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(1)

COMSATS University - Human Computer Interaction

1 Farhan Aadil

Farhan Aadil

Assistant Professor

COMSATS Institute of Information Technology

Lecture 4

Goals & Evolution of Human-Computer Interaction

(2)

In the Last Lecture

• Effect of Bad Tools

– IFE

– Bad-day Clip

• Effect of today’s computers

– human productivity

– employee loyalty

– customer loyalty

– revenue

(3)

COMSATS University - Human Computer Interaction

3 Farhan Aadil

In the Last Lecture

Products with a bad user

experience deserve to

(4)
(5)

COMSATS University - Human Computer Interaction

5 Farhan Aadil

Engineers Belief

Engineers believe that since they made it, can use it, everyone can use

it

“If WE can use it, YOU can use it. If you can’t, YOU must be STUPID”

“Users are stupid” – anonymous

(6)

In Today’s Lecture

• Goals of HCI

– Usability

– User Experience

(7)

COMSATS University - Human Computer Interaction

7 Farhan Aadil

HCI – A Definition

“Human-Computer Interaction is a discipline

concerned with the design, evaluation and

implementation of interactive computing

systems for human use and with the study

of major phenomena surrounding them”

(8)

Human-Computer Interaction

Interaction

User Experience

Usability

(9)

COMSATS University - Human Computer Interaction

9 Farhan Aadil

The Shopping Analogy

• Types of experiences

– Good or Bad

• Every user is unique

(10)
(11)

COMSATS University - Human Computer Interaction

11 Farhan Aadil

User Experience – A Definition

• The user experience is the holistic combination of everything that

the user

– Sees

– Touches

– Feels

(12)

Good and Bad Experiences

Good experience

Bad experience

Frustration

Resentment

Anger

(13)

COMSATS University - Human Computer Interaction

13 Farhan Aadil

Usability - Abstract-level Constituents

Ease of Use

(Could I use it?)

+

Usefulness

(14)

Usability

(15)

COMSATS University - Human Computer Interaction

15 Farhan Aadil

Perspective ?

• People perceive the same item in different ways

(16)

Usability & User Experience

User Experience Goals

Usability

(17)

COMSATS University - Human Computer Interaction

17 Farhan Aadil

Usability Goals

• Effectiveness

• Efficiency

• Safety

• Utility

• Learnability

(18)

Effectiveness

• How good the system is at doing what it is supposed to do

– iDrive system being effective since it would perform all the tasks

– Porsche example the system was effective enough to detect the high

intake of Air in Fuel system

– The Alarm clock is effective in the way that it would play music in

exactly the same way it is supposed to

(19)

COMSATS University - Human Computer Interaction

19 Farhan Aadil

Efficient

• The way system supports its users in carrying out their tasks

(20)

Safety

• Protecting the user from dangerous conditions

and undesirable situation

– Which of the Cases we discussed earlier you think

was the most unsafe ?

(21)

COMSATS University - Human Computer Interaction

21 Farhan Aadil

Safety

(22)

Utility

(23)

COMSATS University - Human Computer Interaction

23 Farhan Aadil

Learnability

• How easy a system is to learn to user

• Ten Minute Rule (Jacob Neilson)

• Was iDrive easy to Learn

• Simple Device VCR

– Task 1: Learning to Play

(24)

Memorability

• How easy the system is to remember once learnt

(25)

COMSATS University - Human Computer Interaction

25 Farhan Aadil

User Experience Goals

• Satisfying

• Enjoyable

• Fun

• Entertaining

• Helpful

• Motivating

• Aesthetically Pleasing

• Supportive to Creativity

• Rewarding

(26)

Fun

Emotionally

fullfilling

Rewarding

Satisfying

Entertaining

enjoyable

Supportive of

creativity

Efficient to

use

Easy to

remember

Effective

to use

Easy to

learn

Safe to

use

Have good

utility

(27)

COMSATS University - Human Computer Interaction

27 Farhan Aadil

Today’s Revelation

(28)

Usability and Quality

• What is Quality?

(29)

COMSATS University - Human Computer Interaction

29 Farhan Aadil

Software Quality – A Definition

• The extent to which a software product exhibits these characteristics

– Functionality

– Reliability

Usability

– Efficiency

(30)
(31)

COMSATS University - Human Computer Interaction

31 Farhan Aadil

Groundwork for HCI: 1960s – Early 1970s

• “Man-machine Symbiosis" (Licklider, 1960)

– Symbiotic relationship

– Computers would contribute in creative process

• “Augmentation of human intellect” (Engelbart, 1963)

• SketchPad system at MIT (Sutherland, 1963)

(32)

Groundwork for HCI: 1960s – Early 1970s

• Parallel developments

– Interactive graphic interfaces

– Interactive text processing systems

– Line and display editors

– WYSIWYG editors

(33)

COMSATS University - Human Computer Interaction

33 Farhan Aadil

Difference in Approach: Late 1970s and 1980s

• US

– How computers enrich lives

– Facilitating problem-solving and creativity

– Empirical evaluation

– Psychology of programming

• Europe

(34)

Early Days of HCI

• Early days of computing computers were used and operated by

Engineers / Technical Staff only

• 1970’s: technology explosion

– Notion of

user-interface

arises, a.k.a.

Man-Machine Interface

(MMI)

– User-interface became a concern for system designers and researchers

• Growing realization

– Success depended on improving physical aspect of UI

(35)

COMSATS University - Human Computer Interaction

35 Farhan Aadil

Role of Academic Researchers

• Academic researchers were more interested in how computers

enriched human life

• They investigated

– ‘people’ side of interaction

– Limitations and capabilities of humans

• Other issues found

– Training issues

– Working practices

(36)

‘Birth of HCI’

• ‘HCI’ term adopted in mid-1980s

• Another HCI definition

(37)

COMSATS University - Human Computer Interaction

37 Farhan Aadil

Landmark Systems in Evolution

• Three systems were landmarks in evolution

– Dynabook

– The Star

– Apple Lisa

• Unifying theme in these systems

– Easy-to-use for all

(38)

Dynabook – 1970s

• Brainchild of Alan Key and his Associates in Xerox’s Palo Alto

Research Center (PARC), California

• Intention

– Develop highly-responsive book-sized PC

• Colour display

• Radio link to a world wide computer network

– Could function as

• Secretary

• Mailbox

(39)

COMSATS University - Human Computer Interaction

39 Farhan Aadil

The Star

• Same team of Dynabook

• Desktop Sized Personal Workstation

• Intended for Individual Use

• First Time a Mouse was Used

(40)

Apple Lisa – Early 1980s

• Apple exploited this discovery (Star)

• Lisa developed

• Macintosh developed

– Smaller, cheaper and more powerful version than Lisa

(41)

COMSATS University - Human Computer Interaction

41 Farhan Aadil

What We Learnt Today …

• Goals of HCI

– Usability

– User Experience

(42)

Next Lecture

• Quality and Usability

References

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