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ITI Human-Computer Interaction 04:574:230

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ITI Human-Computer Interaction 04:574:230 Nick Belkin nick_at_belkin.rutgers.edu Doug Riecken riecken_at_us.ibm.com Human-Computer Interaction Design, Evaluation, and ... – PowerPoint PPT presentation

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Title: ITI Human-Computer Interaction 04:574:230


1
ITI Human-Computer Interaction04574230
  • Nick Belkin nick_at_belkin.rutgers.edu
  • Doug Riecken riecken_at_us.ibm.com

2
Human-Computer Interaction
  • Design, Evaluation, and Implementation of
    Interactive Computing Systems for Human Use
  • Software Projects 60 failure rate
  • Research has shown that HCI matters
  • Learning time
  • Performance speed
  • Error rates
  • User satisfaction
  • Interface Design Interdisciplinary Effort
  • Human Psychology Specialists
  • Visual Textual Communication Specialists
  • Software Developers
  • Marketing Professionals

3
Course Goals
  • Understand Basic HCI Concepts
  • Lectures, readings, video, hands-on
  • Study Design Graphic Interfaces Web Design
    Multimedia Information Visualization
  • Study Human Visual Perception
  • Software Demos and Evaluations
  • Practice User-Centered Design Methods Surveys
    Scenarios Expert Reviews Usability Testing
  • Video Analysis of User Interactions
  • Rapid Prototyping PowerPoint Dreamwaver
    Java
  • Creative Problem Solving in Groups
  • Video Analysis of Group Interactions

4
Course Goals
  • HCI course will Give You
  • Understanding of theory and principles
  • Hands-on Experience
  • Practical Knowledge
  • Marketable Skills

5
Course Requirements
  • Text
  • Preece, J., Rogers, Y. Sharp, H. (2002)
    Interaction design beyond human-computer
    interaction. New York Wiley.
  • Grading
  • Individual Exercises 30
  • Designed to support term project
  • Group Assignments 40
  • Term Project 30
  • Team project how to form the teams?
  • Attendance Just Do It

6
Rules of the Road
  • Exercise / Assignment Deadlines
  • Submit at start of the class on due date
  • No late assignments will be accepted
  • Exceptions to Rule
  • As defined by official Rutgers policies
  • Sharing of Ideas Teamwork
  • Share ideas and discuss common problems
  • You will work in teams for the Assignments Term
    Project
  • You are responsible to your teammates to
    shoulder your fair portion of the work load
  • Plagiarism
  • Share without engaging in plagiarism
  • The Rutgers rules on plagiarism apply
  • http//teachx.rutgers.edu/integrity/policy.html

7
HCI Value Proposition
  • Software Projects
  • 60 failure rate
  • 25 never finished
  • 35 partial success
  • Early user-centered design saves money and time
  • Management Support Crucial
  • Low Road for Selling Usability
  • Reduced development and support costs
  • High Road for Selling Usability
  • Greater quality and user satisfaction

8
HCI Recognize Diversity
  • Usage Profiles
  • Novice or first-time users
  • Knowledgeable intermittent users
  • Expert frequent users
  • User Characteristics
  • Age, Gender, Physical abilities, Education etc.
  • Cultural and International Diversity
  • Task Profiles
  • Decomposition into multiple middle-level task
    actions, which are refined into atomic actions
  • Interaction Styles
  • Direct manipulation
  • Menu selection
  • Form fill-in
  • Command language
  • Natural language
  • ? Blending of interaction styles for diverse
    tasks and diverse users

9
HCI Users Evaluation
  • Define Target User Community
  • Accommodate Human Diversity no average user
  • Evaluation MeasuresTime Speed Errors
    Retention Satisfaction
  • Create Test Design Alternatives
  • Use a wide range of mock-ups Design ? Test ?
    Design ? Test
  • Employ User-Centered Design Methods

10
Three Pillars of Interface Design
  • Guidelines Documents and Processes
  • Inspired by HCI theories and models
  • Provides social process for developers, records
    decisions for all to see, promotes consistency
    and completeness
  • User Interface Software Tools
  • Based on prototypes
  • Expert Reviews and Usability Testing
  • Grounded in controlled experiments

11
Logical User-Centered Design Methodology
Developed by Kreitzberg (Cognetics, Princeton
Junction, NJ)
  • Stage 1 Develop Product Concept
  • Stage 2 Research and Needs Analysis
  • Stage 3 Design Concepts Key Screen Prototype
  • Stage 4 Iterative Design and Refinement
  • Stage 5 Implement Software
  • Stage 6 Provide Roll-Out Support

12
User-Centered Design Methods
  • Pre-Design
  • Ethnographic Observation
  • Designing
  • Scenario Development
  • Participatory Design
  • Post-Design
  • Expert Reviews
  • Heuristic Evaluation
  • Guidelines Review
  • Consistency Inspection
  • Cognitive Walkthrough
  • Formal Usability Inspection
  • Usability Testing
  • Acceptance Testing
  • Field Testing

13
Prototyping
14
Product Design User-Centered Methods
  • High Concept
  • Prototype
  • Anticipated Usage Profiles
  • Leverage different Interaction Styles
  • Software Development
  • Internal Testing
  • Product Release
  • Pre-Design
  • Ethnographic Observation
  • Designing
  • Scenario Development
  • Participatory Design
  • Post-Design
  • Expert Reviews
  • Heuristic Evaluation
  • Guidelines Review
  • Consistency Inspection
  • Cognitive Walkthrough
  • Formal Usability Inspection
  • Usability Testing
  • Surveys
  • Acceptance Testing
  • Field Testing

?
?
15
User-Centered Product Design
16
Creative Problem Solving in Groups
  • Content vs. Process
  • Study Human Communication
  • Intent vs. Effect
  • Listening Skills
  • Itemized Response
  • Address concerns in effective way
  • Use Video Analysis
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