Dr Mark Wright - Informatics HCI Course 2012/13
Human Computer Interaction
Dr Mark Wright
University of Edinburgh and
Edinburgh College of Art Semester 1
2012/2013
Dr Mark Wright - Informatics HCI Course 2012/13
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Key points:
– Definition
– The Three Paradigms of HCI – The Technological Background
– What knowledge does HCI have to make good interactions?
– When is this knowledge relevant and how do you apply it?
Principles and Overview Lecture 1
Definition of HCI
"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."
Association for Computing Machinery
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Human Factors
Engineering Epoc Classical Cognitive
Information Epoc Embodied/Situated Interaction Epoc The Three Paradigms of HCI
Harrison, Tatar and Sengers CHI 2007
The 3 Paradigms of HCI
The 3 Paradigms of HCI
1st HCI Paradigm Human Factors Engineering Epoc
2nd HCI Paradigm Classical Cognitivism
Information Epoc
3rd HCI Paradigm Embodied Cognition
Interaction Epoc Metaphor of
Interaction Interaction as Man-
Machine Coupling Interaction as
Information Transfer Interaction as
Phenomenologically Situated
Central Goal for Interaction
Optimise fit between man and
machine
Optimise accuracy and Efficiency of Information
Transfer
Support of Situation Action in the World
Typical Questions
of Interest How can we fix specific problems
that arise in Interaction?
What mismatches arise in communication between humans and
computers?
How can we accurately model what people do?
How can improve the efficiency of HCI?
What existing situated activities should we support? How do users appropriate technology?
How can we support interaction with constraining it by what a computer can do/understand?
What is the wider context roles, politics and values?
How can we fix specific problems
that arise in Interaction?
What mismatches arise in communication between humans and
computers?
How can we accurately model what people do?
How can improve the efficiency of HCI?
What existing situated activities should we support? How do users appropriate technology?
How can we support interaction with constraining it by what a computer can do/understand?
What is the wider context roles, politics and values?
Awareness of the paradigms help us make sense of this huge field
The 3 Paradigms of HCI
1st HCI Paradigm Human Factors Engineering Epoc
2nd HCI Paradigm Classical Cognitivism
Information Epoc
3rd HCI Paradigm Embodied Cognition
Interaction Epoc Appropriate
Disciplines for Interaction
Engineering, Programming,
Ergonomics
Laboratory and Theoretical Behavioural
Science
Ethnography, Action Research Ethnomethodology, Interaction Design, User Centred Design
Desirable
Methodologies Cool Hacks
Verifiable Quantitative design and evaluation methods that can be applied regardless of
context
A palette of situated design and evaluation strategies
Legitimate kinds
of Knowledge Pragmatic Objective Details
Objective facts and models with general
applicability
Thick Description of Context and Stakeholder Concerns.
How do you know something is
True?
You Tried it out and it worked
You confirm of refute your hypothesis based on a statistical analysis
of the evidence
You argue about the
relationship between your data and what you seek to
understand
Today Paradigms 2&3 Largely Predominate
The 3 Paradigms of HCI
1st HCI Paradigm Human Factors Engineering Epoc
2nd HCI Paradigm Classical Cognitivism
Information Epoc
3rd HCI Paradigm Embodied Cognition
Interaction Epoc
Values
Reduce errors and make it work.
Ad Hoc is OK.
Cool Hacks that exploit a specific instance are desired
Optimisation.
Strive for Objective, Abstract, Quantitative,
Generalizable Knowledge wherever
possible.
Principled evaluation is a priori better than ad hoc, since design can be structured to suite
this paradigm.
Structured Design better than un- structured. Reduce Ambiguity. Top Down
View of Knowledge.
Construction of meaning is intrinsic to and unfolds from
interaction. What goes on around systems is more
interesting than what’s happening at the interface.
“Zensign” - what you don’t build is as important and what you do
build. Goal is to grapple with the full complexity around the system.Knowledge can not just
be a powerful abstraction but can be embedded in the world as hidden context and tacit skill
which is revealed through engagement
Viewpoints: Paradigm2 Analytic/Scientific Paradigm3:Phenomenological/Design
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Classical Cognitive
Information Epoc Embodied/Situated Interaction Epoc
The key question is not which of the paradigms is “correct” but what different perspectives, strengths, weaknesses, insights and tools they offer and when
they are appropriate to apply
Which HCI Paradigm is the correct one?
Technological Context
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• HCI arose and evolved as Computer Technology arose and evolved.
• There are a number of recognisable eras and approaches associated with technologies which are useful to keep in mind
• One perspective is
PreDesktop,Desktop and Post-Desktop
• Before HCI
• Physical Switches
• Teletype Terminals
• Early language development from machine code can be seen as an attempt to make
programming easier.
The First WIMP Interface: Small Talk Xerox Parc
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First Computer Mouse
Wimp Interface - A relatively stable design - till recently?
• WIMP - Windows, Icons, Menus and Pointer
• The WIMP interface has remained relatively
unchanged during a great deal of rapid development in technology, platforms and interaction metaphors.
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Pre Internet - Stand Alone PC
• PC with little or no local network.
• No Internet
• Single Users on single machines using stand alone applications
• Spreadsheets were a huge early success of HCI
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Web 1.0 - Static Web
• Static Web Pages
• Server Creates
• Browser Only Reads
• Slow Internet
• Few Content Creators
• No E-Commerce
• The age of web usability layout, colour
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Web 2.0 - Dynamic Web
• Dynamic Web
• Client Side - Javascript
• Server Side Databases - PHP/
mysql
• Mashups - api’s, Browser rather than OS based
ecosystems
• Users as Content Creators
• Rich Internet Applictions (RIA) with the interactive experience of stand alone applications
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Typical Google Maps Mashup App for London Flats/Prices
Mobile and Social Media
• Smart Phones
• Apps vs HTML5
• Location Based Services (LBS)
• Communication and Content Creation
• A post PC era of phones and tablets?
• Constantly changing interactions, social context and place.
• Twitter, Facebook, Foursquare, Google Maps
Social Computing
• CSCW
Computer Supported Collaborative Working
• Beyond immediate
interaction to a web of surrounding relations
• Ethnography,
Ethnomethodology
• Actual Practices
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Virtual and Augmented Reality
• Virtual Worlds - Simulation, immersion
• Second Life, Massive Multi-player Online Role Playing Games MMORPG
• Virtual Reality - A separate virtual place
• HeadMounted Displays, Caves
• Augmented Reality - The Real World Plus
• Tablets, Phones, Google Glasses
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Ubiquitous Computing UbiComp
• Computers omni-present but “invisible”
• Computers escape from the desktop and disappear
• Wireless, Wearable, Small, Embedded
• RFID tags, Micro-controllers, Speckled computing, Machine to Machine
• Internet of Things IOT
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Tangible Computing
• Physical Interface
• Use of Embodied skills
• Rich tactile and
proprioceptive feedback
• Physical affordances and constraints of the physical world
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Tangible Bits: Towards Seamless Interfaces Between People, Bits and Atoms
Ishii and Ullmer, CHI 97
What can we take from HCI to make better interactions?
• Science (Classical Cognitive Science) – Theory and Models
– Formal Methods
– Experimental Method – Statistical Inference
– Justification for laws and guidelines – BUT as the Interface can change
some knowledge is only speculative
• Embodiment and Situated Cognition suggest Ethnomethodology and Design are viable and useful methodologies too
• Social Context and Embedded
knowledge are crucial but often hidden
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Interaction Design Cycle
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Design Rules for HCI
n principles
– abstract design rules
– “an interface should be easy to navigate”
n guidelines
– advice on how to achieve principle
– may conflict; understanding theory helps resolve – “use colour to highlight links”
n standards
– specific rules, measurable
– “MondoDesktop links are RGB #1010D0”
n Many sets of rules have been proposed to encapsulate
understanding and best practice – Operate at various levels
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Design Rules for HCI - standard
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Shneiderman’s 8 Golden Rules (1987):
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 8. Reduce short-term memory load
Design Rules
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Norman’s 7 Principles (1988):
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 mappings right.
5. Exploit the power of constraints, both natural and artificial.
6. Design for error.
7. When all else fails, standardize.
Design Rules
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Nielsen’s 10 Usability Heuristics (1994):
1. Visibility of system status
2. Match between system and the real world
3. User control and freedom
4. Consistency and standards
5. Help users recognize, diagnose and recover from errors
6. Error prevention
7. Recognition rather than recall
8. Flexibility and efficiency of use
9. Aesthetic and minimalist design
10. Help and documentation
http://www.useit.com/papers/heuristic/
heuristic_list.html
Design Rules
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Consolidate the three lists here. Mark any you don’t understand with *
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Dix groups these and related principles as follows:
n Learnability
– the ease with which new users can begin effective interaction and achieve maximal performance (e.g. familiarity,
generalisability, predictability)
n Flexibility
– the multiplicity of ways the user and system exchange
information (e.g. customisability, substitutability, user control)
n Robustness
– the level of support provided to the user in determining successful achievement and assessment of goal-directed behaviour (e.g. observability, recoverability)
Design Rules
n Many seem like common sense - but often violated
– Home exercise: pick one everyday object and one piece of software and assess with respect to these rules
n Some are grounded in our understanding of how humans perceive, think and learn
n Some are the result of empirical study (e.g. Nielsen’s heuristics are based on factor analysis of 249 usability problems)
n Some are derived from particular characterisations of the nature of human action (e.g. Norman’s principles are closely related to his theory of action)
n Some are collections of experience (e.g. Shneiderman’s rules)
n Some can be directly related to computational complexity
n In this course we will study the background and justification of these rules and elaborate on how they can be applied in specific contexts to design and assess human computer interaction.
Design Rules
Mac OS X Human Interface Guidelines: Grouping Items in Menus
Arranging menu items in logical groups makes it easy for users to quickly locate
commands for related tasks. The guidelines in this section can help you list menu items in ways that make sense to users.
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Guidelines for various platforms
When is this knowledge relevant and how do you apply it?
• HCI is a Research Discipline and a Design Practice
• HCI Research Goal is to gain insight whereas the practice is to make good interfaces.
• Quantitative and Qualitative approaches are useful for both.
• Need to judge if an issue is objective or subjective. Science it good at telling if a phenomenon is real or provide useful insight as to why an approach works.
• User Centred Design, Interaction Design, Scenarios, Prototyping are typical
approaches of actual practice to uncover the complex issues which contribute to the creation of successful digital
interactions in the real world 31
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The aim of this course it to give you the grounding necessary to understand the Principles and Practice of HCI and how to use that knowledge to create better interactions between
people and digital systems.
HCI Course Objective
Key Texts
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