to be fixed Step 3: Consolidate Identified Isuues Synthesize issues There may be expections to heuristics, but thesse are rare 10 Principles of good design: 1. Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough down to the last detail 9. Good design is environmentally-friendly 10. Good design is as little design as possible Lecture notes Feedback: an Feedbacks should be: Prompt and clear to understand by user essential part of Feedback can be: visual, auditory, tactile and a combination of all of these the interactive components systems. The user Feeback cycles: take action, observe the results, and adjust the behavior. has to be informed what has happened to decide next actions. Gulf of execution: how the system operates. The difference between the intentions of the users and what the system allows them to do (or how well the system supports Feedback (cylces) are not limited to Human-Computer interaction. Throughout the those actions). CSAI curriculum, you will realize this in different contexts. Gulf of evaluation: Autonomous systems (feedback control) Figure out how to Deep reinforcement learning (reward) change it. The Machine learning (Backpropagation) difficulty of Closed loop control system (feedback control) assessing the state of the system and how well the artifact supports the discovery and interpretation of Output (y): the actual state of the robot that state Control value (u): robots cannot use r value directly. If the r is the position skeuomorphism: of the robot relative to a shelf, then u will be ower settings of the motors often used in on the robot. graphical user Two gulfs: execution and evaluation (important) interface design to "with every interaction, users must overcome the twin challenges of understanding describe interface the current state of a system and figuring out how to change it" objects that mimic 1. Gulf of execution their real-world 2. Gulf of evaluaion counterparts in how they appear and/or how the user can interface with them. f When the gulf of executions is not bridged by the designers: Use affordances (and signifiers only if necessary) You have to use the correct affordances to indicate the correct action for your interface elements. For novice users make actions visible / discoverable For experts users reduce the number of steps 8give them short cuts) Provide feed forward (show the user what will happen if the action continues) Minimize the effort needed to execute each action => doesnt matter if ist an online interface or hardware interface encryption Use skeuomorphism Problem: after you performed an action there is no understandable feedback by the app. So the designer failed to bridge the gulf od evaluation: How to bridge gulf of evaluation: Give feedback frequently Givee feedback immediately Balance feedback with actions Vary the feedback (audtio vs visual) Use direct manipulation Direct manipulation (DM): interaction style in which users act on displayed objects of interest using physical, incremental, reversible actions whose effects are immediately visible on the screen (the performance action should be similar to the natural one). Priniples /heuristics / best practices (important for exam, may ask questions to sort the principles with examples) There are a wide range of models for Hci design principles. 1. Shneiderman's 8 golden rules 2. Norman's 7 principles 3. Nielsen's usability heuristics Schneiderman's 8 golden rules: 1. Strive for consistency 2. Enable frequent users to use shortcuts 3. Offer informative feedback 4. Design dialogs to yield closure 5. Offer error prevention and simple error handling 6. Permit easy reversal of actions 7. Support internal locus of control (this one will NOT be asked in the exam) 8. Reduce short-term memory load (e.g. statistics) Norman's 7 principles: 1. Use both knowledge in the world and knowledge in the head 2. Simplify the structure of tasks 3. Make things visible 4. Get the mapping right 5. Exploit the power of constraints, both natural and artificial 6. Design for error f 7. When all else fails, standardize => many common Nielsen's usability heurisics (rules of thumb) (very important for the exam): 1. Visibility of system status => the design should always keep users informed about what is going on, through appropriate feedback within a reasonable amount of time. 2. Match between system nad the real world => the design should speak the user's language. Use words, phrases, and concepts familiar to the user, rather than internal jargon. Follow real-world conventions, making information appear in a natural and logical order. 3. User control and freedom => Users often perform actions by mistake. They need a clearly marked "emergency exit" to leave the unwanted action without having to go through an extended process. The user has to understand that they are in control about the action that they are performing and about the task they want to achieve. 4. Consistency and standards => Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions. 5. Error prevention => Good error messages are important, but the best designs carefully prevent problems from occuring in the first place. Either eliminate error-prone conditions, or check for them and present users with a confirmation option before they commit to the action 6. Recognition rather than recall => Minimize the user's memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another. 7. Flexibility and efficiency of use => shortcuts - hidden from novice users - may speed up the interaction for the expert user so that the design can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. 8. Aestheitc and minimalist design => Interfaces should contain information that is irrevelant or rarely needed. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility. 9. Help users recognize, diagnose, and recover from errors => Error messages should be expressed in a plain langauge (no error codes), precisely indicate the problem, and constructuvely suggest a solution 10. Help and doumentation => Ist best if the system doesn't need any additional explanation However, it may be necessary to provide documentation to help users undertsand how to complete their tasks. c Lecture 6: Principles of visual design: colours, grids, typefaces, and layouts Reading notes "Design is concerned with finding the representation best suited to the communication of some specific information" Clear articulation of user experience goals and business objectives is an invaluable foundation to designing the aspects of an interface in support of brand identity, user experience, and emotional response Visual interface design: treatment and arrangement of visual elements to communicate behavior and information. Inform us how design elments such as line, shape, color, grid or space go together to create well-rounded and thoughtful visuals. Every single visual design guideline is subject to the context in which it is used Scale: using relative size to signal importance and rank in a composition. Visual hierarchy: guiding the eye on the page so tha it attends to design elements in the order of their importance Important aspects to consider when crafting a visual interface Context Shape Size Color (value, hue, saturation, and all of these in combination), orientation, texture, position, text and typography Hue is where an interface's branding and communication needs can collide. Ist also tricky due to color blindness being common Saturation draws attention similat to the way that hue and value do, when there is a strong contrast at play Saturation is quantitative (that greater saturation has higher values) position is both an ordered and quantitiative vairable, which means ist useful for conveying information about hierarchy Why visual design principles are important: Increase usability Provoke emotion and delight Strengthen brand perception (a strong visual system builds user trust and interest in the product and appropriately represents and reinforces the brand) Design principle: visually show what, textually tell which Guidelines for texts: 1. Use high-contrast text 2. Choose an appropriate typeface and size 3. Phrase your text succinctly Visual interfaces should do the follwing: Convey a tone/ communicate the brand Lead users through the visual hierarchy Provide visual structure and flow at each level of organization Singal what users can do on a given screen Respond to commnads Draw attention to important events Build a cohesive visual system to ensure consistency across the experience Minimize the amount of visual work Keep it simple Elements that tend to be used together generally should be grouped spatially and perhaps sequentially to reinforce conceptual relationships and to minimize mouse movement. Align labels Align within a set of controls Align across control groups and panes A good layout is modular Benefits of using a grid system: 1. Usability (Users can quickly learn where to find key interface elements). 2. Aesthetic appeal 3. Efficiency (standardized layouts reduce the amount of labor required to produce high-quality visual interfaces). Convey a sense of function for icons: Represent both the action and an object acted on to improve comprehension Beware of non-intended meanings Group realted functions to provide context (spatially, colout etc) Keep them simple Reuse when possible so that users need to learn them only once Design principle: Visually distinguish elements that behave differently. Visually communicate function and behavior. Use visual elements to convey users what the results will be Visual noise: destract from the primary obejctives of communicating affordances and information Cluttered interfaces: attempt to provide an excess of functionality in a constrained space, resulting in controls that visually interfere with each other. Visually efficient: make the best use of the minimal set of visual and functional elements Design principle: take things away until the design breaks, and then put that last thing back in. => "perfection is attained not when there is no longer anything to add, but when there is no longer anything to take away" Information design has 2 important problems: 1. Difficulty to display multidimensional information on a two-dimentional surface 2. Low resolution of the display surface to display dense information Visually displayed information should: 1. Enforce visual comparisons 2. Show causality 3. Show multiple variables 4. Integrate text, graphics, and data in one display 5. Ensure the content's quality, relevance, and integrity 6. Show things adjacent in space, not stacked in time 7. Dont dequantify quantifiable data Consistency: similar look, feel, and behavior across the various modules of a software product, and this is sometimes extended to apply across the various modules of a software product, and this is sometimes extended to apply across all the products vendor sells. Design principle: obey standards unless there is a truly superior alternative. Consistency doesn't imply rigidity. Design principles connect the visual design of a visualization with the viewer’s perception and cognition of the underlying information the visualization is meant to convey. identifying and formulating good design principles often requires analyzing the best hand- designed visualizations, examining prior research on the perception and cognition of visualizations, and, when necessary, conducting user studies into how visual techniques affect perception and cognition. Given a set of design rules and quantitative evaluation criteria, we can use procedural techniques and/or energy optimization to build automated visualization-design systems. lecture notes "Having small touches of color makes it more colorful than having the whole thing in color" "good design is as little as possible. Less, but better, because it concentrates on the essential aspects, and the products are not burdened with non-essentials. Back to purity, back to simplicity" Users can be part of stakeholders, but not vice versa Art vs. Visual design Visual design aims to be practical and helps desginers to increase usability. Left align: text Right align: numbers Align titles with data Round the numbers Be consistent What are the goals of visual design? GUIDE: convey, structure, relative importance, relationship PACE: draw people in, help orient, provide hooks to dive deep MESSAGE: express meaning and style, breathe life into the content Visual hierarchy "Visual hierarchy is the principle of arranging elements to show their order of importance" Size: users notice larger elements more easily Color: bright colors typically attract more attention than muted ones Contrast: dramatically contrasted colors are more eye-catching Alignment: out-of-alignment elements stand out over aligned ones Repetition: repeating styles can suggest content is related Proximity: closely placed elements seem related Whitespace: more space around elements draw the eye towards them Texture and style: richer textures stand out over flat ones Elements of typography A typeface is a collection of letters. While each letter is unique, certain shapes are shared acrpss letters. A typeface represents shared patterns across a collection of letters. Font: specific variation or style within a typeface. Font and typeface are different. 1. Weight: relative thicknes of a font's stroke (light, regualr, medium, and bold) 2. Serif: small shape or projection that appears at the beginning or end of a stroke on a letter (sans seriff: without serif) Left-aligned text is the most common setting for left-to-right languages such as english Right-aligned text is the most common setting for right-to-left languages, such as arabic and hebrew. Centered text is best used to distinguish short typographic elements within a layout (such as pull quotes), and is not recommended for long copy. Layout:grids Grid: structure made up a series of intersecting stragiht or curved lines used to structure content Help create hierarhcy Ease the design procedure Standardize the interface Allow aligning the elements Enable hierarchy 1. Columns 2. Gruts 3. Margins Why use grids? 1. Usability: grids attempt to regularize positioning of elements, users can quickly learn where to find key interface elements. Consistent spacing and positioning suppoert people's innate visual-processing mechanisms 2. Aesthetic appeal: if you carefully apply spacing and choose the appropriate relationships between the various areas of the screen, your design can create a sense of order that feels comfortable to users. 3. Efficiency: standardizing your layouts will reduce the amount of labor required to produce high-quality visual interfaces. Use of color in HCI Indicate status changes, loading bar Display errors for wrong formatted inputs, user input for date More color means more information; the user tries to find the reason for it Emphasize organization of related parts Very easy to mess up the interface Lecture 7: User research and evaluation reading notes Evaluation: involves collecting and analyzing data about user's or potential user's experiences when interacting with a design artifact such as a screen sketch, prototype, app, computer system, or component of a computer system. Focuses on the usability of the syste, and on the user's experiences when interacting with it. Formative evaluations: when evaluations are conducted during design to check that a product continues to meet user's needs. Summative evaluations: evaluations that are carried out to assess the success of a finished product 3 categories of evaluation: 1. Controlled settings directly involving users : User's activities are controlled to test hypotheses and measure or observe certain behaviors. (usability testing and experiments) => good at revealing usability problems but are poor at capturing context of use 2. Natural settings involving users : There is little to no control of user's activities to determine how the product would be used in the real world (field studies such as in-the-wild studies) => good at demonstrating how people use technologies in their intended setting, but are often time- consuming and more difficult to conduct 3. Any settings not directly involving users: Consultants and researchers crittique, predict, and model aspects of the interface to identify the most obvious usability problems. (inspections, heuristics etc) => quick to perform but can miss unpredicatble usability problems and subtle aspects of the user experience. Usability testing: Primary goal is to determine whether an interface is usable by the intended user population to carry out the tasks for which it was designed. Field studies: Used to help identify opportunities for new technology Used to establish the requiremnets for a new design Used to faciliate the introduction of technology or information deployment of existing technology in new contexts Disruptive technology: aim is to determine how it displaces an existing technology or practice. Benefits of controlled settings: being able to test hypotheses about specific features of the interface where the results can be generalized to the wider population Benefits of uncontrolled settings: unexpected data can be obtained that provides quite different insights into people's perceptions and their experiences of using, interacting, or communicating through the new technologies in the context of their everyday and working lives. 2 central issues when collecting data: 1. Informing participants about their rights 2. Making sure you take into account biases and other influences that impact how you describe your evaluation findings Realiability: how well it produces the same results on separate occasions under the same circumstances Validity: whether the evaluation method measures what it is intended to measure Ecological validity: how the environment in which an evalaution is conduced influences or distorts the results. Bias: when results are distorted Scope: how much of ist finding can be generalized Fitt's Law: Big and near objects are easy to click. Small and far objects are hard to click. Short dropdown lists are easlier to use. Fast movements and small targets result in greater error ratues lecture notes How to evaluate design: why/where/when/how? Why where when how You are not your user In-the-wild studies Research before Controlled setting starting It must appeal to your Lab studies Evaluation before Natural setting user group starting Fix problems before Remote studies After every iteration of Expert review selling product design Problems means you’ll After every added lose customers feature User research Get information about your user: - their goals - their behavior - their reaction to technology  recall need finding who is your user? keep specific target user group in mind! - you are not your user - different users have different goals, capabilities, needs, wants  recall stakeholders Evaluation research: data gathering on current situation evaluation: checking your own work - usability testing - experiments - field studies - inspections - analytics and A/B testing - predictive models to conduct user research - consent form - anonymized data - proper data storage (GDPR) - research ethics => Important for exam Results: usabilitiy problems: try to minimize cognitive load for example Usability test 1. Goal of the test 2. Research questions 3. Test-script 4. Test 5. Anaylze results 6. Implement results Usability test - usability testing helps to uncover problems, discover opportunities, and learn about users example task: you are considering opening a new credit card with Wells Fargo. please visit wellsfargo.com and decide which credit card you might want to open, if any. Within-subject design: The same participant tests all conditions corresponding to a variable. Between-subject design: different participants are assigned to different conditions corresponding to a variable. Within-subject design Between-subject design Requires fewer participants Minimizes the learning effects across conditions Less costly Lead to shorter sessions Less likely to suffer from user variation Easier to set up and analyze Increases the chance of discovering a true More users required difference among your conditions Lecture 8: Cognition in HCI Reading notes Exponential cognition: state of mind where people perceive, act, and react to evens around them intuitively and effortlessly. It requires reaching a certain level of expertise and engagement. 8e.g. reading a book Reflective cognition: involves mental effort, attention, judgement, and decision-making, which can lead to new ideas and creativity. e.g. designing (also problem-solving, planning, reasoning) Fast thinking: instinctive, reflexive, effortless, and has no sense of voluntary control Slow thinking: takes more time and is considered to be more logical and demanding, and it requires greater concentration Cognitive processes: attention, perception, memory, learning, reading, speaking, listening, problem- solving, planning, reasoning, and decision-making Attention: selecting things on which to concentrate, at a point in time, from the range of possibilities available, allowing us to focus on information that is relevant to what we are doing. The extent to which this process is easy or difficult depends on whether someone has clear goals and whether the information they need is salient in the environment. => selectively focusing specific aspect of the interface => visual elements in design plays key role in user attention => ist harder to master visual design elements, especially colors Perception: how much information is acquired form the environment via the five sense organs and transformed into experienced of objects, events, sounds, and tastes. Ist important to present infromation in a way that can be readily perceived in the manner it was intended Memory: recalling various kinds of knowledge that allow people to act appropriately Personal information management (PIM): store files on a phone, or a computer, or in the cloud with a view to accessing them later. Multifacotr authenticfation (MFA): rigorous security measures whereby custoers must provide multiple pieces of information before gaining access to their accounts Learning: accumulation of skills and knowldge that would be impossible to achieve without memory. Indicental learning: occurs without any intention to learn Intentional learning: goal-directed with the goal fo being able to remember it Reading, speaking etc. & problem-solving etc. is important for the exam Applications developed either to capitalize on people's readning, wrting, and listening skills, or to support or replace them where they alck of have difficulaty with them: Mental models: used by people when needing to reason about a technology, in particular, to try to fathom what to do when something unexpected happens with it or when encoutnering unfamiliar products for the first time. How can user experience desingers help people to develop better mental models? Guld of execusion and gulf of evluation: describe the gaps that exist between the user and the interface Gulf of execusion: the distance form the user to the physical system Gulf of evaluation: distance from the physical syste, to the user Information processing model: basis from which to make predictions about human performance Distributed cognition: involves describing a cognitie system, which entails interactions among people, the artifacts they use, and the environment in which they are working External cognition: explaining the cognitive processes involved when we interact with different external representations such as graphical images, multimedia, and virtual reality. A main goal is to explain the congitive benefits usign different representations for different cognitive activities and the processes involved. => externalizing to reduce memory load, computational offloading, and annotating and cogntive tracing Computational offloading: when we use a toold in conjunction with an external representaion to help us carry out a computation. Annotating: modifying external reprsentations, such as crossing off or underlining items Cognitive tracing: externally manipulating items into different orders or structures A general cogitive principle ofr interaction design based on the external congition approach is to provide external reprsetnations at an interface that reduce memory load, support creativity, and facilitatte computational offloading. Lecture notes Cogntion: mental action List of elements of cognition or process of acquiring o Attention knowledge and understand o Perception through thought, o Memory experience, and the senses o Learning Attention: selectively o Reading, speaking and listening focusing on a specfiic o Problem solving, planning, reasoning, and decision making aspect of the interface Why do we need to understand cogntion Figure ground principle: Interacting with technology is cognitive Perceiving objects as either Need to take into account cognitive processes involved and cognitive being in the foreground of limitations of users the background Provides knowledge about what users can and cannot be expected to Proximity principle: the do principle of proximity Identifies and explains the nature and causes of problems users states that things that are encounter close together appear to be => supply theories, modelling tools, guidance and methods that can lead to the more related than things design of better interactive products that are spaced further Attention apart. Visual elements in design plays a key role in user attention Continuity principle: we The monkey business illusion => think of the gorilla video group elements that seem Organized information helps the user to focus their attention on to follow a contirnuous specific information (exam question) path in particular direction Percepetion Common fate principle: human tendency to perceive visual elements moving in the same direction or in union as grouped. Closure principle: when we look at complex arrangement of visual elements, we tend to look for a single, recognizable pattern. Princples / laws of human perception that describe how humans group similar elements, recognize patterns and simplfy complex images when we perceive objects They help us to organize content on interfaces so its aesthetically pleasing and easy to understand ".. The mind informs what the eye sees by perceiving a series of individual elements as a whole" As a user, we seek simplicity and order. Human memory model Memory types based on duration 1. Sensory memory (shortest one, acts like a buffer, stores sensory information) 2. Short-term memory(limited capacity, you are immediately aware of) 3. Long-term memory (stores for a day / lifetime, requires deliberation/repeats/rehearsal) Learning Learning: process of acquiring new understanding, knwoledge, behaviors, skills, values, attitudes, and preferences Incidental learning o Happens without deliberate effort o Can be spontaneous o Not goal directed The skill acquired is not the main goal o Examples: Recognizing faces in the class Learning new routes to go home Learning new words while playing a game Intentional learning o Happens with deliberate effort o Structured o Goal directed Attend CSAI to an AI developer o Examples: Study DL book to understand backpropogation Follow arduino tutorials to build a robot Learn new control algorithms to generate a desired behavior on your robot Classical AI: intelligence as computation (cognitivism) Embodied AI: intelligent behvaiours emerge from the bodily interaction with the environment f Lecture 9: Human-Robot Interaction Human-robot interaction: a new and emerging field, the interaction between humans and robots. The ways in which robotcs interact with people in the social world => "how much will people trust robotcs?, what kind of relationship can a person have with a robot, how do our ideas of what is human change when we have machines doing humanlike things in our mindst?" Issues related to social and physical design of technologies, as well as societal and organizational implementation and cultural sense-making Difference between HCI and HRI: dealing with embodied interactions with social agents Difficulties of working together to create robots with people form many fields can be found between desginers, engineers, and scientists: 1. Knowledge representation (explicit: scientists and engineers, implicit: desiners) Revising the published results through discussion and control tests among peers vs. Intuition and internal design knowledge 2. View on reality (understanding: scientists, transforming reality: desginers and engineers) Transforming the world into preferred states vs. Attempt to understand hte world through the pursuit of knoelwge covering general truths or the operation of general laws. 3. Main focus (technology: engineers, human: designers, scientists) Humans in their roles are possible users (human values, abilities and behaviors) vs. Technology inclusing software for interactive systems (investigation of strucure and operational priciples of these technical systems to solve certain problems) HRI places particular emphasises on investigating the nature of social interactions between humans and robots, not only in dyads but also in groups, institutions, and sooner or later, in our societies. Lack of consideration of the social context of use within the design process can lead to surprising effects in robot interaction Matching the form and function of the design: if your robot is humanoid, people will expect it do humanlike things. Underpromise and overdeliver: when peoples expectations are raised by a robotcs apprearance or by introducing the robot as intelligent or companion-like, and those expecations are not met by ist functionality, people are dissapointed and will negatively evaluate the robot. Interaction expands function: when confronted with a robot, people will, in effect, fill in the blanks left open by the design depending on their values, beliefs, needs, and so on. Anthropomorphization; attribution of human traits, emotions, or intentions to non-human entities Anthropomorphism in robot design includes factors related to form an appearance as well as factors relation to behaviors, but all rely on peoples ability to imaginatively imbue robots with traits and abilities that go a bit beyond what they might in fact have. three core factors that determine anthropomorphic inferences about nonhuman entities: effectance motivation, sociality motivation, and elicited agent knowledge. effectance motivation concerns our desire to explain and understand the behavior of others as social actors Sociality motivation: people may turn to nonhuman entities as social interaction partners to address their feelings of situational or chronic loneliness. Elicited agent knowledge refers to the way in which people use their commonsense understanding of social interactions and actors to understand robots. Robot builders can actively encourage anthropomorphization. One effective method is to increase the reaction speed of the robot to external events: a robot that immediately responds to touch or sound will be perceived as more anthropomorphic. Such reactive behavior, in which the robot responds quickly to external events, is an easy approac to increase anthropomorphization. The robot jolting when the door slams shut or looking up when touched on the head immediately conveys that it is both alive and responsive. Contingency, responding with behavior that is appropriat for the context of the interaction, can also be used to enhance anthropomorphization the more apparently humanlike the robot, the more people will expect in terms of humanlike contingency, dialogue, and other features Lecture Notes What is an intelligent interface? Intelligence Interface Hard to define Means of communication between two or more entities No universally accepted definition Is the part of a computer system with which a person interacts to accomplish some task We will use as "using information in e.g. you and your smartphone an appropriate manner" Gulf of execution and gulf of evaluation Examples of IUI: chat bots, google calendar with google map Why do we need IUIs (Intelligent user interfaces)? Interafaces are getting too complex Interfaces are too inflexible Interfaces don't change when our needs change Interfaces don't work with each other What makes an interface intelligent? Interface can adapt to the needs of different users Interface can learn new concepts and techniques Interface can anticipate the needs of the user Interface can take initiative and make suggestions to the user Interface can provide explanation of its actions f Lecture 10: Intelligence user interfaces Lecture notes Will be on exam: "Robotics is concerned with the creation of physical robots and the ways in which tehse robots manipulate the physical world, HRI is concerned with the ways in which robots interact with people in the social world" + the TED talk HRI is mainly concerned with the social interactions (social world) and the standard applications happen in the physical world Human-robot interaction application should be smooth and positively impact the daily life of humans as interaction partners. HRI studies should not be limited to lab experiments. One of the promises of HRI: Make it work in the real world Design for interaction partner. It might not be a good idea to deploy your robot in real-life environment. HitchBot: a sad story: The iCub humanoid robot A full body humanoid robot with dimentions of 3.5 year old child. Sensory rich features: cameras, robot skin, etc It can crawl, balance on one feet, grasp, etc. A platform for cognitive developmental robotics that often employed in HRI studies. Design principles in HRI How we can combine the sensory, boards, wire etc. to build a robot that safely interacts with humans in social settings? Try and error Frankenstein approach User-centered design approach Re-inventing a better wheel while designing a robot: Take the advanatge of existing social robot platforms, perform exploratory analysis in potential use cases, and apply new specifications to build new robots. Form follows function: "states that the shape of a building or object should primarily relate to it's intended function or purpose" Matching the form and function of designs: robot appearance drives your expectations about it's skills. Underpromise and overdeliver: introducing a robot as an intelligent agent will increase expectations about ist interaction capability. Interaction expands function: design process should be in an open-ended way. Interaction with different people in different environment will lead to unplanned use cases. e.g. using octopus-inspired robot Do not mix the metaphor: design process should be holistic. The appearance of your robot should reflect the skills of the robot. If you have human-like robot without mouth or hands, the interaction might not be productive. => answer: violated the underpromise and overdeliver Design patterns for sociality in human-robot interaction: Patterns are specified abstractly enough such that many different instantiations of the patterns can be realized in the solution to a problem Patterns can be and often are combined Less complex patterns are often hierarchically integrated into more complex patterns Design patterns are fundamentally patterns of human interaction with the physical and social world. Heuristics for HRI The uncanny valley If a robot or VR characters appears to be almost fully human-like the likeability/familiarity will sharply decrease An almost human-looking robot seems overly "strange" to some human beings, produces a feeling of uncanniness, and thus fails to evoke the empathic response required for productive human-robot interaction Types of interaction in HRI HRI studies require an interaction as a core component that often belongs to spatial, non-verbal, and verbal interactions or combinations of them. Spatial Interaction: o Where you should place the robot during the experiment? o What is the socially accepted distance during HRI experiment? o What are the interpersonal distances during social interaction non-verbal: o Gaze and eye movement Joint attention in collaboration and scaffolding settings Inferring the engagement state of others during interaction Signals undersanding and willingness of the interaction partner o Pointing, gesturing, and facial expressions Gestures can be used to achieve joint-attention e.g. pointing Gestures help effective scaffolding e.g. exaggeration of the action to show the importance of the specific actino to perform a task Signal social and affective cues o Touching, and light emitting diodes (LEDs) o Body postures and movements o It allows you to read between the lines and enhances communication Verbal: o Why is verbal interaction important in HRI? Information transmission Create joint-attention among interaction partners Create a shared reality between interaction partners HRI applications Service robot: a robot that performs useful tasks for humans or equipment excluding industrial automation applications => If the task in hand is dirty, dull, distan, dangerous or repetitive, give it to a service robot If the task in hand is "dirty, dull, distant, dangerous or repetitive", give it your service robot Service robot applications: tour guide robots, receptionist robots, robots for sales promotion Might ask question in the exam => Robots for entertainment: pet and toy robots, robots for exhibitions, robots in the performing arts, sex robots Robot in healthcare and therapy: sociall assistive robots for senior citizens, robots for people with autism spectrum disorder, robots for rehabilitation Potential problems for HRI applications: addressing user expectations, addiction, robot abuse, attention theft, and loss of interest by users Lecture 11: Smart symbiotic, and emerging technologies Lecture notes Symbiotic societies: robots aren's simply tools but are integrated into social, economic, and personal aspects of life, supporting and enhancing human activities in a manner that respects human vlues and promotes well-being To facilitate development of smart symbiotic societies, the technology should be persuasive Symbiotic relationship between humans and robots Functional triad of persuasive technology Persuasive technology: technology that is desgined to change attitudes or behaviors of the users throug persuasion and social influence. Cannot be coercice and deceptive. They are explicitly desgined for persuasion. e.g: 1. Tools: smart thermostats for persuading the users to gain energy-efficient habits 2. Medium: technologies to train users to change a behavior or learn new skills, for example, simulations, games, application 3. Social actor: technologies to play animate roles, or follow social rules or dynamics Japan-moonshot project To overcome the challenges of a declining birthdate, aging population and associated labor shortage, the key is to realize a society free from the limitations of body, brain, space and time. Internet of Things (IoT) Internet of Things: object with sensors, processing abilitiy, software and other tech. No connect and exchange data with other devices and systems over the internet or other communication networks (misnomer). IoT requirements and challenges Low-power embedded systems: "always on" or asleep but need high performance Cloud computing: data collected accross the network cant all be tsoted and processed on local devices Management of big data: interpreting and acting on massive influx of data Network connection: networked objects have an IP address Building smarter societies Ambient intelligence Robot companions for elderly cares Socially assistive robotics Avatar technlogy Smart homes for senior people Intelligent user interfaces Computer-supported collaboration Dark patterns (depctive design pattern): carefully crafted interface to trick users into doing things, such as buying overpriced insurance with their ppurchase or sining up for recurring bills EXAM: difference between dark pattern and persuasive technologies

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