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Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
Hci intro + task
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Hci intro + task

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  • 1. Intro to HCI Andrea ValenteDepartment of Architecture, Design and Media Technology Aalborg University Esbjerg (AAU-Esbjerg) email: av@create.aau.dk web-page: http://www.create.aau.dk/av 3-4 Nov. 2011
  • 2. HCI Human–computer Interaction is the study,planning and design of the interaction between people (users) and computers● We could start from the technology, but...● Instead of desiging the product, design the users interaction --> interaction design● We all are users: identify some of your favorit products and improve them.
  • 3. Task:fill in the ”Im the user” paper 2 minutes
  • 4. Task: Im the user (WRITE READABLE: OTHER STUDENTS WILL READ THIS)Name a device you use a lot: _______________________(suggestions: VCR or DVD-recorder, microwave oven, MP3player, stereo, car, ... ) What do you like about it: _______________________________________List 2 or 3 tasks you perform with it: _______________________________________(where/when/for what) What is missing or youd like to change:_______________________________________ ______________________________________________________________________________ _______________________________________(where/when/for what)_______________________________________ Imagine some different task you would like to perform with it_______________________________________ (that could be impossible or difficult now)(where/when/for what) ______________________________________________________________________________ ______________________________________________________________________________ _______________________________________ _______________________________________ _______________________________________ _______________________________________
  • 5. User-centered approach● real users and their goals VS technology● well-designed systems: – make the most of human skills – relevant to the work in hand – support instead of constraint the user● Think about: – Sending an email with your computer VS writing an sms with your mobile – consider a pocket calculator: suppose you need to calculate something in a dark place or while it is raining, or using only one hand, or wearing protection gloves...
  • 6. Now you are the designer. How to proceed?1. Early focus on users and tasks ● users tasks and goals drive the development ● design to support users behavior and context of use ● consider users characteristics when designing ● consult users throughout development ● decide for the users, their context of use, their work1. Empirical measurement2. Iterative design
  • 7. How to proceed?1. Early focus on users and tasks1. Empirical measurement ● observe users interacting with prototypes, their goals, test ideas ● specify usability as early as possible: regular empirical evaluation of product2. Iterative design
  • 8. How to proceed?1. Early focus on users and tasks1. Empirical measurement2. Iterative design Establish ● identify needs / establish requirements requirements [*] for user experience ● cycle: design, test, measure, re-design (re)Design Test + ● develop alternative designs: [**] Measure conceptual and physical design ● build interactive versions of the Build designs: paper-based, role-playing, or interactive software version ● evaluate w.r.t. user experiences Final product [*] requirements = user needs [**] how to invent many designs?
  • 9. TASK: be the designer!● Exchange the task paper with the somebody sitting next to you● You are now the designer, and you have data from one of your users in front of you● Think about possible solutions to the problems stated in the paper, especially at point 5 2 minutes
  • 10. What to do next? Prototyping● What is it? – A prototype is... scale model of bulding, a software that crashes every few minutes, paper-based outline of a screen, 3D card-bard mock-up of device● Why? – For the stakeholders to interact, gain experience in realistic settings, explore imagined uses – to communicate with stakeholders, collect feedback – prototypes can leave aspects vague, to stimulate ideas generation and discussions
  • 11. Prototyping (...)● How? – storyboarding (a kind of low-fidelity prototype) – a series of drawings showing how a user progresses thru a task with the product Terms: Low-fidelity / mock-up VS High-fidelity / working
  • 12. Homework (...kind of)● Take your user needs paper and your ideas about how to design one of the new tasks he/she wanted● Use the lifecycle: – make a prototype of the interaction with pen, paper and scissors, post-its, ...● How to evaluate the designed product?
  • 13. Free tools● Download scratch (free) and use it to quickly create working prototypes of apps, games:http://scratch.mit.edu/Scratch is a programming language that makes it easy to create yourown interactive stories, animations, games, music, and art -- and shareyour creations on the web.● Another free tool is freemind:http://freemind.sourceforge.net/wiki/index.php/Main_PageFreeMind is a premier free mind-mapping software written in Java.Very good for sketching ideas and brainstorming meetings.

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