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human computer interaction hci design principles user experience

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These are notes on human computer interaction (HCI). It covers introduction, components, user experience, and design principles. It also briefly describes the history of HCI, emphasizing the 1950's context.

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○ Interest in building more Topic 5.1: Human Computer Interaction (Introduction) effective weapons led to study of human...

○ Interest in building more Topic 5.1: Human Computer Interaction (Introduction) effective weapons led to study of humans and machines Module 4 - Topic 1: Human Computer Interaction Ergonomics Research Society (1949) (Introduction) focused on physical characteristics of machines and systems and how these affect human performance Concern with user performance within the Question that HCI Tries to Answer. context of a system HCI involved the computer as the machine 1. What makes a good and a bad technology? 2. How can we build good technology? 3. How can we validate good technology? Components Good vs Bad Technology The following items composes HCI Good and bad technology depends on our perspective. Computer Some technologies are designed for a particular Human Being purpose Task Usability Examples Note: No unified theory exists for HCI due to the Nikon’s ergonomic design vs Canon’s following factors excellent video recording features Apple’s security features vs Android’s 1. Culture versatility 2. Ever-changing standards opic 5.2: Human Computer Interaction 3. Other factors Module 4 - Topic 3: User Experience vs User Interface Module 4 - Topic 2: Human Computer Interaction These are 2 terms that commonly being heard when Specialized field of study concerned with the talking about Human Computer Interaction. interaction between people and computers. User Experience Concerned with physical, psychological, and theoretical aspects of the process. Overall experience of a person in using Goal: Have a universal standard for designing the product (websites, apps) products ○ How easy or pleasing is it to use? Not just limited to technology, but in other Encompasses all aspects of the end- areas as well (though for this class, we are user’s interaction with the company, its solely focused on mobile) services, and its products History ○ Example: why are people addicted to Facebook? 1950s (Post-World War II) What makes you repeatedly do something? User Interface Module 4 - Topic 5: 6 Design Principles (1) Space where interactions between users and Affordances machines occur For computers, there are three UI for different senses: 1. Vision (monitors, projectors, screen, VRs) 2. Hearing and speaking (microphone, speakers, headsets) 3. Haptic/Touch (buttons, pens, touch screens) Perceived properties of an artifact Topic 5.4: Usability Provides strong clues for possible usage Example: car door handles Module 4 - Topic 4: Usability ○ You only pull it, but never push it. Why? Major but abstract component of HCI Ease and use of objects that humans ○ NOTE: applies to ANY door handles interact with ○ Abstract because “easy” is Constraints subjective Measured through usability testing Restrictions to the kind of interactions possible with the (technique used in user-centered device or object interaction to design and evaluate a product or system) Focuses user attention to the task Levels of Usability Reduces chances of error Kinds Physical (constrain possible operations) Semantic (rely on meanings of situations to control actions) Cultural (accepted cultural conventions 6 Design Principles (Donald Norman) that control actions) Logical (relationship between functional 1. Affordances (How do I use it?) and spatial layout and the things they affect 2. Constraints (Why can’t I do that?) 3. Conceptual Models (Have I seen this Examples before?) 4. Mappings (Where am I and where can I go?) 5. Visibility (Can I see it?) 6. Feedback (What is it doing now?) Topic 5.5: 6 Design Principles (1) Topic 5.6: 6 Design Principles (2) Module 4 - Topic 6: 6 Design Principles (2) When a product fails the first two times, it is dead! Conceptual Models ○ Some are bound to fail, even if the idea is good, just like Mental models of a system many businesses (Google Allow users to understand system, predict Glass) effects, and interpret results Designers are often afraid to try ○ “My idea might be stolen, no one likes it, it looks ugly,” and Mappings all these excuses… Business is designing, too (in a way) ○ Businessmen are good architects of systems (not just Relationship between controls and their effects on a the technology, but the entire system process) Visibility ○ Topic 4.8: Usability Metrics Design tells users what actions he/she can perform Module 4 - Topic 8: Usability Metrics Provides strong clues for usage Different Types of Metrics Feedback 1. Performance-based 2. Issues-based Provide information about the effects of user’s actions 3. Self-reported 4. Behavioral/Psychological What has been done/accomplished? Topic 4.9: Usability Metrics (1) Common examples Module 4 - Topic 9: Usability Metrics (1) Auditory feedback (sidetone) when talking on a telephone Performance Metrics Tones when buttons are pressed “Your response has been recorded.” Used for determining magnitude of a specific usability issue “That username has already been taken."" How many people are likely to encounter the issue? Topic 4.7: Design is not Easy! Basic measures Module 4 - Topic 7: Design is not Easy! 1. Task success Design is hard due to compromises ○ Success or fail? ○ No such thing as a perfect product (hence, the updates ○ Successful, partially you see in Google Play/App successful, or fail? Store) ○ No problem, minor problem, ○ It takes 5-6 tries to get a major problem, or failure product right 2. Time on task ○ Faster is not always better Prevents task completion ○ Controlling the time to start Takes someone “off-course” and end a particular task Creates some level of confusion 3. Errors Produces an error ○ Possible outcome of a Needs to be noticed but was not seen usability issue; an incorrect user action or any action that Was assumed correct but actually is not prevents the user from Was assumed as a complete task when completing a task efficiently it’s not ○ Measure when: (1) efficiency Topic 4.11: Deign Thinking is lost, (2) errors takes big cost (3) there is task failure Module 4 - Topic 11: Deign Thinking ○ Single errors: frequency of errors -> error rate -> Design Thinking maximum acceptable error rate A framework and a non-linear process that UX ○ Multiple errors: frequency of designers use in order to tackle big, complicated, or errors per task, error score: even largely unknown problems in product trivial, moderate or serious development errors 4. Efficiency A user-centric approach that aims for practical and ○ Amount of effort required to logical innovation with a solution-based view on things complete a task ○ Either cognitive (deciding the What can we do to solve the problem? activity) or physical (activity required to complete the action) Process ○ Efficiency should be defined by counting them and looking Empathize at only the successful tasks ○ Understanding what the user ○ Ratio of success over time wants, needs, and hates (task completion rate / mean time on task)- ○ Gathering user feedback in order to have an idea how to 5. Learnability help them ○ How much time and effort is ○ Key: DO NOT ASSUME! needed to become proficient Define ○ Track these over time: time- on-task, errors, task ○ Focus on the real problem successes that you aim to solve, based on what you have received ○ What is a trial? How many from the user trials? ○ There might be times wherein Issue-Based Metrics you have to come back to this again to either revise or In-Person (observer is present) review the original problem Automated (a system is behind all the Ideate tracking) ○ Solution formulation process ○ Brainstorming ideas An issue is anything that: ○ One does not have to get to one idea straight away Prototype ○ Creating mockups or a potential product for a user to use ○ Can be a functional replica of a product, or a wall of post-its ○ For our purpose, we will be using a functional replica ○ At this stage, one must bear in mind the possible test cases that each replica should cover Test ○ Validating the solution if it meets the user’s needs or not ○ Double-checking if the product does answer the user’s problems ○ Note: this is not yet the final product, as we could modularly add each feature later on Module 4 Summary Module 4 - Summary Module 4 Summary HCI focuses on creating good designed technology. HCI composed of 3 components; Human, Computer and Task User experience is different from User Interface Usability is a major but abstract component of HCI Usability can be measured through Performance, Issues, Self reported and Behavioral/Psychological metrics

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