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HUMAN COMPUTER
INTERACTION
BY : MUHAMMAD FAHIM RANA
LECTURE
3-4
HCI
 OPEN YOUR EYES
 OPEN YOUR MIND
 CHANGE THE WAY YOU THINK ABOUT HUMAN AND COMPUTER
 HOW THEY INTERACT WITH EACH OTHER
What is the believe of
Engineers??
Engineers Belief
 Engineers believe that since they made it (System/Software), they can use it,
therefore everyone can use it
 “If Engineers can use it, You (others) can use it. If you can’t, YOU must be
STUPID”
 “Users are stupid” – anonymous
 “Users are dummies” – anonymous
That’s why, Engineers approach is different when they made any computer
based system
What is the Goals of
Engineers??
Engineers Belief
 To make a system work
 A device which has features and they work, work reliably, maintained easily,
and it does not have any flaws in the internal working of system.
 “Users are stupid” – anonymous
 “Users are dummies” – anonymous
That’s why, Engineers approach is different when they made any computer
based system
HCI – A Definition
“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
Human-Computer Interaction
HumanComputer
Interaction
User ExperienceUsability
Interface
Goals of HCI
 The term Human Computer Interaction (HCI) was adopted in the mid-1980s as
a means of describing this new field of study.
 This term acknowledged that the focus of interest was broader than just the
design of the interface and was concerned with all those aspects that relate
to the interaction between users and computers.
 The goals of HCI are to produce usable and safe systems, as well as functional
systems.
 These goals can be summarized as ‘to develop or improve the safety, utility,
effectiveness, efficiency and usability of systems that include computers.
 it refers not just to the hardware and software but to the entire environment
Goals of HCI
 be it organization of people at work at, home or engaged in leisure pursuits---
that uses or is affected by the computer technology in question
 Improving effectiveness and efficiency are self-evident and ubiquitous
objectives.
 The promotion of safety in relation to computer systems is of top importance
in the design of safety-critical systems.
 Usability, a key concept in HCI, is concerned with making systems easy to
learn and easy to use.
 Poorly designed computer system can be extremely annoying to users, as you
can understand from above described incidents
Goals of HCI
 Part of the process of understanding user’s needs, with respect to designing
an interactive system to support them, is to be clear about your primary
objective.
 Is it to design a very efficient system that will allow users to be highly
productive to their work, or is to design a system that will be challenging and
motivating so that it supports effective learning, or is it some thing else?
 We call these talk-level concerns usability goals and user experience goals.
 Usability goals are concerned with meeting specific usability criteria (e.g.,
efficiency)
 User experience goals are largely concern with explicating the quality of the
user experience.
Goals of HCI
 When a human interact with a computer or computer based system, this
human feels some experience
 This is called User Experience
 Human interact with system with an interface
 Hardware Interface
 Software Interface
 There are different attributes of interface, one of them is usability.
 Any Real life Example???
The Shopping Analogy
 Types of experiences
 Good or Bad
 Every user is unique
 Experiences are unique
User Experience – A Definition
 The user experience is the universal combination of everything that the user
 Sees
 Touches
 Feels
 Interacts with
Good and Bad Experiences
Good experience
Bad experience
Frustration
Dislike
Anger
Satisfaction
Happiness
Excitement
Usability - Abstract-level Constituents
Ease of Use
(Could I use it?)
+
Usefulness
(Would I use it?)
(Should I get any benefit)
Usability
 Ensuring that interactive products are easy to
learn, effective to user and enjoyable from the
user’s perspective
Perspective ?
 People perceive the same item in different ways
 What do you see in the Image ?
Usability & User Experience
User Experience Goals
Usability
Goals
Usability Goals
 Effectiveness
 Efficiency
 Safety
 Utility
 Learnability
 Memorability
Effectiveness
Effectiveness
 How good the system is at doing what it is supposed to do
 iDrive system being effective since it would perform all the tasks
 Porsche example the system was effective enough to detect the
high intake of Air in Fuel system
 The Alarm clock is effective in the way that it would play music in
exactly the same way it is supposed to
 Are these systems really effective ? Think again !!
 Main goal of HCI is to evaluate things from the User’s
perspective
Efficient
Efficient
 The way system supports its users in carrying out their
tasks
 Does the product help users sustain a high level of
productivity?
 A website require ten clicks to search any information
 Another website require only three clicks to search the same
information
Which one is efficient??
Safety
Safety
 Protecting the user from dangerous conditions and
undesirable situation
 Which of the Cases we discussed earlier you think was the
most unsafe ?
 Plane
Safety
 x-rays machines or chemical plants---operators should be able to interact with and
control computer-based system remotely.
 The second aspect refers to helping any kind of user in any kind of situation avoid
the danger of carrying out unwanted action accidentally.
 Preventing the user from making serious error by reducing the risk of wrong
keys/buttons being mistakenly activated (an example is not placing the quit or
delete-file command right next to the save command on a menu.) and
 Providing users with various means of recovery should they make errors. Save
interactive systems should engender confidence and allow the users the opportunity
to explore the interface to carry out new operations.
Safety ok
Utility
Utility
 System providing the right kind of functionality so that the user can do what
they want
 An example of a system with high utility is an accounting software package
providing a powerful computational tool that accountants can use to work out
tax returns.
 An example of a system with low utility is a software drawing tool that does
not allow users to draw free hand but forces them to use a mouse to create
their drawings, using only polygon shapes
Learnability
Learnability
 How easy a system is to learn to user
 It is well known that people do not like spending a long time learning how to
use a system. They want to get started straight away and become competent
at caring out tasks without to much effort.
 Ten Minute Rule (Jacob Neilson)
 Was iDrive easy to Learn
 Simple Device VCR
 Task 1: Learning to Play
 Task 2: Pre-Record Two Programs
Memorability
Memorability
 How easy the system is to remember once learnt
 It refers to how easy a system is to remember how to use, once learned.
 This is especially important for interactive systems that are used infrequently.
 If users haven’t used a system or an operation for a few months or longer,
they should be able to remember or at least rapidly be reminded how to use
it.
 Users shouldn’t have to keep relearning how to carry out tasks.
Memorability
 There are many ways of designing the interaction to support this.
 For example, users can be helped to remember the sequence of operations at
different stages of a task through meaningful icons, command names, and
menu options.
 Also, structuring options and icons so they are placed in relevant categories of
options (for example, placing all the drawing tools in the same place on the
screen) can help the user remember where to look to find a particular tool at
a given stage of a task.
 Riding a bicycle
User Experience Goals
User Experience Goals
The realization that new technologies are offering
increasing opportunity for supporting people in their
everyday lives has led researchers and practitioners to
consider further goals
User Experience Goals
 The goals of designing interactive products to be fun, enjoyable,
pleasurable, aesthetically pleasing and so on are concerned primarily
with the user experience.
 By this we mean what the interaction with the system feels like to the
users.
 This involves, explicating the nature of the user experience in
subjective terms.
 For example, a new software package for children to create their own
music may be designed with the primary objectives of being fun and
entertaining.
 Hence, user experience goals differs from the more objective usability
goals in that they are concerned with how user experience an
interactive product from their perspective, rather than assessing how
useful or productive a system is from its own perspective
User Experience Goals
 Satisfying
 Enjoyable
 Fun
 Entertaining
 Helpful
 Motivating
• Aesthetically Pleasing
• Supportive to Creativity
• Rewarding
• Emotionally Fullfilling
Fun
Emotionally
fullfilling
Rewarding
Satisfying
Entertaining
enjoyable
helpful
Motivating
Aesthetically
pleasing
Supportive of
creativity
Efficient to
use
Easy to
remember
Effective
to use
Easy to
learn
Safe to
use
Have good
utility
Usability
Goals
 Good usability of interface lead to good user experience
 Its very rare when we have bad usability but good user experience
 i.e. Games, it has good user experience but hard to learn, but this “hard to
learn” feature included by choice because they make us our video game hard
to learn.
Today’s Revelation/ Surprise
“Don’t Make me THINK, is the key to
a usable product”
Quote of the Day – Terry Winograd
“HCI is the kind of discipline which is neither the study of humans nor the study of
technology, but rather the bridging between the two. So you always have to
have one eye open to the questions:
 What can the technology do?
 How can you build it ?
 What are the possibilities?
And one eye open to the question
 What are people doing and how would this fit in
 What would they do with it ?
If you lose sight of either of those you fail to design well .. I think the challenge is
to really keep knowledge of both the technology and the people playng ff
against each other in order to develop new things”
Usability and Quality
Quality and Software
 What is Quality?
 If some thing satisfied, you said its quality is good
 If some thing doesn’t satisfied you, you said its quality is not good
• Quality is conformance to specifications (if you meet specifications)
(British Defense Industries Quality Assurance Panel)
• Quality is conformance to requirements
(If you fulfil the requirement of any system, it means you achieve quality)
(Philip Crosby, famous personality in the field of quality Management)
DID YOU REALY ACHIEVE QUALITY??
Quality is fitness for purpose or use
(Juran)
Quality is a predictable degree of uniformity and dependability,
at low cost and suited to the market
(Edward Deming)
Quality is synonymous with customer needs and expectations
(R J Mortiboys)
Quality is meeting the (stated) requirements of the
customer- now and in the future
(Mike Robinson)
Quality is the total composite product and service characteristics
of marketing, engineering, manufacturing and maintenance
through which the product and service in use will meet the
expectations by the customer
(Armand Feigenbaum)
Totality of characteristics of an entity that bear on its ability to
satisfy stated and implied needs
(ISO 8402 : 1994)
 So we discussed two things…
 Requirements
 Specifications
 If you write some specifications for requirements, and you actually fulfill
those specifications, means you achieve quality
 If you meet the expectations of customer, means you achieve quality
 Suppose..
 You have to make a software, you write some requirements and specifications
 What if you write wrong specifications…?
 What if you write wrong requirements…?
 We have discussed earlier, quality is meet the requirements and specifications
 BUT..
 Quality is beyond meeting the Requirements, Specifications and Customer
Expectations
 Because, your customer is some CEO, Leader, CIO etc..
 If you prepare their expectations, have you achieve quality?
 These officers didn’t actually use software,
 So we have to focus to fulfill the expectations of user not customer
 Fulfill the requirements of customer, but user should be on top priority
 Customer may be one, two or three in strength
 User may be in thousands, millions
What is a Product?
Product
 A generic/general term that refers to
 Goods
 Services
 Failure to meet quality requirements in either dimension can have serious
negative consequences
… implied needs must be turned into requirements …
PMBOK (Project Management body of knowledge is a document prepared by project management institute)
Software Quality
 The extent to which a software product exhibits these characteristics
 Functionality
 Reliability
 Usability (without this you cannot ensure software quality)
 Efficiency
 Maintainability
 Portability
Software QA Teams
 Only test requirements
 Quality Assurance department check the requirements and specifications
 If specifications are not according to requirements, QA department will consider it
as bug
 Did you achieve quality???
Interdisciplinary Nature of HCI
What is HCI?
 HCI is a large interdisciplinary area
 HCI made with the combination of different disciplines
 A new field is made by adding some elements from many fields
 Emerging as specialty concern within several disciplines, each with different
emphases
 Computer science (application design and engineering of human interfaces)
 Psychology (the application of theories of cognitive processes and the empirical
analysis of user behavior)
 Sociology and anthropology (interactions between technology, work, and
organization)
 Industrial design (interactive products)
What is HCI?
 HCI concerned with:
 Joint performance of tasks by humans and machines
 Structure of communication between human and machine
 Human capabilities to use machines
 Algorithms and programming of interfaces
 Engineering concerns in designing and building interfaces
 Process of design, specification and implementation
 Design trade-offs
What is HCI?
 Various aspects
 Science
 Human capabilities to use machines
 Engineering
 Building interfaces
 Design
 Design tradeoffs
Case Study – Ticketing System
 A small ticketing agency has many shops distributed throughout the country
 Feels the need to install efficient ticketing system, for survival
 Manual Issuing Procedure
 Call airlines to check for vacant seats
 Check with customer if the available seat is suitable
 Then ticket is written out manually
 Customer receipts and intinerary/route
 Accounting for issued tickets every two weeks
Case Study – Ticketing System - Research
 The research on existing ticketing systems reveal
 Computers always going wrong
 Lack of trust in computers
 Staff unable to understand messages
 The Result
 Sales figures had dropped and were disappointing
 A large number of sales staff had left
Ticketing System - Recommendations
 Immediate booking via Internet
 Automatic print-out of tickets, itineraries and receipts
 Direct connection between booking system and accounting system
 Elimination of booking forms
Ticketing System - Recommendations
 Layout of the agency needs to be changed for staff to operate computers
 Staff training
 Changes to job design
 Support to older staff during period of change
 Changes to employment conditions must be examined
 Staff relationship with other non-techi staff members (Technology Power)
Factors in HCI
Organizational Factors
Training, job design, politics, roles Work organization
Environmental Factors
Noise, heating, ventilation,lighting
Health and Safety
Stress, headaches,
Musculo-skeleton,
disorders
Cognitive processes and capabilities
The User
Motivation, Enjoyment, Satisfaction, Personality
Experience level
Comfort Level
Seating
Equipment
layout
User Interface
Input devices, output displays, dialogue structures, User of colour, icons, commands, graphics, natural language
3-D, user support materials, multimedia
Task Factors
Easy, complex, novel, Task allocation, repetitive,Monitoring, skills, multi-media
Constraints
Costs, timescales, budgets, Staff, equipment, building structure
System Functionality
Hardware, software, application
Productivity Factors
Increase output, increase quality, decrease costs, decrease errors,Decrease labour requirements, decrease
production time,
Increase creative and innovative ideas leading to new products
Interdisciplinary Nature of HCI
 HCI is understanding the Complex Relationship between Human and
Computers
 Two Distinct “Species”
 Successful Integration is dependent upon the a better understanding of both
Species
 Hence HCI borrows and establishes its roots in Disciplines concerned with both
Interdisciplinary Nature of HCI
 HCI has roots in many disciplines
 HCI is inter-disciplinary in nature
Anthropology
Artificial
Intelligence
Engineering
Design
Ergonomics
&
Human
Factor
Linguistics
Social
Organizational
Psychology
Philosophy
Computer
Science
Cognitive
Psychology
HCI
Interdisciplinary Nature of HCI – Human
Side  Cognitive Psychology
 Social Organizational Psychology
 Ergonomics and human Factors
 Linguistics
 Philosophy
 Sociology
 Anthropology

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Human computer interaction 3 4(revised)

  • 1. HUMAN COMPUTER INTERACTION BY : MUHAMMAD FAHIM RANA
  • 3. HCI  OPEN YOUR EYES  OPEN YOUR MIND  CHANGE THE WAY YOU THINK ABOUT HUMAN AND COMPUTER  HOW THEY INTERACT WITH EACH OTHER
  • 4. What is the believe of Engineers??
  • 5. Engineers Belief  Engineers believe that since they made it (System/Software), they can use it, therefore everyone can use it  “If Engineers can use it, You (others) can use it. If you can’t, YOU must be STUPID”  “Users are stupid” – anonymous  “Users are dummies” – anonymous That’s why, Engineers approach is different when they made any computer based system
  • 6. What is the Goals of Engineers??
  • 7. Engineers Belief  To make a system work  A device which has features and they work, work reliably, maintained easily, and it does not have any flaws in the internal working of system.  “Users are stupid” – anonymous  “Users are dummies” – anonymous That’s why, Engineers approach is different when they made any computer based system
  • 8. HCI – A Definition “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
  • 10. Goals of HCI  The term Human Computer Interaction (HCI) was adopted in the mid-1980s as a means of describing this new field of study.  This term acknowledged that the focus of interest was broader than just the design of the interface and was concerned with all those aspects that relate to the interaction between users and computers.  The goals of HCI are to produce usable and safe systems, as well as functional systems.  These goals can be summarized as ‘to develop or improve the safety, utility, effectiveness, efficiency and usability of systems that include computers.  it refers not just to the hardware and software but to the entire environment
  • 11. Goals of HCI  be it organization of people at work at, home or engaged in leisure pursuits--- that uses or is affected by the computer technology in question  Improving effectiveness and efficiency are self-evident and ubiquitous objectives.  The promotion of safety in relation to computer systems is of top importance in the design of safety-critical systems.  Usability, a key concept in HCI, is concerned with making systems easy to learn and easy to use.  Poorly designed computer system can be extremely annoying to users, as you can understand from above described incidents
  • 12. Goals of HCI  Part of the process of understanding user’s needs, with respect to designing an interactive system to support them, is to be clear about your primary objective.  Is it to design a very efficient system that will allow users to be highly productive to their work, or is to design a system that will be challenging and motivating so that it supports effective learning, or is it some thing else?  We call these talk-level concerns usability goals and user experience goals.  Usability goals are concerned with meeting specific usability criteria (e.g., efficiency)  User experience goals are largely concern with explicating the quality of the user experience.
  • 13. Goals of HCI  When a human interact with a computer or computer based system, this human feels some experience  This is called User Experience  Human interact with system with an interface  Hardware Interface  Software Interface  There are different attributes of interface, one of them is usability.  Any Real life Example???
  • 14. The Shopping Analogy  Types of experiences  Good or Bad  Every user is unique  Experiences are unique
  • 15. User Experience – A Definition  The user experience is the universal combination of everything that the user  Sees  Touches  Feels  Interacts with
  • 16. Good and Bad Experiences Good experience Bad experience Frustration Dislike Anger Satisfaction Happiness Excitement
  • 17. Usability - Abstract-level Constituents Ease of Use (Could I use it?) + Usefulness (Would I use it?) (Should I get any benefit)
  • 18. Usability  Ensuring that interactive products are easy to learn, effective to user and enjoyable from the user’s perspective
  • 19. Perspective ?  People perceive the same item in different ways  What do you see in the Image ?
  • 20. Usability & User Experience User Experience Goals Usability Goals
  • 21. Usability Goals  Effectiveness  Efficiency  Safety  Utility  Learnability  Memorability
  • 23. Effectiveness  How good the system is at doing what it is supposed to do  iDrive system being effective since it would perform all the tasks  Porsche example the system was effective enough to detect the high intake of Air in Fuel system  The Alarm clock is effective in the way that it would play music in exactly the same way it is supposed to  Are these systems really effective ? Think again !!  Main goal of HCI is to evaluate things from the User’s perspective
  • 25. Efficient  The way system supports its users in carrying out their tasks  Does the product help users sustain a high level of productivity?  A website require ten clicks to search any information  Another website require only three clicks to search the same information Which one is efficient??
  • 27. Safety  Protecting the user from dangerous conditions and undesirable situation  Which of the Cases we discussed earlier you think was the most unsafe ?  Plane
  • 28. Safety  x-rays machines or chemical plants---operators should be able to interact with and control computer-based system remotely.  The second aspect refers to helping any kind of user in any kind of situation avoid the danger of carrying out unwanted action accidentally.  Preventing the user from making serious error by reducing the risk of wrong keys/buttons being mistakenly activated (an example is not placing the quit or delete-file command right next to the save command on a menu.) and  Providing users with various means of recovery should they make errors. Save interactive systems should engender confidence and allow the users the opportunity to explore the interface to carry out new operations.
  • 31. Utility  System providing the right kind of functionality so that the user can do what they want  An example of a system with high utility is an accounting software package providing a powerful computational tool that accountants can use to work out tax returns.  An example of a system with low utility is a software drawing tool that does not allow users to draw free hand but forces them to use a mouse to create their drawings, using only polygon shapes
  • 33. Learnability  How easy a system is to learn to user  It is well known that people do not like spending a long time learning how to use a system. They want to get started straight away and become competent at caring out tasks without to much effort.  Ten Minute Rule (Jacob Neilson)  Was iDrive easy to Learn  Simple Device VCR  Task 1: Learning to Play  Task 2: Pre-Record Two Programs
  • 35. Memorability  How easy the system is to remember once learnt  It refers to how easy a system is to remember how to use, once learned.  This is especially important for interactive systems that are used infrequently.  If users haven’t used a system or an operation for a few months or longer, they should be able to remember or at least rapidly be reminded how to use it.  Users shouldn’t have to keep relearning how to carry out tasks.
  • 36. Memorability  There are many ways of designing the interaction to support this.  For example, users can be helped to remember the sequence of operations at different stages of a task through meaningful icons, command names, and menu options.  Also, structuring options and icons so they are placed in relevant categories of options (for example, placing all the drawing tools in the same place on the screen) can help the user remember where to look to find a particular tool at a given stage of a task.  Riding a bicycle
  • 38. User Experience Goals The realization that new technologies are offering increasing opportunity for supporting people in their everyday lives has led researchers and practitioners to consider further goals
  • 39. User Experience Goals  The goals of designing interactive products to be fun, enjoyable, pleasurable, aesthetically pleasing and so on are concerned primarily with the user experience.  By this we mean what the interaction with the system feels like to the users.  This involves, explicating the nature of the user experience in subjective terms.  For example, a new software package for children to create their own music may be designed with the primary objectives of being fun and entertaining.  Hence, user experience goals differs from the more objective usability goals in that they are concerned with how user experience an interactive product from their perspective, rather than assessing how useful or productive a system is from its own perspective
  • 40. User Experience Goals  Satisfying  Enjoyable  Fun  Entertaining  Helpful  Motivating • Aesthetically Pleasing • Supportive to Creativity • Rewarding • Emotionally Fullfilling
  • 42.  Good usability of interface lead to good user experience  Its very rare when we have bad usability but good user experience  i.e. Games, it has good user experience but hard to learn, but this “hard to learn” feature included by choice because they make us our video game hard to learn.
  • 43. Today’s Revelation/ Surprise “Don’t Make me THINK, is the key to a usable product”
  • 44. Quote of the Day – Terry Winograd “HCI is the kind of discipline which is neither the study of humans nor the study of technology, but rather the bridging between the two. So you always have to have one eye open to the questions:  What can the technology do?  How can you build it ?  What are the possibilities? And one eye open to the question  What are people doing and how would this fit in  What would they do with it ? If you lose sight of either of those you fail to design well .. I think the challenge is to really keep knowledge of both the technology and the people playng ff against each other in order to develop new things”
  • 46. Quality and Software  What is Quality?  If some thing satisfied, you said its quality is good  If some thing doesn’t satisfied you, you said its quality is not good
  • 47. • Quality is conformance to specifications (if you meet specifications) (British Defense Industries Quality Assurance Panel)
  • 48. • Quality is conformance to requirements (If you fulfil the requirement of any system, it means you achieve quality) (Philip Crosby, famous personality in the field of quality Management)
  • 49. DID YOU REALY ACHIEVE QUALITY??
  • 50. Quality is fitness for purpose or use (Juran)
  • 51. Quality is a predictable degree of uniformity and dependability, at low cost and suited to the market (Edward Deming)
  • 52. Quality is synonymous with customer needs and expectations (R J Mortiboys)
  • 53. Quality is meeting the (stated) requirements of the customer- now and in the future (Mike Robinson)
  • 54. Quality is the total composite product and service characteristics of marketing, engineering, manufacturing and maintenance through which the product and service in use will meet the expectations by the customer (Armand Feigenbaum)
  • 55. Totality of characteristics of an entity that bear on its ability to satisfy stated and implied needs (ISO 8402 : 1994)
  • 56.  So we discussed two things…  Requirements  Specifications  If you write some specifications for requirements, and you actually fulfill those specifications, means you achieve quality  If you meet the expectations of customer, means you achieve quality
  • 57.  Suppose..  You have to make a software, you write some requirements and specifications  What if you write wrong specifications…?  What if you write wrong requirements…?  We have discussed earlier, quality is meet the requirements and specifications
  • 58.  BUT..  Quality is beyond meeting the Requirements, Specifications and Customer Expectations  Because, your customer is some CEO, Leader, CIO etc..  If you prepare their expectations, have you achieve quality?  These officers didn’t actually use software,  So we have to focus to fulfill the expectations of user not customer  Fulfill the requirements of customer, but user should be on top priority  Customer may be one, two or three in strength  User may be in thousands, millions
  • 59. What is a Product?
  • 60. Product  A generic/general term that refers to  Goods  Services  Failure to meet quality requirements in either dimension can have serious negative consequences
  • 61. … implied needs must be turned into requirements … PMBOK (Project Management body of knowledge is a document prepared by project management institute)
  • 62. Software Quality  The extent to which a software product exhibits these characteristics  Functionality  Reliability  Usability (without this you cannot ensure software quality)  Efficiency  Maintainability  Portability
  • 63. Software QA Teams  Only test requirements  Quality Assurance department check the requirements and specifications  If specifications are not according to requirements, QA department will consider it as bug  Did you achieve quality???
  • 65. What is HCI?  HCI is a large interdisciplinary area  HCI made with the combination of different disciplines  A new field is made by adding some elements from many fields  Emerging as specialty concern within several disciplines, each with different emphases  Computer science (application design and engineering of human interfaces)  Psychology (the application of theories of cognitive processes and the empirical analysis of user behavior)  Sociology and anthropology (interactions between technology, work, and organization)  Industrial design (interactive products)
  • 66. What is HCI?  HCI concerned with:  Joint performance of tasks by humans and machines  Structure of communication between human and machine  Human capabilities to use machines  Algorithms and programming of interfaces  Engineering concerns in designing and building interfaces  Process of design, specification and implementation  Design trade-offs
  • 67. What is HCI?  Various aspects  Science  Human capabilities to use machines  Engineering  Building interfaces  Design  Design tradeoffs
  • 68. Case Study – Ticketing System  A small ticketing agency has many shops distributed throughout the country  Feels the need to install efficient ticketing system, for survival  Manual Issuing Procedure  Call airlines to check for vacant seats  Check with customer if the available seat is suitable  Then ticket is written out manually  Customer receipts and intinerary/route  Accounting for issued tickets every two weeks
  • 69. Case Study – Ticketing System - Research  The research on existing ticketing systems reveal  Computers always going wrong  Lack of trust in computers  Staff unable to understand messages  The Result  Sales figures had dropped and were disappointing  A large number of sales staff had left
  • 70. Ticketing System - Recommendations  Immediate booking via Internet  Automatic print-out of tickets, itineraries and receipts  Direct connection between booking system and accounting system  Elimination of booking forms
  • 71. Ticketing System - Recommendations  Layout of the agency needs to be changed for staff to operate computers  Staff training  Changes to job design  Support to older staff during period of change  Changes to employment conditions must be examined  Staff relationship with other non-techi staff members (Technology Power)
  • 72. Factors in HCI Organizational Factors Training, job design, politics, roles Work organization Environmental Factors Noise, heating, ventilation,lighting Health and Safety Stress, headaches, Musculo-skeleton, disorders Cognitive processes and capabilities The User Motivation, Enjoyment, Satisfaction, Personality Experience level Comfort Level Seating Equipment layout User Interface Input devices, output displays, dialogue structures, User of colour, icons, commands, graphics, natural language 3-D, user support materials, multimedia Task Factors Easy, complex, novel, Task allocation, repetitive,Monitoring, skills, multi-media Constraints Costs, timescales, budgets, Staff, equipment, building structure System Functionality Hardware, software, application Productivity Factors Increase output, increase quality, decrease costs, decrease errors,Decrease labour requirements, decrease production time, Increase creative and innovative ideas leading to new products
  • 73. Interdisciplinary Nature of HCI  HCI is understanding the Complex Relationship between Human and Computers  Two Distinct “Species”  Successful Integration is dependent upon the a better understanding of both Species  Hence HCI borrows and establishes its roots in Disciplines concerned with both
  • 74. Interdisciplinary Nature of HCI  HCI has roots in many disciplines  HCI is inter-disciplinary in nature
  • 76. Interdisciplinary Nature of HCI – Human Side  Cognitive Psychology  Social Organizational Psychology  Ergonomics and human Factors  Linguistics  Philosophy  Sociology  Anthropology