MOD-1-HCI.pdf
Document Details
Uploaded by ToughIris6958
Related
- PCSII Depression/Anxiety/Strong Emotions 2024 Document
- A Concise History of the World: A New World of Connections (1500-1800)
- Human Bio Test PDF
- University of Santo Tomas Pre-Laboratory Discussion of LA No. 1 PDF
- Vertebrate Pest Management PDF
- Lg 5 International Environmental Laws, Treaties, Protocols, and Conventions
Full Transcript
Interactive systems (Products that Enable HCI): These are systems that allow for a two-way interaction between humans and computers, Human-Computer Interaction (HCI) - is a multi- enabling us...
Interactive systems (Products that Enable HCI): These are systems that allow for a two-way interaction between humans and computers, Human-Computer Interaction (HCI) - is a multi- enabling users to input data and commands disciplinary field concerned with the design, while receiving feedback from the system, such evaluation, and implementation of interactive as websites, software applications, mobile apps, systems that facilitates interactions between and other digital interfaces. humans and computers to perform tasks and achieve goals. Multi-disciplinary field (Nature of HCI): HCI draws from a variety of disciplines to understand how humans interact with computers and how to improve this interaction for better usability and user experience. HCI designers play a crucial role in creating effective and user-friendly interactive systems. Key responsibilities of HCI designers include UI design, task hierarchy task-oriented specification. Interactions between humans and computers (Fundamental Components of HCI): These refer to the fundamental components of HCI — the Human that represents the user or the individual interacting with the system, the Computer that refers to the technology or system being used, such as software, hardware, or digital devices, and the Interaction that refers to the dynamic process through which humans and computers communicate and exchange information. The Core Processes Involved in HCI Are Design, Evaluation, and Implementation. Historical Context of HCI Goals and task (Objectives to Achieve): Goals In the beginning, there were humans. In the 1940s are the desired outcomes or objectives that users came computers. Then in the 1980s came aim to achieve when interacting with a system, interaction. What happened between 1940 and such as finding information, completing a 1980? Computers were exclusive tools used by transaction, or creating content. Tasks are the scientists and engineers in controlled specific actions or steps users take to environments, like research labs and government accomplish their goals within a system, like facilities, from the 1940s to the 1980s. These clicking buttons, entering data, or navigating machines were complex and expensive, requiring through menus. specialized knowledge to operate. However, in the 1980s, a significant shift occurred with the advent of more user-friendly computers, making them accessible to the public. This shift marked the beginning of HCI, as the focus turned to designing systems that were not only powerful but also usable by anyone. The emergence of HCI played a crucial role in moving computers from exclusive settings to personal desks and homes, transforming how people interacted with technology. Other Names of HCI Man-Machine Interaction (MMI): This term highlights the interaction between a person (typically referred to as "man" in earlier texts) and a machine, particularly focusing on how humans operate machines or systems. Human-Machine Interaction (HMI): A broader term than HCI, HMI encompasses any interaction between humans and machines, not just computers. This includes industrial machines, vehicles, and robotics, among others. Vannevar Bush's "As We May Think" (1945) Human-Computer Interaction (HCI): The most widely recognized term, HCI specifically refers to Vannevar Bush published the influential essay, the study of how humans interact with computers "As We May Think," published in 1945 in the and computing systems. Atlantic Monthly, predicting the challenges of managing vast amounts of information in the future. He introduced the concept of the "memex," a theoretical device for organizing and accessing information through associative indexing. This concept is a precursor to modern hypertext and the World Wide Web, with features fatigue. Engelbart's design involved a device that resembling hyperlinks and bookmarks. users could manipulate comfortably on a desktop, close to the keyboard, where users' hands were naturally positioned. Xerox star (1981) Ivan Sutherland Sketchpad (1962) The launch of the Xerox Star in 1981 at the National Computer Conference marked a pivotal Ivan Sutherland developed Sketchpad as part of moment in the history of human-computer his Ph.D. research in 1962. Sketchpad was a interaction. Known as the Xerox 8100 Star pioneering graphics system that allowed users to Information System, it was the first commercially manipulate geometric shapes and lines directly released computer with a graphical user interface on a display using a light pen, introducing the (GUI), incorporating windows, icons, menus, and concept of direct manipulation interfaces. Unlike a pointing device (WI MP). This system previous computer interactions that relied on represented a significant advancement by typed commands, Sketchpad enabled users to enabling direct manipulation and offering a what- draw, resize, move, and delete objects by pointing you-see-is-what-you-get (WYSIWYG) interaction and clicking with the light pen. This innovation model. laid the groundwork for the future of graphical user interfaces. Invention of the Mouse (1963) Douglas Engelbart invented the computer mouse in 1963, introducing a new way for humans to interact with computers by moving a handheld device to control an on screen cursor. The mouse replaced the light pen, which was cumbersome and required users to hold it in the air, leading to Birth of HCI (1983) Launch of Apple Macintosh The year 1983 is often regarded as the birth of Although officially launched in January 1984, the human-computer interaction (HCI) due to three Apple Macintosh was pre-announced in December significant milestones: 1983 with flyers and promotional materials. The introduction of the Macintosh popularized GUI and First ACM SIGCHI Conference: Following the demonstrated the potential of user-friendly formation of the Association for Computing interfaces, driving widespread interest in HCI. Machinerys (ACM) Special Interest Group on Computer-Human Interaction (SIGCHI) in 1982, the first SIGCHI conference was held in 1983. The inaugural conference organized by the ACM SIGCHI marked a pivotal moment in establishing HCI as a distinct field. The main goals of HCI are to create interactive systems that are both usable and provide a positive user experience. To achieve this, designers focus on two primary sets of goals: usability goals and user experience goals. Publication of "The Psychology of Human- Computer Interaction". This groundbreaking book by Card, Moran, and Newell provided a comprehensive framework for understanding HCI from a psychological perspective. Usability Goals - refers to the ease of learning, effectiveness, and enjoyment of using an interactive product. A usable product allows users to achieve their goals efficiently and with satisfaction. Usability goals are specific objectives that designers aim to achieve to ensure a product is usable. Usability is broken down into six core goals: 1. Effectiveness: How well the product helps users achieve their intended goals. 2.Efficiency: How quickly and easily users can complete tasks. 3.Safety: How well the product protects users from errors and hazards. 4.Utility: Whether the product provides the necessary Scope of HCI features and functionality. HCI encompasses a broad range of topics related to 5. Learnability: How easy the product is to learn and the design, development, and evaluation of use. interactive systems. The field can be divided into four main areas: 6. Memorability: How well users can remember how to use the product after a period of absence. A. Use and Context Use and Context: This area focuses on the real-world application and environment where human-computer interaction takes place. It involves the relationship between the user and the context of the system. 1. Social Organization and Work: How HCI affects social structures, work practices, and organizational processes. 2. Application Areas: The specific domains in which HCI is applied, such as healthcare, education, entertainment, and business. User experience refers to how a person feels when 3. Human-Machine Fit and Adaptation: How to interacting with a product or system. It is concerned design systems that align with human capabilities and with the overall emotional, sensory, and cognitive limitations and adapt to changing user needs. responses users have while using a product, focusing on the subjective nature of these feelings. B. Human User experience goals are subjective and aim to Human: This area looks at the human component in create certain emotional responses in users when the interaction process, focusing on human abilities, they interact with a product. These goals are behaviors, and characteristics. categorized into desirable and undesirable aspects. 1. Human Information Processing: Understanding Desirable aspects: These goals focus on positive how humans perceive, process, and remember emotions and experiences that designers aim to evoke information. in users. 2. Language, Communication, and Interaction: Undesirable aspects: These are negative Studying human communication and how it relates to experiences that designers aim to avoid. interaction with technology. 3. Ergonomics: Designing systems that are physically comfortable and efficient for users. C. Computer Computer: This area addresses the technological side of HCI, particularly the tools and methods used to enable interaction. 1. Input and Output Devices: Exploring the range of devices used for input and output in HCI. 2. Dialogue Techniques: Designing effective methods for communication between humans & computers. 3. Dialogue Genre: Understanding the different types of interaction, such as instructing, conversing, manipulating, and exploring. Interaction Design (IxD) - can be understood in simple (but not simplified) terms: it is the design of the 4. Computer Graphics: Using visual elements to interaction between users and products. Most often enhance the user experience and convey information. when people talk about interaction design, the products tend to be software products like apps or 5. Dialogue Architecture: Designing the overall websites. The goal of interaction design is to create structure and flow of interaction within a system. products that enable the user to achieve their D. Development Process objective(s) in the best way possible. 1. Development Process: This area involves the The Five (5) Dimensions of Interaction Design methods and techniques used to design, build, and evaluate interactive systems. 2. Design Approaches: Various methodologies and techniques for designing interactive systems, such as user-centered design and participatory design. 3. Implementation Techniques and Tools: The tools and programming languages used to create interactive systems. 4. Evaluation Techniques: Methods for assessing the user experience and usability of interactive systems. 1. Words (ID): The language and terminology used in 5. Example Systems and Case Studies: Real-world the product, including button labels, messages, and examples of successful and unsuccessful HCI instructions. Clear and concise language is essential projects for effective communication. The Space of HCI 2. Visual representations (2D): The graphical In this HCI space, the overarching subject is Human elements such as images, typography, and icons Factors Engineering (HFE). HFE has subjects under its that convey information to the user. These elements scope such as Industrial Design, Human-Computer should be visually appealing and support the overall Interaction and Product Design. And, HCI has three user experience. more subsets as UI Design, UX Design and Interaction 3. Physical objects or space (3D): The physical Design. environment in which the interaction takes place, including the devices used (e.g., laptop, smartphone) and the physical space where the interaction occurs. 4. Time (4D): The temporal aspects of the interaction, including animations, videos, sounds, and the duration of the interaction. Time-based elements can provide feedback, enhance engagement, and improve the overall user experience. 5. Behavior (5D): The mechanisms through which users interact with the product, such as gestures, Out of HCI came interaction design (IxD) and user button clicks, or voice commands. It also includes the experience design (UXD). These all fit together with reactions and feedback of both the user and the user interface design (UI design) and product design product. User Experience Design (UXD) - is the process of 3. Structure: Defines the information architecture designing products or services that provide a positive and navigation of the product, ensuring that content is and satisfying experience for users. It focuses on organized and accessible to users. understanding user needs, behaviors, and goals, and 4. Skeleton: Focuses on the layout and structure of creating products that meet those needs and facilitate the interface, including the placement of elements seamless interaction. and the overall visual hierarchy. According to ISO 9241-210, User experience (UX) is 5. Surface: Addresses the visual design and defined as "a person's perceptions and responses that aesthetics of the product, such as typography, color, result from the use or anticipated use of a product, and imagery. system, or service." User Interface Design (UID) - is the point of 1. Perceptions and Responses: Encompasses a interaction between humans and computers. User user's feelings, thoughts, emotions, and behaviors interface design is the process of designing how these when interacting with a product, system, or service. It interfaces look and behave. Castro includes both conscious and subconscious reactions. Categories of UI Elements 2. Product, System, or Service: Refers to any entity A user interface is made up of the UI elements, usually that a user interacts with, ranging from physical fall into one of the following four categories: products like appliances to digital services like websites or apps. 1. Input controls: These are interactive elements that enable a user to enter information. Input controls The Elements of User Experience (UX) - by Jesse include things like checkboxes, buttons, text fields James Garrett provides a framework for understanding and dropdown lists. the key components of a successful user experience. This framework provides a systematic approach to 2. Navigational elements: These help the user to designing user experiences, ensuring that all aspects navigate an interface in order to complete their of the product are considered to create a cohesive and desired task. Navigational components include things satisfying interaction. like search fields, sliders and hamburger menus. 3. Informational components: These communicate useful information to the user, for example through message boxes, notifications and progress bars. 4. Containers: Containers are used to group content into meaningful sections. A container holds various elements, keeping them to a reasonable maximum width based on the user's screen size. An example of a container in UI design is the accordion menu—a vertically stacked list of headers that can be clicked to 1. Strategy: Defines the overall goals and objectives of hide or show content. the product or service. It involves understanding the Types of UI Design target audience, their needs, and the value proposition of the product. There are various types of UI designs. Some of the most common types include: 2. Scope: Outlines the features and functionality of the product, determining what will be included and Graphical User Interface (GUI): This is the most excluded. common type of interface used today. It involves visual elements like windows, icons, buttons, and menus, allowing users to interact with software through graphical representations rather than text commands. Command-Line Interface (CLI): A text-based interface where users interact with the system by typing commands. It is often used by developers or system administrators who need precise control over software or systems. Natural Language Interface (NLI): This interface allows users to interact with systems using natural human language, either spoken or written. Examples include virtual assistants like Siri or Alexa, where users ask questions or give commands using everyday language. Interaction Design bridges User Interface (UI) and Menu-Driven Interface: This type of interface User Experience (UX). Interaction Design focuses on provides users with a list of options or menus to the interaction between users and the UI, influencing choose from. It is commonly used in ATMs or in the overall user experience. settings where simplicity and ease of use are The Evolution of UX Design important. Interaction Design (IxD) and UI/UX Design HCI expanded and became a broader field that overlaps with User Experience (OX) Design. HCI is considered as the forerunner to UX design. The information that is gathered by HCI practitioners is used to constantly refine the world of UX design. Human-computer interaction (HCI) is the study of how humans interact with computers and how those User Experience Design (UXD) is the broadest term, interactions can be improved. HCI and UX design encompassing all aspects of the user experience. overlap, but UX design is industry-driven while HCI is Interaction Design (IxD) focuses specifically on the research-focused. design of the interaction between users and products. User Interface Design (UID) focuses on visual and functional aspects of the user interface.