Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
Understanding User’s Acceptance of Personal Cloud Computing: Using the Techno...Maurice Dawson
Personal Cloud Computing (PCC) is a rapidly growing technology, addressing the market demand of individual users for access to available and reliable resources. But like other new technologies, concerns and issues have surfaced with the adoption of PCC. Users deciding whether to adopt PCC may be concerned about the ease of use, usefulness, or security risks in the cloud. Negative attitudes toward using a technology have been found to negatively impact the success of that technology. The purpose of this study was to understand users’ acceptance of PCC. The population sample consisted of individual users within the United States between 18 and 80 years of age. The theoretical framework utilized in this study was based on the technology acceptance model (TAM). A web survey was conducted to assess the measurement and understanding of patterns demonstrated by participants. Our results shows that in spite of the potential benefits of PCC, security and privacy risks are deterring many users from moving towards PCC.
E-Consult: Designing of Development for Thesis Advisory Model Based on Manage...Supriadi Fadel
Artikel dengan Judul "E-Consult: Designing of Development for Thesis Advisory Model Based on Management Information System in IAIN Bukittinggi" Merupakan proseding yang diterbitkan pada 1st International Conference on Innovation in Education (ICIE) tanggal 6 - 7 September 2018 dengan alamat akses: https://www.atlantis-press.com/proceedings/icoie-18/55912880
This study used multilevel analysis to determine the predictive value of selected intrinsic factors (gender,
computer ownership, mathematics background and computer experience) and institutional type (an
extrinsic factor) on undergraduates’ Self Efficacy in Java Computer Programming (SEiJCP) in South –
West, Nigeria. The study adopted a correlational design. Purposive Sampling was used to select 254
computer science undergraduates from four universities (three federal-owned and one state-owned) in
south-west, Nigeria. Three research questions were answered. Two research instruments namely,
Computer experience scale (r = 0.84) and Java Programming Self Efficacy Scale (JPSES, r = 0.96) were
used to collect data. Data were analysed using descriptive statistics, and null and linear growth model
(LGM) procedures. The intercorrelation coefficients among the extrinsic factor, intrinsic factors and
SEiJCP were moderate. Null model shows that the variations in SEiJCP accounted for by insitutional level
differences was 99.0%. The fixed part of the LGM of intrinsic factors showed that only mathematical
backgroung contributed significantly (p < 0.05) to the prediction of SEiJCP. The random part of the LGM
showed no significant contributions of the interactions of the intrinsic factors, to the prediction of SEiJCP.
About 60.0% of the student level variation in SEiJCP is explained by the differences in intrinsic factors.
The institution – level variable had large predictive value on programming self efficacy. Computer science
departments should increase the number of mathematics courses in their curriculum.
[Case Study] Physician, Know Thy User: Using Personas to Target Content and U...Scott Abel
Presented by Joe Sokohl at Documentation and Training Life Sciences, June 23-26, 208 in Indianapolis.
Ever have a project fail? You met with your project team, you talked with the customer, you reviewed technical requirements. But did you talk to your users? Just as one diagnosis doesn’t fit all patients, one application’s approach doesn’t work for all users. Know who accesses your information and uses your applications. Only then choose your features. Using a case study of a multinational project covering four countries, 10 business units, and tens of thousands of content elements, we’ll explore personas, scenarios, and other user-centered techniques. We’ll look at identifying users as well as segregating content according to users and regulatory needs.
What was involved in this cases study?
First we analyzed the 10 business units and their approaches and definitions of business goals. Next we analyzed industry standards for medical devices and their usage.
But that wasn’t enough. We interviewed 40 people in 4 countries, and created an information architecture prototype. We then tested this prototype in hospitals, doctors’ offices, and on site where medical devices were in use.
Based on this contextual inquiry, we refined the architecture and our understanding of the users. Decisions were then made on what type of content would be both appropriate and legal for each user and in each country.
Only with a solid understanding of the users and their goals could we define a flexible, extensible, and usable information and content architecture.
Users, Usability & User Experience - at PodCamp Cleveland 2011Carol Smith
Presented at PodCamp Cleveland at the Cuyahoga Valley Career Center in Brecksville, Ohio on April 29, 2011 by Carol Smith of Midwest Research, LLC.
The gap between a good design and a great one can be bridged by understanding your users.
In this presentation find out the basics of usability and user experience.
Learn cheap and easy techniques to find out more about your users and improve your audience's experience.
Effective visuals will be introduced that can help you remember and share what you learn.
Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
Understanding User’s Acceptance of Personal Cloud Computing: Using the Techno...Maurice Dawson
Personal Cloud Computing (PCC) is a rapidly growing technology, addressing the market demand of individual users for access to available and reliable resources. But like other new technologies, concerns and issues have surfaced with the adoption of PCC. Users deciding whether to adopt PCC may be concerned about the ease of use, usefulness, or security risks in the cloud. Negative attitudes toward using a technology have been found to negatively impact the success of that technology. The purpose of this study was to understand users’ acceptance of PCC. The population sample consisted of individual users within the United States between 18 and 80 years of age. The theoretical framework utilized in this study was based on the technology acceptance model (TAM). A web survey was conducted to assess the measurement and understanding of patterns demonstrated by participants. Our results shows that in spite of the potential benefits of PCC, security and privacy risks are deterring many users from moving towards PCC.
E-Consult: Designing of Development for Thesis Advisory Model Based on Manage...Supriadi Fadel
Artikel dengan Judul "E-Consult: Designing of Development for Thesis Advisory Model Based on Management Information System in IAIN Bukittinggi" Merupakan proseding yang diterbitkan pada 1st International Conference on Innovation in Education (ICIE) tanggal 6 - 7 September 2018 dengan alamat akses: https://www.atlantis-press.com/proceedings/icoie-18/55912880
This study used multilevel analysis to determine the predictive value of selected intrinsic factors (gender,
computer ownership, mathematics background and computer experience) and institutional type (an
extrinsic factor) on undergraduates’ Self Efficacy in Java Computer Programming (SEiJCP) in South –
West, Nigeria. The study adopted a correlational design. Purposive Sampling was used to select 254
computer science undergraduates from four universities (three federal-owned and one state-owned) in
south-west, Nigeria. Three research questions were answered. Two research instruments namely,
Computer experience scale (r = 0.84) and Java Programming Self Efficacy Scale (JPSES, r = 0.96) were
used to collect data. Data were analysed using descriptive statistics, and null and linear growth model
(LGM) procedures. The intercorrelation coefficients among the extrinsic factor, intrinsic factors and
SEiJCP were moderate. Null model shows that the variations in SEiJCP accounted for by insitutional level
differences was 99.0%. The fixed part of the LGM of intrinsic factors showed that only mathematical
backgroung contributed significantly (p < 0.05) to the prediction of SEiJCP. The random part of the LGM
showed no significant contributions of the interactions of the intrinsic factors, to the prediction of SEiJCP.
About 60.0% of the student level variation in SEiJCP is explained by the differences in intrinsic factors.
The institution – level variable had large predictive value on programming self efficacy. Computer science
departments should increase the number of mathematics courses in their curriculum.
[Case Study] Physician, Know Thy User: Using Personas to Target Content and U...Scott Abel
Presented by Joe Sokohl at Documentation and Training Life Sciences, June 23-26, 208 in Indianapolis.
Ever have a project fail? You met with your project team, you talked with the customer, you reviewed technical requirements. But did you talk to your users? Just as one diagnosis doesn’t fit all patients, one application’s approach doesn’t work for all users. Know who accesses your information and uses your applications. Only then choose your features. Using a case study of a multinational project covering four countries, 10 business units, and tens of thousands of content elements, we’ll explore personas, scenarios, and other user-centered techniques. We’ll look at identifying users as well as segregating content according to users and regulatory needs.
What was involved in this cases study?
First we analyzed the 10 business units and their approaches and definitions of business goals. Next we analyzed industry standards for medical devices and their usage.
But that wasn’t enough. We interviewed 40 people in 4 countries, and created an information architecture prototype. We then tested this prototype in hospitals, doctors’ offices, and on site where medical devices were in use.
Based on this contextual inquiry, we refined the architecture and our understanding of the users. Decisions were then made on what type of content would be both appropriate and legal for each user and in each country.
Only with a solid understanding of the users and their goals could we define a flexible, extensible, and usable information and content architecture.
Users, Usability & User Experience - at PodCamp Cleveland 2011Carol Smith
Presented at PodCamp Cleveland at the Cuyahoga Valley Career Center in Brecksville, Ohio on April 29, 2011 by Carol Smith of Midwest Research, LLC.
The gap between a good design and a great one can be bridged by understanding your users.
In this presentation find out the basics of usability and user experience.
Learn cheap and easy techniques to find out more about your users and improve your audience's experience.
Effective visuals will be introduced that can help you remember and share what you learn.
Technology Motivators and Usage in Non-Profit Arts OrganizationsCAMT
This presentation was given at the 2007 Americans for the Arts Convention by Carnegie Mellon\'s Center for Arts Management and Technology. The goal of this project was to identify and understand the motivations behind information technology decisions in arts organizations. These motivations and decision-making processes were applied to help explain why some arts organizations may lag behind other not-for-profit organizations in technology adoption. While the unequal distribution of technology is partially due to an organization’s financial standing and the availability of “risk capital,” these two factors alone cannot fully account for the present divide.
Our approach to storing and sharing user research assets that are accessible, useful, and help multiple teams working on different parts of an end to end service.
Users are Losers! They’ll Like Whatever we Make! and Other Fallacies.Carol Smith
Presented at CodeMash 2013.
If this sounds familiar it is time to make big changes or look for a new job. Failing your users will only end badly. In this session we look at the assumptions that are all-too-often made about users, usability and the User Experience (UX). In response to each of these misguided statements Carol will provide a quick method you can conduct with little or no resources to debunk these myths.
Accessibility In Government W S G Nov 2007Stamford
Ruth Ellison looks at some things to be aware of when implementing accessibility in an Australian Government context, from organisational level issues to people and technology challenges.
Ruth Ellison looks at some things to be aware of when implementing accessibility in an Australian Government context, from organisational level issues to people and technology challenges.
1. People in systems design IMD07101: Introduction to Human Computer Interaction Brian Davison 2009/10 With material from Kathy Buckner, Ian Smith and David Benyon
2. Agenda Ethics PACT framework Data collection techniques Contexts Activities Mental models PACT analysis Scenarios Personas
3. Ethics & codes of conduct Oxford English Dictionary definition of ethics: “moral principles governing or influencing conduct” Practitioners are governed by codes of conduct. Eg British Psychological Society ACM: Association for Computing Machinery British Computer Society Usability Professionals Association
4. Research involving more than minimal risk requiring explicit ethical clearance Vulnerable groups eg children, those with a learning disability, etc. Sensitive topics eg sexual behaviour, their illegal or political behaviour, etc. Groups where permission of a gatekeeper is normally required for initial access to members eg ethnic or cultural groups, native peoples, etc. Covert research Carried out without participants’ consent Access to records of personal or confidential information eg genetic or other biological information, etc Psychological stress, anxiety or humiliation or pain Intrusive interventions eg administration of drugs, vigorous physical exercise, etc.
5. Informed consent The nature of the study What the participants be required to do How long it will take Risks and benefits Voluntary participation and risk free withdrawal Use of data Confidentiality of data Compensation/reward for participation Results of study & contact details Contact details of researcher Use an Information Sheet and/or Consent Form
6. Legal frameworks Store personal data in accordance with Data Protection Act (1998) Completely anonymised data used for research purposes ‘may’ be exempt Store data securely; use it only for the purpose for which it was gathered; destroy it when no longer needed Includes paper as well as computer records; includes data that can be processed by computer eg CCTV recordings Can’t be transferred outside of EEA countries without consent of individuals Purpose of use must be identified when data is collected
7. What does this mean for HCI practitioners and researchers Show respect for people individual, cultural and role differences, including: age, disability, education, ethnicity, gender, language, national origin, race, religion, sexual orientation, marital or family status and socio-economic status. Obtain informedconsent Ensure there is no undue pressure to participate and that there are no penalties for withdrawing from study Anonymise results Keep the data secure (in accordance with DPA)
8. Usability Professionals Association: Code of Conduct Act in the best interest of everyone Be honest with everyone Do no harm and if possible provide benefits Act with integrity Avoid conflicts of interest Respect privacy, confidentiality, and anonymity Provide all resultant data http://www.upassoc.org/
9. People & HCI (PACT) Design Requirements analysis Evaluation From Benyon, Turner & Turner (2005), p 30
10. People Size, shape, reach… Cognitive characteristics What motivates, pleases and engages - affect Experience & expectations Language, culture… Not usually age or gender in themselves
13. System design example You work as a support engineer for an organisation which uses a range of office software. You’ve been asked to design an application for users to report computer problems via a new online logging system. There is an old logging system but no-one uses it and so the support desk is deluged with phone calls. How would you find out: the problems with using the current system how a new system could improve on this
14. Some possibilities What do users see as the difficulties with the existing reporting system? Interviews, questionnaires Watch people using the system Ask support desk staff What basic skills do users have? Part of interviews, questionnaires
15. Some more possibilities How often would the system be used, typically? Interviews and questionnaires again Possibly observation in offices Quantitative data from helpdesk Different user groups? Main types of problems reported by phone?
16. Techniques for obtaining user & activity data Observation Questionnaire surveys Interviews Very early prototyping Many techniques recur in evaluation
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20. Gathering information about users: questionnaires need very careful design and piloting closed questions rating scale easy to analyse open-ended questions harder to analyse richer information can use statistical analysis
21. very difficult very easy 1 2 3 4 5 6 7 Closed questions Is Dreamweaver easy to learn? yes no Rating Scale how easy is it to use Dreamweaver?
22. Open questions What was the easiest part of learning Dreamweaver? Write your answer in the box below.
23. Interviews Opportunistic information gathering vs. demands on interviewer Varying degrees of structure Structured interviewer can explain the questions (unlike written questionnaire) but interviewee is limited to pre-set replies Semi-structured Tell me about your typical day Tell me three good things about… …and three bad things What if you had three wishes to make the system better? What has gone wrong with the system recently? How did you cope? What else should we have asked about? Planning is essential
24. Extensions of interviews Using prototypes as part of the interview Getting users to talk as they work avoids people having to remember how they do things some things are easier to demonstrate than explain Focus groups can help to get people talking but also can inhibit comments
25. Artefact investigation & collection Artefacts - in HCI jargon, things used, processed or created in an activity Artefacts illustrate aspects such as what data must be processed how it is currently organised what’s important what instructions are needed many more subtle aspects of activities
26. Artefacts and the clues they provide Medical notes - instant clues as to the length of the patient’s history, how many different doctors have been involved, whether last consultant in a hurry… Post-it notes with instructions stuck to machines and PCs - what’s difficult to understand or remember
27. More examples Design engineers working together across different sites engineer’s ‘day book’ blueprints of the design Benefit claims processing system copies of blank and completed claim forms standard letters sent to claimants inter-office memos public information leaflet about the benefit
28. Getting the data collected for you... Records of help requests bug reports change requests Automatic usage logging User diaries of system use
31. Different contexts of use Activities always take place in some context ‘Context’ sometimes means things that surround an activity and sometimes what glues an activity together Physical environment is one sort of context ATM or ticket machine versus computer at home Social context is important Help from others, acceptability of certain designs Organisational context Power structure, changes in life style, de-skilling, etc.
39. Characteristics of different activities Temporal aspects To do with timing, frequency etc. Co-operation and Complexity Working with others or not Safety critical What problems happen if something goes wrong? Content What information and media are we dealing with?
40. Designing a ticket machine Waverley station is introducing a new system of automatic barriers. Now everyone will have to buy a ticket before they travel. Write down the characteristics of this activity Regular/infrequent? Peaks and troughs Interruptible? Response time Co-operation? Vague/well-defined? Safety critical? Errors? Data requirements Media
41. Different technologies Hardware and software to consider Input How to enter data and commands into the system. Suitability of medium for different contexts/activities Output Characteristics of displays - ‘streamy’ media versus ‘chunky’ media. Characteristics of the content. Also feedback is important Communication Between person and technology. Bandwidth, speed. communication between devices Content Functional systems versus systems more focused on content
42. Ticket Machine So, taking into consideration the contexts of use, the activities and the people. What technology will you design for the new ticket machines? Consider Input Output Communication Content
43. Ticket Machine ideas Input - need to specify destination, need to provide payment, need to specify ticket type Press button (depending how many stations). Have touch screen (gets greasy). Pay by mobile phone? Output - need to specify options, need to provide a ticket, need to say when complete. Ticket could be electronic or paper. Printing facility needed. Options as buttons, or menu items? Need to provide change? Communication - must be simple. Could be Bluetooth. Probably button presses are easiest Content - need to specify stations, but it could have lots of local information. Help with travel planning?
44. Mental models Also known as conceptual models… …mental models describe the ways in which we think about things - about how we conceptualize things. a key aspect of the design of technologies is to provide people with a clear model, … so that they will develop a clear mental model … but of course that depends on what they know already, their background, experiences, etc. etc.
46. Creating a mental model Designer The system image Technology Person using it has to work out how it works from interacting with the system image to develop the user’s mental model … has some idea about how it works… the ‘designer’s model’
47. Mental models Fill in the details that people don’t tell you I had a steak the other day… standard ‘scripts’ Are incomplete in that they don’t include all the details You could never know exactly what the designer knew Can be ‘run’ in that you use them in reasoning or remembering e.g. how many windows are there in your house/flat?
48. PACT Analysis Undertaking a PACT analysis is a useful starting point for design… Useful for both analysis and design Understanding the current situation Seeing where possible improvements can be made Envisioning future situations To do a PACT analysis, scope the variety of the P’s, A’s, C’s and T’s in the particular domain
49. Doing a PACT analysis How to identify the range of PACT elements in a domain? Brainstorming A group of you get together and talk through ideas and possibilities Do not dismiss ideas at first - anything goes! Do not put other people’s ideas down After you have a set of possibilities go through and weed out the more ridiculous ones Envisioning ideas Draw pictures, sketches, cartoons, cut out pictures from magazines and stick them on a board, etc. Work with relevant people Workshops, interviews, observations Write up as scenarios
50. Scenarios Scenarios are stories about people undertaking activities using technologies in contexts Develop conceptual scenarios that cover the main activities that the the technology has to support Develop concrete versions of these for specific designs of the technology For example - a conceptual scenario might say ‘Pete logs onto the computer And a concrete version might be ‘Pete clicks on the ‘log on’ icon’
51. Personas A Persona is a profile of an archetypical person in the domain Personas are synthesized from knowledge of real people in the domain Personas need to have goals - describe what they are trying to achieve Like scenarios, conceptual personas are abstract types - students, lecturers, etc. For design it is best to develop a few concrete personas who have hard characteristics such as age, interests, a name, etc. Try to bring the character alive - perhaps include a picture or two
52. Example Persona William is 70 yrs old retired bank manager. He is quite conversant with computers and latest technology and often uses them for e-mail and other uses. He has lived alone with his pet dog 'Tommie' for 4 years after his wife died of cancer. He had a good salary and owns many electronic gadgets and appliances. He is a good cook and normally cooks himself, although he orders take-aways occasionally. He is a Manchester United fan and likes to keep himself updated about the news in sports and politics. He is good natured and likes to watch comedy serials and chat with people. Recently he was diagnosed with diabetes and so has to visit his doctor regularly for checkups. Also he has to take precautions in his diet and take medicines on time. He loves his dog and look after it himself. He also keeps his garden green and tidy (which is also a hobby). He wants to enjoy his life and pursue his interests in his old age, but due to mental and physical degradation, he faces problems tackling everything himself and at times feels lonely and rather helpless.
53. Persona + Context setting Jan and Pat are a couple in their mid thirties. Pat is a university lecturer in Cultural Studies and Jan is an accounts manager at Standard Life insurance. They live in the Stockbridge area of Edinburgh, Scotland in a two-bedroom flat overlooking the river. It is 12.00 noon on August 15th. Jan and Pat are sitting in their large, airy kitchen/dining room. The remains of pizza and mixed salad mingles with a pile of newspapers on the kitchen table. Jan and Pat have recently returned from a holiday on the island of Zante and, apart from checking their e-mail, have not gone back to work. They decide that they would like to go to see one of the events that is happening as part of the Edinburgh Arts festival.
54. PACT analysis example - A system for controlling access to laboratories at a university People students, lecturers, technicians, people in wheel chairs, visitors, other ‘stakeholders’ e,g, cleaning staff, security Activities get security clearance; one step; well-defined; no co-operation; not safety-critical Contexts indoors, people carrying books, etc. Socially - alone or in crowd. Political issues? Technologies suitable for a small amount of data entered quickly. Very simple to use. Clear output that clearance is successful
55. PACT summary People demonstrate a wide range of knowledge, abilities and other characteristics. Their mental models of things are critical Activities have different characteristics which affect how we design to support them Contexts of use affect the suitability of different designs Technologies provide many opportunities for doing things differently Activities and the contexts in which they happen set requirements for the technologies which in turn provide new opportunities Doing a PACT analysis is a good way of understanding a situation; scope the Ps, As, Cs and Ts looking at the variety of each.
56. What’s next? Tutorial: Using PACT in the design process Practical: Prototyping with Powerpoint Use techniques – eg storyboards, PACT, scenarios, personas Next week: Bring your prototype to the tutorial on USB device Bring one laptop per group if possible Look in WebCT for details of the activities this week Check ahead to see what’s coming up
Editor's Notes
How regular of infrequent are the activities?E.g. making a call on a phone vs. changing the batterySearching the Web versus working on an Excel spreadsheetBusy times versus quiet timesContinuous set of actions, or can be interrupted?Designing so that people can ‘find their place’ again after an interruptionResponse time from the system100 ms for hand-eye coordination activity1 second for cause-effect activityOver 5 seconds and people quickly get frustratedCo-operative or not? Is awareness of others and what they are doing important?Are they well-defined or vague? Browsing versus doing something clear.Safety-critical issuesData requirementsLarge amounts of alphabetic data - e.g. writing small amounts of static, unchanging data - e.g. swipe cardsMedia requirementsNeed for video, text, colour, sound, etc.