Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Abstract
Human–computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use. The field formally emerged out of computer science, cognitive psychology and industrial design through the 1960s, formulating guidelines for the development of interactive computer systems highlighting usability concerns for improved interfaces. Computing devices are becoming more prevalent and integrated into both our social and work spaces.HCI therefore plays an important role in ensuring that computer systems are not only functional but also respect the needs and capabilities of the humans that use them.
HCI encompasses not only ease of use but also new interaction techniques. It involves input and output devices and the interaction techniques that use them; presentation of information, control and monitoring of computer’s actions and the processes that developers follow when creating interfaces. In this seminar, emphasis is laid on the movement of a user’s eyes which can provide a convenient, natural, and high-bandwidth source of additional user input. Some of the human factors and technical considerations that arise in trying to use eye movements as an input medium and the first eye movement-based interaction techniques are discussed in this section.
AYUSHA PATNAIK,
SEM - 6th
TRIDENT ACADEMY OF TECHNOLOGY,
BBSR
Introduction to Human Computer InteractionSyira Azhari
1. Meaning of HCI.
2. The difference between the terms “User Interface (UI)” and “Human Computer Interaction (HCI)”.
3. The importance of HCI.
4. HCI and its evolution.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Abstract
Human–computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use. The field formally emerged out of computer science, cognitive psychology and industrial design through the 1960s, formulating guidelines for the development of interactive computer systems highlighting usability concerns for improved interfaces. Computing devices are becoming more prevalent and integrated into both our social and work spaces.HCI therefore plays an important role in ensuring that computer systems are not only functional but also respect the needs and capabilities of the humans that use them.
HCI encompasses not only ease of use but also new interaction techniques. It involves input and output devices and the interaction techniques that use them; presentation of information, control and monitoring of computer’s actions and the processes that developers follow when creating interfaces. In this seminar, emphasis is laid on the movement of a user’s eyes which can provide a convenient, natural, and high-bandwidth source of additional user input. Some of the human factors and technical considerations that arise in trying to use eye movements as an input medium and the first eye movement-based interaction techniques are discussed in this section.
AYUSHA PATNAIK,
SEM - 6th
TRIDENT ACADEMY OF TECHNOLOGY,
BBSR
Introduction to Human Computer InteractionSyira Azhari
1. Meaning of HCI.
2. The difference between the terms “User Interface (UI)” and “Human Computer Interaction (HCI)”.
3. The importance of HCI.
4. HCI and its evolution.
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 8: Implementation support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human computer interaction 3 4(revised)emaan waseem
human computer interaction Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 10: Universal design
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 20: Ubiquitous computing and augmented realitiesAlan Dix
Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
All online services and apps are heading for more satisfied users. Good news, most web workers already know that a good UX is a key factor for success. But how to build an easy to use product?
Find my thoughts about my "personal UX challenge"...Feel free to like and share..
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 8: Implementation support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human computer interaction 3 4(revised)emaan waseem
human computer interaction Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 10: Universal design
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 20: Ubiquitous computing and augmented realitiesAlan Dix
Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
All online services and apps are heading for more satisfied users. Good news, most web workers already know that a good UX is a key factor for success. But how to build an easy to use product?
Find my thoughts about my "personal UX challenge"...Feel free to like and share..
At the MESH Camp in Berlin - the medical enterpreneur startup hospital - I had the possibility to show my top 25 Growth Hacks for all Healthcare startups. Hopefully everybody can find at least a handful ideas that can be implemented immediately. If not, let me know ;-)
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Best Practice For UX Deliverables - Eventhandler, London, 05 March 2014Anna Dahlström
TAKE THIS WORKSHOP ONLINE & GET 20% OFF WITH CODE 'SLIDESHARE'
https://school.uxfika.co/p/best-practice-for-ux-deliverables/?product_id=325265&coupon_code=SLIDESHARE
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Slides from my 'Best practice for UX deliverables' workshop that I ran for Eventhandler in London on the 05th of March 2014.
http://www.eventhandler.co.uk/events/uxnightclass-uxdeliverables3
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Please note that for copyright reasons & client privacy the examples in this presentation are slightly different than from the workshop. The examples included are for reference only in terms of what I talked through in the 'Good examples' section.
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ABSTRACT
Whilst the work we do is not meant to be hanged on a wall for people to admire, nor is meant to be put in a drawer and forgotten about. Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Who is it for?
This workshop is suitable for anyone starting out in UX, or who's worked with it for a while but is looking to improve the way they present their work.
What you'll learn
In this hands on workshop we'll walk through real life examples of why the UX of UX deliverables matter. We'll cover how who the reader is effects the way we should present our work, both on paper and verbally, and how to ensure that the work you do adds value. Coming out of the workshop you'll have practical examples and hands on experience with:
// How to adapt and sell your UX deliverable to the reader (from clients, your team, in house and outsourced developers)
// Guiding principles for creating good UX deliverables (both low and high fidelity)
// Best practice for presentations, personas, user journeys, flows, sitemaps, wireframes and other documents
// Simple, low effort but big impact tools for improving the visual presentation of your UX deliverables
This lecture provide a detail concepts of user interface development design and evaluation. This lecture have complete guideline toward UI development. The interesting thing about this lecture is Software User Interface Design trends.
User Experience & Design…Designing for others…UEDPreeti Chopra
User-centered design (UCD) techniques,
Simplification of technology as per user’s needs,
User is right,
User testing,
Information architecture,
Interaction design,
ui,
ued
ux
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
3. Human Computer interaction (HCI) is characterized as a
dialogue or interchange between the human and the computer
because the output of one serves as the input for the other in an
exchange of actions and intentions.
HCI is the study of interaction between people (users) and
computers.
Human Computer Interaction is concerned with the design,
evaluation and implementation of interactive computing
systems for human use and with the study of major phenomena
surrounding them.
Human Computer Interaction (HCI) is an interdisciplinary field
in which computer scientists, engineers, psychologists, social
scientists and design professional play important roles.
5. HCI tackles questions concerning how people interact
with computers
◦ Are computers intuitive or complicated?
◦ Are computers rewarding or frustrating?
◦ How can computers be made accessible to everybody (e.g.
different physical abilities, different languages etc.)?
◦ To what level can computer interaction be standardized?
◦ Are computers “user-friendly”?
◦ What does it mean to be “user-friendly”?
6. Human
Computer
Interaction
The goal of HCI is to improve the interaction between
users and computers by making computers more user-
friendly and receptive to the user's needs.
7. Card, Moran and
Newell (1983),
described the Model
Human Processor
(MHP)
A simplified view of the
human processing
involved in interacting
with computer system.
8. Interacting with technology is cognitive.
Human information processing referred to as cognition
Human cognition process is involved when interacting with system, like
attention, perception and recognition, memory, learning, reasoning,
problem solving and decision making.
Need to take into account cognitive processes involved and cognitive
limitations of users.
Provides knowledge about what users can and cannot be expected to do.
Identifies and explains the nature and causes of problems users encounter.
Supply theories, modelling tools, guidance and methods that can lead to the
design of better interactive products.
Must consider what are users good and bad at?
9.
10. communication
user system
Interaction refers to a dialogue generated by the command and
data, input to the computer and the display, output of the
computer and the sensory/perceptual input to the human and
motor response output of the human.
There are number of ways in which the user can communicate
with the system, batch input, direct manipulation etc.
11. Interface is made up of a set of hardware devices and
software tools from the computer side and a system
of sensory, motor and cognitive processes from the
human side.
Interaction takes place at the Interface,
12. Norman’s model concentrates on user’s view of the
interface
Seven stages
◦ user establishes the goal
◦ formulates intention
◦ specifies actions at interface
◦ executes action
◦ perceives system state
◦ interprets system state
◦ evaluates system state with respect to goal
13. execution/evaluation loop
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
system
evaluationexecution
goal
14. execution/evaluation loop
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
system
evaluationexecution
goal
15. execution/evaluation loop
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
system
evaluationexecution
goal
16. execution/evaluation loop
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
system
evaluationexecution
goal
17. User interface: User interfaces mediate the interaction (dialog)
between humans and computers.
The User Interface today is often one of the most critical factors
regarding the success or failure of a computer system
[[
Good UI design:
◦ Increases efficiency
◦ Improves productivity
◦ Reduces errors
◦ Reduces training
◦ Improves acceptance
19. “Today, user needs are recognized to be important in
designing interactive computer systems, but as
recently as 1980, they received little emphasis.”
J. Grudin
A balance of two key features is needed for an
effective user interface
◦ Expressive: ability to achieve specific tasks efficiently
◦ Intuitive: ease of use, degree of effort required to learn
21. • Command entry: human user issues commands directly
to the computer.
• Many different options customize commands (expressive).
• Requires user to learn large numbers of commands and
options (not intuitive).
22. • Menu interface: commands
organized into logical groups
(more intuitive than command
entry)
• A submenu can be used to present
further related list of sub-functions
or options
• Menu structure limits range of
options (less expressive than
command entry)
• Restricted form of WIMP
23. • Form interface: presents
specific questions to which a
user must respond in order to
perform some task.
• Intuitive, since users are led
step by step through
interaction.
• Not expressive, since form
allows access to only a few
specialized commands
24. • WIMP: stands for windows, icons, menus, pointers
• WIMP interfaces are familiar as they are the basis of
most desktop-computer operating systems
25. Question/answer and query dialogue
Point and click
Direct Manipulation
Three–dimensional interfaces
Gesture Recognition
Gaze Detection
Speech and Speaker Recognition
Pen based Interaction
Motion Tracking sensors and Digitizers
Taste and smell sensors
26. ◦ Simple and natural dialogue
◦ Speak the user’s language
◦ Minimize user’s memory load
◦ Provide feedback
◦ Provide clearly marked exits
◦ Provide shortcuts
◦ Deal with errors in a positive manner
◦ Provide help
27. Example: Speak the users’ language
Terminology based on users’ language for task
◦ e.g. withdrawing money from a bank machine
Use meaningful mnemonics, icons & abbreviations
◦ e.g File / Save
28. Example: Minimize user’s memory load
Computers good at
remembering,
people are not!
Promote
Recognition over
Recall
◦ menus, icons, choice
dialog boxes vs.
commands, field
formats
◦ relies on visibility of
objects to the user
(but less is more!)
29. Example : Provide feedback
Continuously inform the user about
◦ what it is doing
◦ how it is interpreting the user’s input
◦ user should always be aware of what is going on
Multiple files being copied,
but feedback is file by file.
30. HCI has traditionally been about designing efficient and effective systems.
Well-designed interfaces can elicit good feelings in users.
Expressive interfaces can provide comforting feedback.
Badly designed interfaces make people angry and frustrated.
Emotional interaction is concerned with how we feel and react when
interacting with technologies.
Emotional interaction is concerned with how interactive systems make
people respond in emotional ways.
Relaxed users will be more forgiving of shortcomings in design.
Aesthetically pleasing and rewarding interfaces will increase positive
affect.
31. User interfaces should be designed to match the skills, experience
and expectations of its anticipated users.
System users often judge a system by its interface rather than its
functionality.
A poorly designed interface can cause a user to make terrible errors.
Poor user interface design is the reason why so many software
systems are never used.
Designers should be aware of people’s physical and mental
limitations (e.g. limited short-term memory) and should recognise
that people make mistakes.
32. One of the key concepts in HCI.
It is concerned with making systems easy to learn
and use
Easy to learn
Easy to
remember
how to use
Effective to
use
Efficient to
use
Safe to use
Enjoyable to
use
A Usable system is:
33. Understand
•The factors
that
determine
how people
use
technology
Develop
•Tools and
techniques
to enable
building
suitable
systems
Achieve
• Efficient,
effective,
and safe
interaction
Put People 1st
•Their needs,
capabilities and
preferences for
conducting various
tasks should direct
developers in the
way that they
design systems
•People should not
change their way
they use the
system to fit with
it, instead system
should match their
requirements
In order to produce computer system with good usability;
Developers must attempt to
The long term goal:
To design systems that minimize the barrier between the human’s
cognitive model of what they want to accomplish and the
computer’s understanding of the user’s task
34. Why is usability important?
Poor usability results in
◦ anger and frustration
◦ decreased productivity in the workplace
◦ higher error rates
◦ physical and emotional injury
◦ equipment damage
◦ loss of customer loyalty
◦ costs money
35.
36. The technology should be invisible, hidden from sight. To
develop information appliances that fit people's needs and
lives. To do this companies must change the way they develop
products.
They need to start with an understanding of people: user needs
first, technology last-- the opposite of how things are done
now.
Now, computers become pervasive. They are
embedded in everyday objects……
Users do not care about what is inside the box,
as long as the box does what they need.
37. Pervasive Computing
Pervasive Computing is a post-desktop model of human-computer
interaction in which information processing has been thoroughly
integrated into everyday objects and activities.
In the course of ordinary activities, someone “using” pervasive
computing engages many computational devices and systems
simultaneously, and may not necessarily even be aware that they are
doing so… More formally, pervasive computing is defined as
“machines that fit the human environment instead of forcing
humans to enter theirs”.
38. The latest research in HCI field is unmistakably Pervasive
Computing.
The term which often used interchangeably by ambient
intelligence refers to the ultimate methods of Human Computer
Interaction that is the deletion of a desktop and embedding of
the computer in the environment so that it becomes invisible to
humans while surrounding them everywhere hence the term
ambient.
39. Pervasive Computing
◦ single user ---> groups and larger organizations
◦ traditional desk top ---> computational power in
the environment
◦ user search out computer ---> interface locates and
serves user
40. Enabling Technologies:
Processing
- cheaper, faster, smaller, more energy efficient
Storage
- big, fast, and smaller in size
Networking
- global, local, ad hoc, low power, high bandwidth, low
latencies
Sensors
-types, speed, accuracy, price and robustness (strength)
Display
-Projection, flexible materials, low power
Actuators
-Computer controlled
41. “We already have a critical mass of devices and
wireless networks. The next step is to make those
devices aware of how humans work and to get them
to adapt to their habits.”
Bo Begole, a ubicomp expert at Xerox PARC
42. Trying to visualize a new way of thinking about computers in
the world, one that takes into account the natural human
environment and allows the computer themselves to vanish into
the background.
Smart spaces and mobile device (interface )
Rich Media Natural HCI (interaction)
Pervasive software infrastructure (computing)
Sensor network (networking)
43. Natural Interface
-Human speech, Gestures, Hand writing recognition
Context Awareness
-Location Aware
-Computing Platform
Automatic Capture and Access
-Live experience record
44. Human Computer Interaction 3rd edition by Alan Dix
www.hcibook.com/e3/slides
Interaction Design: Beyond human Computer Interaction third Edition
Slides
www.id-book.com/
Human Computer Interaction in Pervasive Computing .pdf, Session4.1--
Yuanchun Shi
Charting Past, Present, and Future Research in Ubiquitous Computing .pdf
by: GREGORY D. ABOWD and ELIZABETH D. MYNATT
Georgia Institute of Technology
Editor's Notes
Note: Donald Norman; a professor emeritus of cognitive science at University of California, San Diego and a Professor of Computer Science at Northwestern University. Donald Norman is an academic in the field of cognitive science, design and usability engineering and a co-founder and consultant with the Nielsen Norman Group.