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HCI Frameworks

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HCI Frameworks. How we conceptualize users of computing systems. 2. Human Role ... tracking, reading, vibrations. Note: Vision decreases with age. Implications ... – PowerPoint PPT presentation

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Title: HCI Frameworks


1
HCI Frameworks
  • How we conceptualize users of computing systems

2
Human Role
  • How is human viewed in HCI
  • What is human role?
  • Different roles engender different frameworks

3
Human Roles
  • Human considered to be a
  • 1. Sensory processor
  • Experimental psych, sensory psych
  • e.g. Model-Human Processor (Card, Moran Newell)
  • 2. Interpreter/Predictor
  • Cognitive psych, AI
  • e.g. Distributed cognition (Hutchins)
  • 3. Actor in environment
  • Activity theory, ethnography, ecol psych
  • e.g. Situated action (Suchman)
  • e.g. Activity theory (Vygotsky, Nardi)

4
What Makes a System Usable
5
Evaluation Methods
6
Two Views of Interaction
  • Interaction with
  • Software system is a tool or machine
  • Interface is a usability-engineered membrane
  • Human-as-processor -interpreter models
  • Interaction through
  • Software is a medium used to interact with task
    objects or other people
  • Interface plays a role in social context
  • Human-as-interpreter -actor models

7
What are Humans Really Like?
  • Models of behavior are only part of the
    information we need for successful design
  • Need to know how users really are
  • Abilities, needs, preferences

8
Human Abilities 1
  • Understanding the user

9
Typical Person
10
Human Capabilities
  • Why do we care? (better design!)
  • Want to improve user performance
  • Knowing the user informs the design
  • Senses
  • Information processing systems
  • Physical responding

Time and effort expendedto complete tasks
11
Overview
I. Senses A. Vision B. Hearing C. Touch
D. Smell?
III. Motor system
II. Information processing A. Perceptual B.
Cognitive 1. Memory a. Short
term b. Medium term c. Long
term 2. Processes a. Selective
attention b. Learning c.
Problem solving d. Language C.
Motor system
12
I. Senses
  • Sight, hearing, touch important for current HCI
  • smell, taste ???
  • Abilities and limitations affect design

13
Vision
  • Visual System
  • Eye
  • Retina
  • Neural pathway
  • 80 of brains operation

14
Visual Abilities
  • Sensitivity
  • luminance 10-6107 mL (see notes)
  • Acuity
  • detection, alignment, recognition (visual angle)
  • retinal position fovea has best acuity
  • Movement
  • tracking, reading, vibrations
  • Note Vision decreases with age
  • Implications (??)
  • Font size location depends on task
  • Much done by context grouping

15
Color Vision
  • Color the retina
  • 380 (blue) 770nm (red)
  • Problems with cones or ganglion cells causes
    problems with color perception
  • (not really color blindness)
  • 8 males, 0.5 females
  • Implications (??)
  • avoid saturated colors
  • color coding should be redundant when possible

16
Perception Matters in Usability
  • Read-flow principle
  • Action items (buttons, links) should support the
    flow of the user in the same way as reading
    occurs.
  • The last action should be the most-likely action
    to avoid backtracking.
  • Leftback, stop, quit, cancel, previous
  • Rightnext, continue, submit

17
Read flow
18
Hearing
  • Capabilities (best-case scenario)
  • pitch - frequency (20 - 20,000 Hz)
  • loudness - amplitude (30 - 100dB)
  • location (5 source stream separation)
  • timbre - type of sound (lots of instruments)
  • Implications (??)

19
Touch
  • Three main sensations handled by different types
    of receptors
  • Pressure (normal)
  • Intense pressure (heat/pain)
  • Temperature (hot/cold)
  • Sensitivity, Dexterity, Flexibility, Speed
  • Where important?
  • Mouse, Other I/O, VR, surgery

20
Overview
I. Senses A. Vision B. Hearing C. Touch
D. Smell?
III. Motor system
II. Information processing A. Perceptual B.
Cognitive 1. Memory a. Short
term b. Medium term c. Long
term 2. Processes a. Selective
attention b. Learning c.
Problem solving d. Language C.
Motor system
21
III. Motor System
  • Capabilities
  • Range of movement, reach, speed,strength,
    dexterity, accuracy
  • Often cause of errors
  • Wrong button
  • Double-click vs. single click
  • Principles
  • Feedback is important
  • Minimize eye movement

22
Project (P1)
  • Part 1 - Understanding the problem
  • Discovery process
  • In UCD terms, determine Context, Domain, Users,
    Tasks, and their design implications
  • Who is it, what do they need to do, and where?
  • Interpretive evaluation of current interface, if
    it exists
  • Establish objectives, requirements for (re)design
  • Set up project Web space (see previous years)

23
Reminder UCD 9 Steps
  • Define the Context
  • Describe the User
  • Task Analysis
  • Function Allocation
  • System Layout / Basic Design
  • Mockups Prototypes
  • Usability Testing
  • Iterative Test Redesign
  • Updates Maintenance

PROJECT PART 1
24
1. Define the Context
  • Context the type of uses, applications
  • Life critical systems, applications
  • Industrial, commercial, military, scientific,
    consumer
  • Office, home, entertainment
  • Exploratory, creative, cooperative
  • Market
  • Customer (not the same as the User)
  • Design Impacts?

25
2. Describe the User (!!)
  • Physical attributes(age, gender, size, reach,
    visual angles, etc)
  • Physical work places(table height, sound levels,
    lighting, software version)
  • Perceptual abilities(hearing, vision, heat
    sensitivity)
  • Cognitive abilities(memory span, reading level,
    musical training, math)
  • Personality and social traits(likes, dislikes,
    preferences, patience)
  • Cultural and international diversity(languages,
    dialog box flow, symbols)
  • Special populations, (dis)abilities

Design Implications?!
26
3. Task Analysis
  • Talk to and observe users doing what they do
    find out what they want/need to do
  • Explore the PROBLEM SPACE
  • List each and every TASK
  • ABSTRACT into standard tasks

27
Upcoming
  • IRB
  • More on human abilities (cognition)
  • Task Analysis
  • Requirements Definition
  • Evaluation without users
  • Heuristic evaluation
  • Ethnography
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