Hci 01


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เอกสารประกอบการเรียนวิชาHCI 01

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Hci 01

  1. 1. Human Computer Interaction
  2. 2. Course Description หลักการเบื้องต้นของการปฏิสัมพันธ์ระหว่างมนุษย์กับคอมพิวเตอร์ ประกอบด้วย ปัจจัยด้านมนุษย์ การวิเคราะห์ประสิทธิภาพ กระบวนการรับรู้ ผลศึกษาความใช้ งานได้ สภาวะแวดล้อมของการใช้งาน แนวทางการออกแบบระบบที่มีมนุษย์เป็น ศูนย์กลาง แนวทางการประเมินผล การพัฒนาวิธีติดต่อผู้ใช้ที่มีประสิทธิผล มาตรฐานด้านความใช้งานได้ เทคโนโลยีด้านอุปกรณ์และระบบที่มีส่วนสัมพันธ์กับ การใช้งานของมนุษย์ส่วนสนับสนุนผู้บกพร่องในการรับรู้ Introduction to the basic concepts of human-computer interaction, including human factors, performance analysis, cognitive processing, usability studies, environment, HCI aspects of application domains, Human centered evaluation, developing effective interfaces, usability standards, emerging technologies, Human centered software, providing access for those with sensory disabilities
  3. 3. Book A Project Guide to UX Design, Second Edition Russ Unger and Carolyn Chandler Copyright © 2012
  4. 4. CHAPTER 1: The Tao of UXD What Is User Experience Design? The Broad Definition Don’t Forget the Tangible Our Focus About UX Designers Where UX Designers live let’s get Started!
  5. 5. The important thing is not to stop questioning. Curiosity has its own reason for existing. One cannot help but be in awe when he contemplates the mysteries of eternity, of life, of the marvelous structure of reality. It is enough if one tries merely to comprehend a little of this mystery every day. Albert Einstein
  6. 6. A sense of curiosity is nature’s original school of education. Smiley Blanton
  7. 7. Passion and purpose go hand-in-hand. When you discover your purpose, you will normally find it’s something you’re tremendously passionate about.
  8. 8. The great gift of human beings is that we have the power of empathy. Meryl Streep
  9. 9. What Is User Experience Design?
  10. 10. User experience design “The creation and synchronization of the elements that affect users’ experience with a particular company, with the intent of influencing their perceptions and behavior.”
  11. 11. These elements include the things a user can touch (such as tangible products and packaging), hear (commercials and audio signatures), and even smell (the aroma of freshly baked bread in a sandwich shop).
  12. 12. It includes the things that users can interact with in ways beyond the physical such as : digital interfaces (websites and mobile apps.) people customer service representatives salespeople friends family
  13. 13. One of the most exciting developments of the past few years has been the ability to merge the elements affecting these different senses into a richer, integrated experience. Smell-o-vision is still far in the future, but otherwise products continue to blur the traditional lines.
  14. 14. Don’t Forget the Tangible Although we’re focusing on the digital aspects of the user experience, these types of interactions don’t occur in a vacuum. Be sure to consider the effects of the tangible experience when designing your digital products. The environment your users are working within matters, as do the physical products (screens, keyboards, and other input devices) that affect the way your users will interact with your design. Chapter 6 offers techniques to help you understand the impact of context. Also, don’t forget the other touchpoints a product or company has with those who interact with it. After all, the brand of the company is affected by many things, and the brand experience doesn’t end at the screen of a computer or a mobile phone. The best possible website design can’t make up for a reputation for poor customer service or provide the satisfaction of well designed packaging when a product gets delivered. Tangible experiences, such as learning in a classroom (Figure 1.1), are increasingly being influenced by digital applications.
  15. 15. http:/ / pantip.com/ topic/31212650 Likewise, experiences that used to be individual, such as choosing which at-home karaoke machine to buy, are increasingly becoming enhanced through social interaction, such as online reviews (Figure 1.2).
  16. 16. About UX Designers Although “curiosity, passion, and empathy” are traits that user experience designers share, there is also a desire to achieve balance. We seek out a balance, most notably between logic and emotion, like Spock and Kirk, or Data and Data in that episode where his emotion chip overloaded his positronic relays.
  17. 17. About UX Designers To create truly memorable and satisfying experiences, a UX designer needs to understand how to create a logical and viable structure for the experience and needs to understand the elements that are important to creating an emotional connection with the product’s users.
  18. 18. About UX Designers The exact balance may shift according to the product. An ad campaign for a child’s toy will have a different balance than an application for tracking patient information at a hospital. A product designed without understanding the need for both is likely to miss opportunities for a truly memorable experience and the resulting benefits to the company behind the product.
  19. 19. Where UX Designers Live TABLE 1.1 A Sampling of UX Organizations ORGANIZATION WEBSITE MAJOR CONFERENCE (TYPICALLY HELD) Interaction Design Association (IxDA) www.ixda.org Interaction (early february) The Information Architecture Institute (IAI) www.iainstitute.org World IA Day (february/ Early spring) American Society for Information Science and Technology (ASIS&T) www.asis.org IA Summit (March) www.sigchi.org CHI (early April) ACM Special Interest Group on ComputerHuman Interaction (SIGCHI) http:/ /www.ux.in.th
  20. 20. The Project Ecosystem Planning for Project Needs, Roles, and Culture See you next week ch2.