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Introduction to HCI

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Design of Everyday Things chapters 1-3. In-class design ... The Psychopathology of Everyday Things 'You would need an engineering degree to figure this out. ... – PowerPoint PPT presentation

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Title: Introduction to HCI


1
Introduction to HCI
  • Thursday, January 15th

2
For today . . .
  • Logistics
  • A bad design
  • Design of Everyday Thingschapters 1-3
  • In-class design exercise
  • Team Time

3
Logistics
  • Any new people here?
  • Any problems with forming groups?
  • Any left-over questions?

4
A Bad Design
And we see it so often on the web.
5
Design of Everyday Things
  • The first three chapters

6
Chapter 1. The Psychopathology of Everyday Things
  • You would need an engineering degree to figure
    this out.

7
The Frustration of Everyday Life
  • Doors
  • Slide projectors
  • Telephones
  • Overly complex appliances

8
Principles of Design for Understandability and
Usability
  • Provide a good conceptual model
  • Make things visible
  • The principle of mapping
  • The principle of feedback

9
Chapter 2. The Psychology of Everyday Actions
  • Falsely blaming yourself
  • Misconceptions of everyday life
  • Blaming the wrong cause

10
  • Learned Helplessness
  • vs
  • Taught Helplessness

11
The Seven Stages of Action
  • Goals
  • Form the goal
  • Execution
  • Form intention
  • Specify action
  • Execute action
  • Evaluation
  • Perceive the state of the world
  • Interpret the state of the world
  • Evaluate the outcome

12
The Gulfs of Execution and Evaluation
  • Gulf of Execution Difference between intentions
    and allowable actions
  • Gulf of Evaluation A amount of effort needed to
    interpret the physical state of the system and to
    determine how well expectations and intentions
    have been met.

13
Chapter 3. Knowledge in the Head and in the World
  • Precise behavior can emerge from imprecise
    knowledge
  • 1. Information is in the world.
  • 2. Great precision is not required.
  • 3. Natural constraints are present.
  • 4. Cultural constraints are present.

14
Memory is knowledge in the head
  • Memory for arbitrary things
  • Memory for meaningful relationships
  • Memory through explanation

15
Memory is also knowledge in the world
  • Reminding
  • Natural mappings

16
In-class Design Exercise
  • (First Part)

17
A Better ATM

18
Form into groups than can stay together for a few
classes(maybe people sitting at a table)

19
We all know how to use them . . .
  • . . . but could we design them to be easier to
    use?

20
Were going to start with a blank machine
  • No buttons
  • No menus
  • No options
  • No particular shape

21
Lets not start with the machine . . .
  • . . . Lets start with the people.

22
Decide on the audience for your ATM. (where
will it be located, who will be using it,
anything special about their use?)

23
2. What tasks will people be doing? What tasks
will your ATM support?

24
3. Are there any special needs that you will
support? Any that you will intentionally not
support?

25
4. Are there any special environmental
considerations that you must account for?

26
Lets see what we can come up with

27
Team Time!
  • Getting set of the semester-long project.
  • A chance for organizing, planning, maybe even
    doing.

28
Before you go . . .
  • . . . Sign up for an Atomic Chef presentation pot.

29
Go forth
  • . . . and get set for the semester!
  • See you next Thursday!
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