1. Intro to HCI Andrea ValenteDepartment of Architecture, Design and Media Technology Aalborg University Esbjerg (AAU-Esbjerg) email: email@example.com 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.