CS 4750, Section A User Interface Design PowerPoint PPT Presentation

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Title: CS 4750, Section A User Interface Design


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CS 4750, Section AUser Interface Design
Summer 2004
  • Heather Richter
  • hrichter_at_cc.gatech.edu

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Agenda
  • Introductions
  • Course Information
  • Intro to HCI
  • The good, the bad, and the ugly
  • IDEO video

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Heather Richter
  • B.S. in C.S. from Michigan State in 1996
  • Ph.D. expected in C.S. from Georgia Tech in
    Spring 2005
  • HCI and Software engineering focus
  • Projects
  • Meeting capture and access
  • TeamSpace
  • Informal communication
  • Digital picture frame
  • Contact info

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TA Gillian Hayes
  • Ph.D. student in C.S. since 2002
  • Specialization in HCI and Ubicomp
  • Projects
  • Mobile, informal capture and access
  • Applications for families and caregivers of
    children with autism

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Introductions You (Index Card)
  • Name, Degree, Research Focus, your N
  • What youd like to get out of the class
  • Previous HCI experience
  • A product/device/application you either love to
    use, or hate to use, and why

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Course Information
  • Books
  • Interaction Design by Preece, Rogers, and Sharp.
    Wiley 2002.
  • The Design of Everyday Things, by Donald Norman,
    2002.
  • Web
  • http//www.cc.gatech.edu/classes/AY2004/cs4750a_su
    mmer/
  • Syllabus
  • Lectures
  • Team Project
  • Co-web (swiki)
  • HCI resources

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Course Information
  • Grading
  • Quizzes (15)
  • Instead of homework and class participation
  • Group project, 4 parts (50)
  • More to come...
  • Exams (35)

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Group project
  • Half your grade, 4 parts
  • Break into groups by end of 1st week, start
    thinking of ideas NOW
  • Original ideas, but get LOTS of help!
  • Think off the desktop and into your everyday
    lives
  • Much more in future lectures

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Course Information
  • Resources
  • Previous courses, courses elsewhere
  • Content, lectures, projects,
  • Books
  • Web sites
  • Go further
  • Move beyond lectures book
  • Further courses
  • Step into research

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Course Aims
  • Consciousness raising
  • Make you aware of HCI issues
  • Design critic
  • Question bad HCI design - of existing or proposed
  • Learn Design Process
  • interfaces
  • Improve your HCI design evaluation skills
  • Go forth and do good work!

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Course Overview
  • Requirements Gathering
  • How do you know what to build?
  • Human abilities
  • Design
  • How do you build the best UI you can?
  • Evaluation
  • How do you make sure people can use it?
  • Also interface paradigms, groupware, ubiquitous
    computing

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Now lets get started
  • What is Human-Computer Interaction?

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HCI
  • HCI is at the interface between a human and a
    computer performing a task
  • Task - write document, calculate budget, solve
    equation, learn about Bosnia, drive home, ...
  • Task might be work, play, learning,
    communicating, etc etc
  • Yes, thats a little simplistic
  • Key points are that user has to
  • Express task (execution)
  • Interpret results (evaluation)
  • Note not just desktop computers!

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Why should we care?
  • Computers (in one way or another) now affect
    every person in our society
  • Increasing utilize computers at work and home
  • Tonight - count how many in your home/apt/room
  • We are surrounded by unusable and ineffective
    systems!
  • Its not the users fault!!
  • Product success may depend on ease of use, not
    necessarily power
  • But not always Macintosh OS vs. Microsoft
    Windows

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Famous Quotations
  • It is easy to make things hard. It is hard to
    make things easy. Al Chapanis, 1982
  • Learning to use a computer system is like
    learning to use a parachute if a person fails
    on the first try, odds are he wont try again.
    anonymous

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Goals of HCI
  • Allow users to carry out tasks
  • Safely
  • Effectively
  • Efficiently
  • Enjoyably

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Usability
  • Important issue
  • Combination of
  • Ease of learning
  • High speed of user task performance
  • Low user error rate
  • Subjective user satisfaction
  • User retention over time

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UI Design / Develop Process
  • User-Centered Design
  • Analyze users goals tasks
  • Create design alternatives
  • Evaluate options
  • Implement prototype
  • Test
  • Refine
  • IMPLEMENT

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Know Thy Users!
  • Physical cognitive abilities ( special needs)
  • Personality culture
  • Knowledge skills
  • Motivation
  • Two Fatal Mistakes
  • Assume all users are alike
  • Assume all users are like the designer

You Are Here
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Design Evaluation
  • Both subjective and objective metrics
  • Some things we can measure
  • Time to learn
  • Speed of performance
  • Rate of errors by user
  • Retention over time
  • Subjective satisfaction

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How Improve User Interfaces?
  • Educate software professionals
  • Do NOT wait til the end
  • Good UI can not be pasted on top of
    poorly-designed functionality
  • Draw upon accumulating body of knowledge
    regarding HCI interface design
  • Integrate UI design methods techniques into
    standard software development methodologies now
    in place

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Its HARD!
  • Design is more difficult when the designer takes
    responsibility.
  • Think about the user(s), the situation and make
    the system appropriate.
  • Co-evolution makes it even harder.

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And a little history
?
WIMP (Windows)
User Productivity
Command Line
Batch
?
1980s - Present
1960s 1970s
1940s 1950s
Time
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Batch Processing
  • Computer had one task, performed sequentially
  • No interaction between operator and computer
    after starting the run
  • Punch cards, tapes for input
  • Serial operations

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Paradigm Command Line (Mid 1960s)
  • Computers too expensive for individuals -gt
    timesharing
  • increased accessibility
  • interactive systems, not jobs
  • text processing, editing
  • email, shared file system

Need for HCI
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Paradigm WIMP / GUI
  • Windows, Icons, Menus, Pointers
  • Graphical User Interface
  • Timesharingmulti-user now we need multitasking
  • WIMP interface allows you to do several things
    simultaneously
  • Has become the familiar GUI interface
  • Xerox Alto, Star early Apples

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PCs with GUIs
  • Xerox PARC - mid 1970s
  • Alto
  • local processor, bitmap display, mouse
  • Precursor to modern GUI,windows, menus,
    scrollbars
  • LAN - Ethernet

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Xerox Star - 1981
  • First commercial PC designed for business
    professionals
  • desktop metaphor, pointing, WYSIWYG, high degree
    of consistency and simplicity
  • First system based on usability engineering
  • Paper prototyping and analysis
  • Usability testing and iterative refinement

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Xerox Star - 1981
  • Commercial flop
  • 15k cost
  • closed architecture
  • lacking key functionality(spreadsheet)

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Key Historical Event
  • Design of the first Mac 1983-1984
  • The computer for the rest of us

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Apple Macintosh - 1984
  • Aggressive pricing - 2500
  • Not trailblazer, smart copier
  • Good interface guidelines
  • 3rd party applications
  • High quality graphics and laser printer

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Next Paradigms?
  • Several candidates, including
  • Ubiquitous Computing
  • Mobile Computing
  • 3D Interaction

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Paradigm Ubiquitous Computing
  • Person is no longer user of single device but
    occupant of computationally-rich environment
  • Can no longer neglect macro-social aspects
  • Desktops, laptops, PDAs, cell phones,

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Paradigm Mobile Computing
  • Devices used in a variety of contexts
  • Employ sensors to understand how user is working
    with devices

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Course Aims
  • 1. To make you notice interfaces, good and bad
  • Youll never look at doors the same way again
  • 2. To help you realize no one gets an interface
    right on the first try
  • Yes, even the experts
  • Design is HARD
  • 3. To teach you tools and techniques to help you
    iteratively improve your designs
  • Because you can eventually get it right

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Examples of good and bad
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