The document provides a history of the field of human-computer interaction (HCI). It discusses how HCI has evolved in three waves, starting from a focus on usability and human factors in the early computers, to situated and contextual designs in the 1990s influenced by fields like activity theory, to the current focus on user experience, emotions, and cultural differences. Key developments discussed include early computers by Zuse and ENIAC, Sketchpad and the mouse, ubiquitous computing, the iPhone, and the potential role of technology working seamlessly as an integrated ecosystem in the future.
additional slides for Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
additional slides for Chapter 4: Paradigms
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 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/
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.
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
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 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/
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/
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.
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
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 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/
Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty will be working on design research concerning multi-touch interfaces during summer term 2008. Faces and history.
Chapter 15 Networks Read in this book Computer Science Illuminated, .pdfmohdjakirfb
Chapter 15 Networks Read in this book Computer Science Illuminated, Sixth Edition by Dale
and Lewis p.501-510 & 525, then answer the following:
1. What is a protocol in the context of computer networks?
2. Which LAN topology requires the most wiring: the ring, star, or bus? Explain your reasoning.
3. How do you think our lives would be different if Doug Engelbart’s contribution to computing
never happened?
Solution
1)PROTOCOL:
When computers communicate with each other, there needs to be a common set of rules and
instructions that each computer follows. A specific set of communication rules is called a
protocol. Because of the many ways computers can communicate with each other, there are
many different protocols -- too many for the average person to remember. Some examples of
these different protocols include PPP, TCP/IP, SLIP, HTTP, and FTP.
Protocol, in computer science, a set of rules or procedures for transmitting data between
electronic devices, such as computers. In order for computers to exchange information, there
must be a preexisting agreement as to how the information will be structured and how each side
will send and receive it. Without a protocol, a transmitting computer, for example, could be
sending its data in 8-bit packets while the receiving computer might expect the data in 16-bit
packets. Protocols are established by international or industry wide organizations. Perhaps the
most important computer protocol is OSI (Open Systems Interconnection), a set of guidelines for
implementing networking communications between computers. Among the most important sets
of Internetprotocols are TCP/IP, HTTPS, SMTP, and DNS.
2) Star topology requires the most wiring:
In the star topology, cable segments from each computer are connected to a centralized
component called a hub. Signals are transmitted from the sending computer through the hub to
all computers on the network. This topology originated in the early days of computing when
computers were connected to a centralized mainframe computer.
3) Douglas Carl Engelbart (January 30, 1925 – July 2, 2013) was an American engineer and
inventor, and an early computer and Internet pioneer. He is best known for his work on founding
the field of human–computer interaction, particularly while at his Augmentation Research Center
Lab in SRI International, which resulted in the invention of the computer mouse, and the
development of hypertext, networked computers, and precursors to graphical user interfaces.
These were demonstrated at The Mother of All Demos in 1968. Engelbart\'s Law, the
observation that the intrinsic rate of human performance is exponential, is named after him.
Engelbart created the first primitive windowing concept with NLS, but the main way I think his
idea was influential was in using a combination of input devices (keyboard with mouse) with a
graphical user interface whose primary role was allowing people to enter, structure, manipulate,
format, and share text combined with gra.
If you don't know where you want to go it doesn't matter which road you takeAgnieszka Szóstek
Is design truly able to change the world? Only if there is a good plan. In my keynote for UX Poland 2019 I discuss the elements of a good design strategy: differentiation, obliquity, infinity and underpromise. Because if you truly want to be noticed and loved, you need to be “…mad, bonkers, off your heard..” - because all the great companies are.
The educational model for anything (also languages) needs to change to fit into today's world. There are plenty of alternatives but how about entertaining one of them: bringing the act of teaching languages to the background while letting students solve great problems in the foreground? Because the languages are not about the grammar. They are about communication.
After almost two decades, the Experience Economy is slowly becoming a fact. Designers have a crucial role to play in making this agenda happen. But in order to do so, we need to change how we approach the design challenges. We need to stay curious, open, collaborative and most of all humble and relaxed.
Map of design research, czyli o badaniach które badaniami nie są, ale jednak ...Agnieszka Szóstek
Od lat, kiedy pojawiam się gdzieś z wynikami design research, słyszę pytanie: kiedy wreszcie zrobisz prawdziwe badania? Główna różnica między badaniami marketingowymi a badaniami projektowymi leży w tym, że badania marketingowe opisują taki, jak jest, natomiast badania projektowe mają na celu zrozumieć, czego ludzie potrzebują i o czym marzą w odniesieniu do przyszłości. Kolejna z różnic dotyczy tego, że badania marketingowe służą do tego, żeby jak najbardziej precyzyjne opisać świat w celu unaocznienia, na przykład, decydentom, jak ten świat ewoluuje i się zmienia, natomiast design research jest narzędziem inspirującym projektantów do tworzenia rozwiązań odpowiadających nie na powierzchowne problemy użytkowników ale na ich, często nieuświadomione, potrzeby. W swojej prezentacji opowiem skąd się wziął design research, jak go warto rozumieć, gdzie się styka z badaniami marketingowymi i do czego może służyć.
Osoby, które chciałyby posłuchać więcej zapraszam na: https://www.youtube.com/watch?v=AOj09iKidlw&index=9&list=PLNHIrIczdcaoFe_KiXApsC4gvXPNTTQik
Ognisty romans czy małżeństwo z rozsądku? – czy skala NPS faktycznie odzwierc...Agnieszka Szóstek
W ramach przygotowania strategii Customer Experience pojawiło się wiele pytań odnoszących się zarówno do wartości skali NPS jako ogólnego miernika CX jak i tego, czy w Polsce poziom sentymentu reprezentowany przez NPS faktycznie odzwierciedla emocjonalny poziom zaangażowania klienta w markę. Łącząc siły oraz doświadczenie specjalistów UX oraz badań marketingowych, stworzyłyśmy dość nietypowe badanie ilościowo- jakościowe. Na panelu badawczym online poprosiłyśmy 599 klientów wszystkich operatorów telefonii komórkowej w Polsce, żeby napisali do swojego operatora list miłosny, rozwodowy lub ostrzegawczy. Celem tego ćwiczenia była próba zebrania materiału do semantycznej analizy sentymentu wobec operatora. W ramach badania poprosiłyśmy także o ocenę operatora na skali NPS, co pozwoliło nam zrozumieć poziom emocjonalnego zaangażowania na różnych poziomach. Wyniki okazały się o tyle zaskakujące, że pokazały, że Polacy potrafią zarówno kochać, jak i nienawidzić dostawców telefonii komórkowej i nie mają specjalnie problemu z wyrażaniem swoich emocji. Nasze wyniki pokazują, że skala NPS jest adekwatna do polskiego temperamentu i że nie należy jej w Polsce zmieniać, żeby ją dopasować do narodowej skali emocjonalnej.
Chociaż obie zdaje sobie sprawę z ograniczeń i niedoskonałości wskaźnika NPS jako jedynej prostej odpowiedzi na wszystkie pytania związane z Customer Experience to wierzymy, że nasze wyniki rozwiewają choć jeden z problemów z nią związanych.
Klienci jako najwdzięczniejsze źródło zmiany w biznesieAgnieszka Szóstek
Na konferencji "Be the change" organizowanej przez Sieć Przedsiębiorczych Kobiet opowiadałam o tym , jak nasze poczucie eksperckości utrudnia nam otwarcie się na wiedzę o klientach i użytkownikach i jak w niedrogi sposób można poszukać odpowiedzi na pytania dotyczące tego, czy aby na pewno dostarczamy właściwe rozwiązania.
Przez 200 lat edukacja wyższa w zasadzie się nie zmianiała. Jeśli dziewietnastowieczny profesor stanąłby w dzisiejszym audytorium doskonale widziałby, co robić, ponieważ afordancja uniwersystecja jest od dekad niezmieniona. Jednak, czas zmian niesustannie nadchodzi. Wiele uczelni na świecie już się zmieniło lub zmienia. W mojej prezentacji chciałabym pokazać model edukacyjny wydziału wzornictwa przemysłowego na Politechnice w Eindhoven. Pokazuje on, jak w inny sposób mozna myśleć o budowaniu modeli edukacyjnych w szkolnictwie wyższym.
When approaching the design of a solution that aims to engage users on the emotional level, even a shiniest functionality will not be enough. People are not expecting the technological fireworks anymore, they would like their products and services to flow and to help them feel better about themselves. It is not an easy task from the design perspective. As a designer you need to stop thinking about the design elements (at least for a moment). You even need to stop thinking about the activity you want to engage your users in (also for a moment:). Try to imagine what memory you would like your users to have after they used your design. Again, it is not easy: experiences are subjective, momentary and contextual. The same service at a different moment might deliver a different emotional engagement. Yet, if you do not attempt to think of the experience, you will leave it at random. With my presentation I wanted to show that there are ways to start thinking about and designing for human experiences.
25 przykładów na to, że da się robić dobre Customer Experience w PolsceAgnieszka Szóstek
Jakiś czas temu prowadziłam warsztaty, gdzie postanowiłam spróbować zebrać historie opisujące dobre doświadczenia klienckie w Polsce. Trochę się bałam, że zbiorę więcej złych niż dobrych historii, ale okazało się, że poszło całkiem nieźle. Powstała z tego dwadzieścia pięć krótkich opowiadań, którymi chciałabym się z wami podzielić. Mam nadzieję, że niektóre z nich posłużą jako inspiracja do waszych działań projektowych. Bo, jak zobaczycie, nie trzeba być wielkim, żeby móc dowozić super doświadczenia.
Design w polityce publicznej czyli jak skutecznie wdrożyć innowację.Agnieszka Szóstek
This presentation as given at the conference organized by the Polish Agency for Enterprise Development. It aimed to stress out the importance of investing in design based start-ups in Poland. I wanted to put up an argument that rather than investing in companies with predefined solutions that may not hold in the next few years it might be also worthwhile to sponsor companies that find an interesting problem to solve and promise an iterative design-based approach. I also wanted to show how investment in design increases the chances for investment turn-over.
Inspirations from Engaging Information and Warning Boards found in New Zealan...Agnieszka Szóstek
Prezentacja ta powstała jako inspiracja dla polskich parków narodowych pokazująca jak inaczej można myśleć o przygotowaniu treści na tablice informacyjne i ostrzegawcze. Mimo, że tablice są typowo parkowe, mam nadzieję, że zebrane przykłady przydadzą się także innym instytucjom przygotowujący, tego typu tablice. Prezentacja jest przygotowana w języku polskim, ale ponieważ przedstawione w niej tablice są anglojęzyczne, mam nadzieję, że przydadzą się także osobom spoza Polski.
The idea behind this project was to find inspirations for engaging information boards for Polish National Parks. But I believe the audience in wider spanning any organization making such boards. This presentation is mainly in Polish although the presented boards are in English so support international inspiration as well.
As the second part of the lecture on qualitative data analysis we discussed the need to cross-validate the collected insights. In this presentation I show what are the different approaches to data triangulation and how I applied them in my research work.
Qualitative data analysis: many approaches to understand user insightsAgnieszka Szóstek
The fifth lecture at HITLab, Canterbury University in New Zealand was all about how important it is to run a proper analysis of the qualitative data. We discussed the value in looking at data from individual (phenomenological) perspective versus combined (reductionist) perspective. But we agreed that regardless of the chosen approach it is crucial to look at the data from more than just one perspective to be sure the interpretation is not biased by researcher's on view of the world.
This is the second part of my fourth lecture at HITLab, Canterbury University, Christchurch, New Zealand about user research. I am presenting the three levels of understanding user needs and the methods that correspond with investigating these needs. The idea is to show how different methods enable a designer to dig for different insights and how to conduct exemplary studies for each type of the method.
User Research: trying to answer the why and how questionsAgnieszka Szóstek
This is the first part of my fourth lecture at the HITLab, Canterbury University in New Zealand. As a design practitioner I am frequently getting a question from other practitioners, why would they do user research in the first place. Once I manage to convince them why it makes sense, the follow up question typically regards the issue of choosing the right people for that research. In this presentation I am trying to highlight two different approaches to user research, which I will describe in more detail in the next presentation.
This is the third lecture about contextmapping given for the experience design master class at HITLab, Canterbury University in New Zealand. Contextmapping is an important exercise in the early design phase when the designer needs to confront his / her assumptions with the real world the users live in. It is a great preparation for user research.
This is my second lecture about experience design at HITLab i Ne Zealand. As designers we have this amazing opportunity to change the world, thus, in fact, we always design for the future and not the present. I believe that it is crucial to understand the changes that transform our societies not only from the economical or social perspective but also from the technological one. Trends allow us to see what the future could be like and provide inspiration to change it in a way be trust would be the best.
little things that matter. using cultural probing to design a new invoice for...Agnieszka Szóstek
We have applied Cultural Probe to conduct a study about the perception of invoices for Polish Telecom: Play. In the presentation we present all elements of the probe to inspire others to put design into research tools not only into final products. It truly pays off.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
21. the word: computer was first recorded
to be used in1613
by R. B. Gent
in Yong Mans Gleanings
“I haue read the truest computer of Times, and the best
Arithmetician that euer breathed, and he reduceth thy
dayes into a short number.”
(source: Oxford Dictionary)
22. the word first was applied to human computers:
people who performed calculations
often as employment
23. Konrad Zuse (1910-1995)
- 1936: construction of an automatic
machine (Z1) with a binary
mechanical memory, a mechanical
calculation unit and a
programming unit
- 1939: construction of a Z2 version
with a still mechanical memory but
with a relay-operated
electromechanical calculating unit
- 1941: an electromechanical
computer (Z3) submitted in to an
audience of engineers and
scientists
- 1944: construction of Z4 with a
mechanical memory
- up to 1951 this machine remained
the only working computer in
Europe
24. ENIAC (1943) - the first electronic numerical integrator
and computer in the US
33. - computer scientists interested in changes in ways people
interact with information systems
- psychologists interested in implications of these changes
34. - rigid guidelines
- focus on the ergonomics and human factors
- anthropometry, mainly quantitative
- interaction between a single person and a computer
- lab studies
- task-oriented experiments
- usability testing and experimental psychology
37. 1995
Jakob Nielsen's
10 general principles
for interaction design
called "heuristics"
as they are
broad rules of thumb
and not specific
usability guidelines
38. Some fundamental problems:
- experimental setups capable of explaining
behaviors in constrained situations
- difficult to generalize to new contexts and tools
- ecological considerations
- impossible to analyze group behavior
40. - “from human factors to human actors”(Bannon, 1986)
- focused on theory on work settings and interaction
within communities of practice
- situated action, distributed cognition and activity theory
as important sources of theoretical reflection
- field studies, more and more qualitative
- context based
- rigid guidelines, formal methods, and systematic testing
exchanged for proactive methods such as participatory
design workshops, prototyping and contextual inquiries
48. - expanding the reach to homes and larger
environments
- wide technology application
- working on emotions and experiences
- users as active participants and not passive subjects
- importance of cultural differences
- following a solid design process
- non-rational thinking supported (intuition, talent, etc.)
- design as a way to innovate
- phenomenology
84. references
Sharp, Helen. Interaction design. John Wiley & Sons, 2003.
Koskinen, Ilpo, et al. Design research through practice: From the
lab, field, and showroom. Elsevier, 2011.
Norman, Donald A. The design of everyday things. Basic books,
2002.
Norman, Donald A. Emotional design: Why we love (or hate)
everyday things. Basic books, 2004.
Buxton, Bill. "The long nose of innovation." Insight 11 (2008): 27.
Bødker, Susanne. "When second wave HCI meets third wave
challenges." Proceedings of the 4th Nordic conference on Human-
computer interaction: changing roles. ACM, 2006.
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