Title: On%20Human%20Computer%20Interaction,%20HCI
1On Human Computer Interaction, HCI
- Dr. Saif al Zahir
- Electrical and Computer Engineering Department
- UBC
2Human Computer Interaction HCI
- HCI is the study of people, computer technology,
and the ways these influence each other. - We study HCI to determine how we can make this
computer technology more usable for people. - HCI is a multidisciplinary practice
- Engineering
- Computer Science
- Sociology
- Cognitive psychology
- Ergonomics
3Why HCI ?..
- Numerous Applications ..
- E-commerce
- Computer-aided surgery (medical applications)
- Remote learning (distance education)
- Computer aided Planning, Manufacturing, ...
- Tourism
- GIS
- you name it ...
4H-C strengths and weaknesses
- Human
- Powerful pattern recognition
- powerful selective attention
- capacity to learn
- infinite-capacity LTM
- rich multikeyed LTM
- Computer
- High-capacity memory
- permanent memory
- very fast processing
- error-free processing
- reliable memory access
5H-C strengths and weaknesses
- Low capacity working memory
- fast decaying working memory
- slow processing
- error prone processing
- unreliable access to LTM
- Simple template matching
- limited learning capacity
- limited capacity LTM
- limited data integration
6HCI Objectives
- Interaction between a human user and a computer
system via the medium of an interface. - - usability criteria.
- HCI makes use of new and novel techniques and
technologies to make working with computers
easier and more productive. - HCI aims to achieve more usable systems and more
satisfied users. - Pragmatics legislative, financial and usability
constraints as well as safety-critical.
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8Door
9Good User Interface
10What is an Interface ?..
- Possible Definitions
- A collection of input and output devices
- Surface forming common boundary of two systems
- A place for conversation
- Place where the interaction occur between two
systems - All the information channels that allow the user
and the object to communicate
11Why High quality UI ??..
- Whether a user enjoy or despise a system
- Whether a system succeeds or fails in a market
- Example 1 Nuclear power plant monitoring
system. A poor UI can contribute to and even
cause accident of catastrophic nature - Example 2 Air Traffic Control
12Styles of UI
- 1. What you see is what you get (WYSIWYG)
- 2. Direct Manipulation
- the objects, attributes, or relations that can
be operated on are represented visually. Use a
mouse to invoke. - 3. Iconic
- A pictorial representation of an object, an
action, a property, or some other concept - recognition, remembering, and discrimination
13Main Objectives in User Interface Design
- 1. Increase the speed of learning
- measure how long a new user takes to achieve
certain level of proficiency. - 2. Speed of Use
- measure how long an experienced user require
to perform certain task with a system - 3. Reduction of errors
- measure the number of user errors per
interaction - 4. Attractive to buyers and users
- target computer naive users
14UI as a system
- 1. Interaction devices (input / output)
- 2. Interaction techniques
- ways to use input devices to enter information
into the computer - 3. Interaction tasks
- classify the fundamental types of information
entered with interaction techniques - - position
- - text
- - select
- - quantify
15UI Design Methods
- There is no cookbook approach that ensure good
interface design - Why ??
- 1. Some of the design principles are based on
experts experience and logical deduction
from related fields such as cognitive psychology,
rather than hard data - 2. For any given design problem, guidelines will
usually come in direct conflict with each other,
and there are no algorithms for making the
trade-offs - UI design is a matter of Compromise Trade-off
16 Examples on conflicting requirements Want
powerful functionality But simple and clear
interfaceWant ease of use But also ease of
learningWant consistency across all aspects of
the interface But optimize operationWant
intelligent and sophisticated interface But good
performance and low cost.Results We need
methods to solve these conflicting requirements
17Correspondence
18Graphic Interface
19Theories of Human Behavior
- Psychological
- Sociological
- Anthropological
- Develop a Model to help us understand and
predict human behavior - Provide simple examples of predictions
20Theories of Human Social Behavior
- 1. Explanatory theories
- 2. Empirical theories
- 3. Dynamic Models
- Study them and the way they support design
211. Explanatory theories
- Explains observed human behavior
- explain things we see people doing
- help in evaluation (i.e., newly installed sys.)
- why system impact is different from expected
- study users and analyzing their needs
- Example 1 Users using keyboard shortcuts more
than expected cause of high latencies in menu
display - Example 2 Air traffic controllers failing to
trust a system because it undermined their
team-oriented working style.
222. Empirical Laws
- Empirical Laws offer simple quantitative
prediction of human performance - Example Hicks Law (1952)
- The time T taken to choose between a number of
alternative targets is a function of the number
of the targets n, and is related logarithmically
-
- Where k is a constant
232. Empirical Laws
- Examples
- the correlation between size of menu and the time
to make a selection - cycle times of the human brain
- the time taken to move the mouse to a target of a
given size from a given distance away.
243. Dynamic Models
- Models that predict how a whole sequence of
actions (steps) will be performed - models which predict the sequence of actions a
user will take - model which predict the level of performance if a
given sequence of actions is taken by the user
253. Dynamic Models
- Predict the speed with which the user can
perform an activity - example keyboard interaction speed
- simple dynamic model to predict the speed of
operation of keyboard-based user-interface - Cycle times (can use this for the zigzag example)
- perceptual 50-200 msec Average 100 ms
- cognitive 25-170 msec Average 70 ms
- motor 70-100 msec Average 70 ms
263. Dynamic Models
- Fitts Law
- This Law tells us how long it will take a user
to hit a target of certain diameter, W, with a
pointing device that is a certain distance , A,
away. It uses the information processing model.
27Design of the User Interface
- Factors that must be considered
- 1. How menus are to be organized.
- 2. How the graphics package is to respond to
the input and errors. - 3. How the output display is to be organized
- 4. How the package to be documented and
explained to the user
28Components of the User Interface
- User Model
- Command Language
- Menu Format
- Feedback Methods
- Output Format.
291. User Model
- Provides definition of the concepts involved in
the graphics package - Helps the user to understand how the package
operates in terms of application concepts - Explain to the user what type of objects can be
displayed and how they can be manipulated.
302. Command Language
- Must be as natural as possible for the user to
learn - minimize memorization
- each operation in a command language should be
structured so as to be easy to understand and
remember - no abbreviation (minimum). Ex. Select - Object is
easier to remember than SO - small set of operation
313. Menu Design
- Most computer graphics make use of menus
- Cut down on the amount of memorization
- Preventing users from selecting invalid options
- menus can easily be changed to accommodate
different applications, whereas function keys
must be reprogrammed and relabled if they are
changed - Menus with fewer options are more effective
- Placed on one side of the screen
- Can develop multilevel structure menu
- limit the number of levels
324. feedback
- The system must have a continual interactive
dialogue and inform the user what the system is
doing at each step. - Special symbol can be designed for different
types of feedback - Example a blinking at work sign to tell the
user that the system is still processing - Example Mis-spelled words in Window 9x are
underlined with red color
335. Output Format
- Information presented to the user
- 1. Output pictures
- 2. Menus
- 3. Messages
- 4. Other forms of dialogue generated by the
system
345. Output Format-2
- Format Design to achieve greatest effectiveness
- 1. Icon and symbol shapes
- Simple and clear picture of the object or
operation they represent - 2. Screen Layout
- main components
- (a) main area
- (b) Menu area
- (c) Display prompts and feedback area.
355. Output Format-3
- 1. Flexibility must be given to the user
- 2. Introduce overlapping window areas
- 3. Zoom capability to expand or enlarge portion
of a picture
Work Area
Menu
Prompts and feedback messages
36wisdom
- No matter how cool is your interface, less of it
would be better. - Alan Cooper,
- Father of Visual Basic
- We think logically not visually
- We base our design on our own knowledge rather
than the users - We make our programs take control
- We think in generalities, not specific
37Human Information Processing System, HIPS
- Basic Components
- Memory (short-term and long-term)
- Input (eyes, ears, touch)
- Output (hands, voice, eyes)
- Processes (executive control unit, pattern
recognition, knowledge and skills
38Human Memory
- Short Term Memory, STM
- memory buffer with low capacity (7 2 units)
- a brief trace duration (few seconds)
- Can help STM by Grouping stored information.
- Example remembering 111-2222 vs. 359-2741
- Long Term Memory, LTM
- powerful storage
- permanent in duration
- information is stored in a very rich, complex,
and dynamic structure (this requires
reorganization constantly) - retrieval processes are slow, unreliable, and
difficult. (need more concentration to get
information from LTM)
39Human Information Processor Model Based on
classic information processing model (a) set of
memories and processors (b) three interacting
subsystems - perceptual - motor and -
cognitive Principle of operation is the
recognize-act cycle (c) properties
that can be measured include -
processor cycle time - memory decay rate -
memory capacity
40Types of Theory in HCI
- Exploratory theories
- To explain observed human behavior
- can provide useful insights in design
- lack predictive power
- Empirical laws
- Simple quantitative predictions of human
performance (example Fitts law for the time
taken to point to a target of a particular size).
41- Usability
- The term usability has become central to the
field of HCI. It can be defined very
generally as - Making systems safe, easy to learn and easy to
use. - A more formal definition is
- The degree to which specific users can achieve
specific goals in a particular environment with
efficiency, effectiveness, satisfaction. -
42Theory of Action Action is a series of
progressive mental steps, resulting in a physical
action. Outcome of a physical action at the
interface is mentally evaluated in a series of
steps. Stage 1- Mental Steps before
physical action deciding
planning translating
executing Stage 2 -
Corresponding steps after action perceiving
recognizing interpreting evaluating
43Task Performance
- 7-Steps for Task Performance
- Execution
- Establishing the Goals
- Forming the intention
- Specifying the action (Planned action sequence
corresponding to intention) - Executing the action
- Evaluation
- Perceiving the system state
- Interpreting the system state (trying to make
sense of it as in expectation) - Evaluating the outcome with respect to the goal
and intention
44Gulf of Execution and Gulf of Evaluation
- Gulf of Execution
- Is the difference between the intention of the
person and the perceived allowable action. - Gulf of Evaluation
- Is the difference between the cisible state of
the system and the correct interpretation of the
state of the system.
45- Uses of GOMS
- Goals, Operations, Methods, and Selection Rules
-
- Used in
- comparing alternative systems.
- describing how same task is performed
in different systems (keystroke method can be
used to work out which system is fastest. - developing training materials.
- describing the most efficient way to
perform tasks. - evaluating the consistency and
completeness of a design. - Advantages
- cheap and relatively quick to carry
out. - systems that dont yet exist, but which
are being designed, can be evaluated.
46Methodology Phases
- Scoping
- Functional Specifications
- Design
- Development
- Testing/Implementation
47Adding Human factors to Software Development
Scoping
Business Requirement Analysis
Business Definition
Application Project Team
Project Plan
User Profile
User Interface Group
HW SW Definition
48Developments in the Interface 50s -
Interface with engineers at the hardware (level
1). interface was at the hardware level.
60/70s- interface with high level programming
(level 2). software engineering and management.
70/90s Interface at the terminal (level
3). interactivity, command languages.
80s - Interface at interaction dialogue (level
4). GUIs, colour, sound, 3-D, animation.
90s - Interface at the work setting (level 5).
networked systems, VR.