Title: Chp.2: Components of HCI
1Chp.2 Components of HCI
- How to achieve HCI goal of developing or
improving systems (safety, utility,
effectiveness, efficiency, usability, etc.) AND
make sure system integrates well into
organizational settings in which its used? - A multi-disciplinary perspective is used --
analyze problems from different perspectives,
including consideration of range of factors - organization (training, job design, politics)
- environment (noise, lighting, ventilation)
- health safety (stress, headaches, fatigue)
- human comfort factors (motivation, enjoyment,
satisfaction, proficiency) - user interface (input, output, color, graphics,
etc.) - task factors (easy, complex, etc.)
- constraints (cost, timescales, budgets, staff,
equipment) - system functionality (hardware, software,
application) - productivity factors (ouput levels, cost,
production time)
2Chp.2 Components of HCI
- Four examples (3 from old text, 1 from new text)
- airline ticket reservations
- supermarket checkout
- paper interface (should be PDA)
- cell phones
- Each case considered in terms of a range of HCI
factors - human (e.g., staff, customer)
- user interface
- work activity
- organization
- comfort
- productivity
- etc
3Chp.2 Components of HCI
- Airline reservation system
- Before
- customer went to travel agency
- gave desired destination and travel times to
agent - agent called airline
- check with customer to see if times ok
- if seats/time not ok, repeat
- ticket accounting agents fills out paper forms,
sends to airlines bi-weekly
4Chp.2 Components of HCI
- Airline reservation system
- Now
- customer goes on-line
- use types in desired times, destination
- wait for search engine
- like times, prices? if not repeat.
- press buttons to give payment info
- ticket accounting issued electronically, airline
dB updated immediately
5Chp.2 Components of HCI
- Airline reservation system
- HCI factors
- human (staff) possibly out of work
- human (customer) enjoys immediacy of seat
selection, but has to do more work him/her-self - UI keyboard, web forms, etc.
- work activity more work placed on user
- organization training needs - user has to know,
learn how to use system impersonal (some people
prefer F2F interaction with travel agent) - comfort use has to have computer, may interfere
with current task - productivity user has to take time away from
other tasks
6Chp.2 Components of HCI
- Supermarket checkout
- Goal automate pricing/inventory procedures
- Infrastructure requirements
- all items in store must be barcoded
- dB must exist to handle purchases/pricing
- need scanning systems installed
7Chp.2 Components of HCI
- Supermarket checkout
- Discussion
- What are effects on
- user (staff)?
- user (customer)?
- is the user interface easy to learn/use?
- how are problems handled (e.g., mis-scanned
product, incorrect price)? - what is the work activity - is training required?
for whom? (customer, staff, both?) - comfort how is cashier affected?
- system what is needed (expensive? difficulty of
install?) - productivity and spin-off factors is process
more streamlined? What about marketing analysis
(BiLo card)?
8Chp.2 Components of HCI
- Xerox Parcs paper user interface (PalmPilot more
appropriate) - Discussion
- What are effects on
- technology what is required for development of
PDA such as the PalmPilot (hardware, software)? - what is the user-interface easy to learn?
- organization is users world better organized?
- comfort easy to handle, transport?
9Chp.2 Components of HCI
- Cell phones (theyre great to pick on right now
) - Discussion
- major usability drawbacks
- restricted access (getting better)
- very small LCD screen
- mostly text-based (image/video based starting to
appear, however, is this more expensive, i.e.,
pay for time to download?) - assumptions used
- people want to use device while mobile
- people want to interact with info while on the
move - users will trade screen real estate for
information (???) - phones will offer comparable interaction to PCs
(???)
10Chp.2 Components of HCI
- In evaluating multiple factors, various
disciplines contribute to HCI - Computer Science (dB, O/S, AI, Grahpics, )
- Psychology (Cognitive, social, organizational)
- IE (Ergonomics, human factors)
- Design
- Anthropology
- Sociology
- Philosophy
- Linguistics
11Chp.2 Components of HCIComputer Science
- Mostly system/technology level
- programming languages, compiler, etc.
- O/S
- Networking
- WWW
- GUI toolkits and window managers
- multimedia
- graphics
- VR (new devices, incl. sensors, effectors,
haptics) - Application use whatever devices/techniques suit
the application
12Chp.2 Components of HCICognitive Psychology
- Understanding human behaviour, underlying mental
processes, and capabilities and limitations
thereof - perception
- attention
- memory
- learning
- thinking
- problem solving
- Application apply principles to design, e.g.,
memory and attention are limited, dont clutter
UI with gt 7 /- 2 things at a time
13Chp.2 Components of HCISocial and
Ogranizational Psychology
- Understanding human behaviour in social contexts
- individuals influence on another
- individuals influence on group (e.g., leadership
qualities, or weakest link) - groups influence on individual (e.g., peer
pressure) - relationship between different groups (e.g.,
different preferences, tastes, as in high school
jocks, geeks, etc.) - Application consider how computers affect
oranizations, groups of people
14Chp.2 Components of HCIErgonomics Human
Factors
- Maximize operators safety, efficiency,
reliability, performance, satisfaction, etc.,
e.g., ergonomic cockpits, office furniture, etc. - Application evaluate devices/interaction from
ergonomic perspective, e.g., - VDUs (monitors) that minimize eye strain
- devices that dont cause carpel tunnel
- VR simulators that promote training, test human
performance
15Chp.2 Components of HCILinguistics
- Study of language, understanding structure
(syntax) and meaning (semantics) - Application apply to human-interface dialogue
(how does system speak to user) - natural language interface (voice recognition,
e.g., e.Digitals MXP 100 MP3 player) - query languages (dB)
- internationalization (locales)
16Chp.2 Components of HCIPhilosophy, Sociology,
Anthropology
- Soft science?
- Usually considers social implications of IT,
e.g., - are workers being displaced?
- are we becoming less social (more time in email
than F2F)? - Increasingly important especially in domains such
as CSCW, I.e., how do people interact,
communicate, collaborate - Application apply to computer-supported
human-human interface dialogue (how do humans
communicate) - eye-to-eye contact?
- deictic (look at that) references?
- e.g., Hiroshi Ishiis TeamWorkstation maintained
eye contact in video telephony applications
17Chp.2 Components of HCIConceptual Model of HCI
- HCI is neither the study of humans, nor of
technology, rather it is the bridging between the
two (to paraphrase Terry Winograd) - Design concept know how to make transition from
what can be done technologically to how to make
it usable for users in their environment - Lowest level select most appropriate input (VR,
pen, mouse) and output device (video, speech,
text), then decide on interaction style (natural
language, GUI, VR, multimedia), knowing human
psychology and particular human characteristics
relevant to task at hand (e.g., for text display,
dont use green on red)
18Chp.2 Components of HCIConceptual Model of HCI
- To develop a conceptual model involves
envisioning the proposed product, based on users
needs and other identified requirements - one particularly useful HCI technique is to
develop prototypes - Key aspect task-based analysis---what will users
be doing when carrying out their tasks? - Once interaction requirements have been defined
- consider look and feel of interface
- consider interface metaphor (e.g., desktop)
- consider conceptual metaphor
19Chp.2 Components of HCIConceptual Models
- Conceptual models based on activities
- instructing (e.g., a system to do something
cmds) - conversing (e.g., with system help page, menu)
- manipulating and navigating (e.g., direct manip)
- exploring and browsing
- (not mutually exclusive)
- Problems
- instruction set prone to (syntax) errors?
- conversations prone to semantic errors?
- direct manipulation (clickdrag) too literal?
- exploring and browsing how to allow navigation?
20Chp.2 Components of HCIConceptual Models
- Conceptual models based on objects
- spreadsheet (killer app based physical ledger)
- Quicken (paper checks and registers
- Conceptual models may require a mix of models of
objects and actions - but use caution this may lead to numerous ways
of doing things, e.g., - speak delete file (conversation?)
- press CTRL-D (command)
- drag file to trash (direct manipulation)
- this may result in steeper learning curve
21Chp.2 Components of HCIConceptual Models
- Interface metaphors
- another way of conceptualizing interface
- can be based on actions, objects, or both
- usually based on combination of familiar
knowledge with new concepts (using analogies to
bridge gap between) - Examples
- desktop metaphor (this ones a popular example)
- dragging a file to trash (same as real action)
- highlighting text
22Chp.2 Components of HCIConceptual Models
- Interaction paradigms
- a more general abstraction of conceptual model
- a particular philosophy (prone to shifting )
- examples
- applications for the desktop GUI, WIMP
- now moving beyond the desktop, e.g.,
- Body-Area Network (BAN)
- ubiquitous computing (embedded tech.)
- pervasive computing
- wearable computing
- AR / VR
- tangible user interfaces
- haptic interfaces
- attentive environments (attentive displays)
23Chp.2 Components of HCIDesign process
- 4 components
- people
- work (the task)
- environment (physical, organizational, social)
- technology
- The HCI design process not quite as linear as
software engineerings waterfall model - Key differences
- user-centered design involve users as much as
possible - integration of multidisciplinary knowledge
- iterative design periodically check with user
24Chp.2 Components of HCIDesign process
- Inolving users
- decide who end user is, how product will be used,
made, sold, marketed - observe current user practices - leads to system
requirements (how can current practice be
improved?) - can use psychological models of human, e.g.,
follow test such concepts as Fitts Law - include user representatives on team
- end users
- management
- marketing personnel
- graphic designers, etc.
25Chp.2 Components of HCIDesign process
- Incorporating interdisciplinary knowledge
- computer science (AI, graphics, O/S, dB, etc.)
- psychology
- human factors
- linguistics
- philosophy
- sociology
- anthropology
26Chp.2 Components of HCIDesign process
- Iterate the design process
- use the Star model featuring iterative
evaluation (as center of star) - components
- requirements specification
- task analysis / functional analysis
- conceptual design / formal design
- implementation
- prototyping