COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
3. Lecturers
• Mark Billinghurst
• PhD University of Washington
• Director of the Empathic Computing Lab
• Expert in AR, Interaction Design
• mark.billinghurst@unisa.edu.au
• Gun Lee
• PhD POSTECH
• Senior Research Fellow in the ECL
• Expert in AR/VR, Collaborative systems
• gun.lee@unisa.edu.au
4. Class Logistics
• Weekly lecture (2 hrs)
• Tuesday 10am – 12pm
• Room W2-16
• Assessment
• Fitts Law User Study Project – 10%
• Class paper presentations/review – 40%
• HCI Project – 50%
• What you will need
• Notebook
• Access to computer
5. User Study Project – 10%
• Develop a simple Fitts’ Law task program
• Using Processing or other language
• Run the Fitts’ Law task with two different input devices
• E.g. trackpad and mouse
• Conduct a user study with 5-10 subjects
• Collect data
• Statistically analyze the data
• Put together a 10 minute presentation of the results
• Slides, charts
6. Class Participation – 40%
• Present two research papers
• 10 minute presentation
• Lead discussion
• One paper/week/student
• Write report on the papers presented
• 2-4 page report
• Pros and cons of the papers
7. HCI Project – 50%
• Pick an advanced interface technology
• Wearable, AR/VR, Bio sensor, Computer Vision
• Identify a user need that it addresses
• Product a concept design
• Develop an interactive prototype
• Conduct a user evaluation
• Write a research report
• 8-10 pages conference format
17. Trends in HCI
1. Operate the Machine (1940’s – 70’s)
• Learn how to operate machine
2. Use the software (1970’s – 80’s)
• Use a single application
3. Perform a task (1980’s – 1990’s)
• Use several application’s together
4. Improve life experience (1990’s – 2000’s)
• Technology integrated into everyday life
5. Connect with others (2000’s - )
• WWW, social networks, IoT
6. Adapt and Learn (2010’s - )
• Perceptive interfaces, learning systems
22. Operate the Machine
• Real time operation - command Line Interfaces
Kaypro II - 1982
23. Use the Software
• Operating systems provide access to applications
• Use a spreadsheet, Use a word processor, Play a game
VisiCalc 1979
WordStar 1979
27. Perform a Task
• Use several programs together to perform a tasks
• Make a brochure
• Word processing, image editing, layout
• Create a budget
• Spreadsheet, word processing, layout
• Compose music
• Synthesizer, image editing, wordprocessing
32. Improve Life Experience
• Using technology in everyday activities
• Managing a household
• Running a business
• Learning mathematics
• Entertaining yourself
• Multiple pieces of technology used in everyday life
39. Adapt and Learn
• Adaptive interfaces that recognize human behavior
• Speech, gesture recognition
• Deep learning
• AI/Expert systems
• Assistive systems
• Etc..
40. Adapt and Learn
• Interfaces that recognize human behavior
• Depth sensors, speech recognition, motion tracking
59. Musical Stairs
• The Fun Theory – http://www.funtheory.com
https://www.youtube.com/watch?v=SByymar3bds
60. What to do?
• Imagine
• You re bringing a new product to market
• Your #2 competitor has been in the market for
over a year, selling millions of units
• Your #1 competitor launches the same month
• Your technology is slower than your competitors
• Your technology is older than your competitors
• Your last product failed in the market
61. • Do you compete on Price ?
• Do you compete on Technology ?
• Do you compete on Features ?
Wrong: Compete on user experience !
62.
63. NintendoWii
• Cheap - $500
• Unique game play
• Wireless 3 DOF controller
• Position and orientation sensing
• Aiming to broaden user base
• Can play previous games/downloads
72. Interaction Design
Designing interactive products to support people
in their everyday and working lives
Preece, J., (2002). Interaction Design
• Design of User Experience with Technology
73. Bill Verplank on Interaction Design
• https://www.youtube.com/watch?v=Gk6XAmALOWI
74. • Interaction Design involves answering three questions:
• What do you do? - How do you affect the world?
• What do you feel? – What do you sense of the world?
• What do you know? – What do you learn?
Bill Verplank
91. Who REALLY are your Users/Stakeholders?
•Not as obvious as you think:
— those who interact directly with the product
— those who manage direct users
— those who receive output from the product
— those who make the purchasing decision
— those who use competitor’s products
•Three categories of user (Eason, 1987):
— primary: frequent hands-on
— secondary: occasional or via someone else
— tertiary: affected by its introduction, or will influence its purchase
107. Typical Development Steps
▪ Sketching
▪ Storyboards
▪ UI Mockups
▪ Interaction Flows
▪ Video Prototypes
▪ Interactive Prototypes
▪ Final Native Application
Increased
Fidelity &
Interactivity
108. Paper Prototyping (Low Fidelity)
Quick and simple means of sketching interfaces
Use office materials
Easier to criticize, quick to change
Creative process (develop in team)
Can also use for usability test (focus on interaction flow)
Used a lot to test out concepts before real design begins.
113. What is evaluation?
•Evaluation is concerned with
gathering data about the usability
of a design or product by a
specified group of users for a
particular activity within a specified
environment or work context
114. When to evaluate?
• Once the product has been developed
• pros : rapid development, small evaluation cost
• cons : rectifying problems
• During design and development
• pros : find and rectify problems early
• cons : higher evaluation cost, longer development
design implementationevaluation
redesign &
reimplementation
design implementation
116. Quick and dirty
• ‘quick & dirty’ evaluation: informal feedback from
users or consultants to confirm that their ideas are
in-line with users’ needs and are liked.
• Quick & dirty evaluations are done any time.
• Emphasis is on fast input to the design process
rather than carefully documented findings.
117. Formal Usability Testing
• Recording typical users’ performance on typical tasks in
controlled settings. Field observations may be used.
• As the users perform these tasks they are watched &
recorded on video & their key presses are logged.
• This data is used to calculate performance times, errors &
help explain why the users did what they did.
• User satisfaction questionnaires & interviews are used to
elicit users’ opinions.
119. Field/Ethnographic Studies
• Field studies are done in natural settings
• The aim is to understand what users do naturally
and how technology impacts them.
• In product design field studies can be used to:
- identify opportunities for new technology
- determine design requirements
- decide how to introduce new technology
- evaluate technology in use.
120. Predictive Evaluation
• Experts apply their knowledge of typical
users, often guided by heuristics, to
predict usability problems.
• Can involve theoretically based models.
• A key feature of predictive evaluation is
that users need not be present
• Relatively quick and inexpensive
122. Evaluation approaches and methods
Method Usability
testing
Field
studies
Predictive
Observing x x
Asking
users
x x
Asking
experts
x x
Testing x
Modeling x