Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
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 15: Task analysis
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 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
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/
Chapter 15: Task analysis
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 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
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 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 7: Design rules
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 Chapter 4 Implementation Support and Evaluation Te...VijiPriya Jeyamani
Implementation Support:
Introduction
Elements of windowing systems
Programming the application
User interface management systems
4.2 Evaluation Techniques
What is evaluation?
Goals of evaluation
Choosing an evaluation method
Chapter 11: User 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/
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.
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
Chapter 1: The human
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 Chapter 5 Universal Design and User Support - Dr....VijiPriya Jeyamani
Universal Design:
Introduction
Universal design principles
Multi-modal interaction
Designing for diversity
User Support:
Introduction
Requirements of user support
Approaches to user support
Adaptive help systems
Designing user support systems
Teaching/Learning IA: Considerations for UX Strategy in Educational ContextsGuiseppe Getto
My poster for the 2014 IA Summit (http://2014.iasummit.org/). It depicts a workflow for helping folks without UX experience to start working on projects.
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 7: Design rules
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 Chapter 4 Implementation Support and Evaluation Te...VijiPriya Jeyamani
Implementation Support:
Introduction
Elements of windowing systems
Programming the application
User interface management systems
4.2 Evaluation Techniques
What is evaluation?
Goals of evaluation
Choosing an evaluation method
Chapter 11: User 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/
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.
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
Chapter 1: The human
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 Chapter 5 Universal Design and User Support - Dr....VijiPriya Jeyamani
Universal Design:
Introduction
Universal design principles
Multi-modal interaction
Designing for diversity
User Support:
Introduction
Requirements of user support
Approaches to user support
Adaptive help systems
Designing user support systems
Teaching/Learning IA: Considerations for UX Strategy in Educational ContextsGuiseppe Getto
My poster for the 2014 IA Summit (http://2014.iasummit.org/). It depicts a workflow for helping folks without UX experience to start working on projects.
Human Computer Interaction Chapter 3 HCI in the Software Process and Design ...VijiPriya Jeyamani
HCI in the Software Process:
Introduction
The software lifecycle
Usability engineering
Interactive design and prototyping
Design rationale
3.2 Design Rules
Introduction
Principles to support usability
Standards
Guidelines
Golden rules and heuristics
HCI patterns
Choosing the Right Research Methods for Your Project (webinar)Susan Mercer
It’s very easy for User Experience researchers to get stuck in the rut of using your favorite research methods for gathering information and getting user feedback. But, are you really gathering the best information that you can? Or are there other methods that are better suited for your project’s specific needs?
Or, if you’re just starting out – how do you know whether you should conduct interviews, run a survey or a card sort, or something different all together?
Don’t stress – in this webinar, we’ll cover the most popular user research methods and discuss their strengths and weaknesses. Each method shines in different circumstances, and we’ll highlight the factors that will make each successful. We will also present a structured approach to helping you choose the best method or methods for a particular situation.
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...All Things Open
Presented at: All Things Open 2019
Presented by: Piet Kruithof, IBM, Ju Lim, Red Hat, & Melissa Meingast, Hewlett Packard Enterprise
Find more slides by Ju Lim: https://www.slideshare.net/julienlim
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...Ju Lim
"Ten Lessons Learnt to Drive and Transform Open Source Software User Experience, and How to Get There" talk was presented by Piet Kruithof, Ju Lim, and Melissa Meingast at All Things Open 2019 in Raleigh, NC on 14 October 2019.
Abstract
The greatest strength associated with open source communities is the developer-driven culture that leverages processes and tools optimized for code development and review. One reason this model works is the developers are also the consumers of the software.
But what if community members aren’t the only ones using the software? How do we give them a voice within the open source community?
This discussion includes an overview of our efforts to drive and transform open source software user experience, how we got there, and what needs to be improved.
Usability session @ SEI Universidade do MinhoRuben Goncalves
Usability: n. The degree to which an object, device, software application, etc. is easy to use with no specific training.
In this session we'll start by understanding what is usability and what are the risks (and costs) of creating non-usable apps. Then we'll focus into understand a bit of the science behind usability and how we can use it efficiently.
This session was created for the SEI 2016 of Minho University.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Design considerations for machine learning systemAkemi Tazaki
Critical commentary based on my professional experience in designing apps with artificial intelligence and on desktop research. Presentation slides for Botscampe 2016.
Contextual Inquiry: How Ethnographic Research can Impact the UX of Your WebsiteRachel Vacek
A contextual inquiry is a research study that involves in-depth interviews where users walk through common tasks in the physical environment in which they typically perform them. It can be used to better understand the intents and motivations behind user behavior. In this session, learn what’s needed to conduct a contextual inquiry and how to analyze the ethnographic data once collected. We’ll cover how to synthesize and visualize your findings as sequence models and affinity diagrams that directly inform the development of personas and common task flows. Finally, learn how this process can help guide your design and content strategy efforts while constructing a rich picture of the user experience.
Business Origami: a practical guide to running a Business Origami workshopAnna Harasimiuk
Business Origami is a useful tool used often when designing a service. It is also a great collaborative research method, which can be used to understand end users’ environments, map out their interactions with the technology, other people, and surroundings. This knowledge leads to a better understanding of the target user across the product team. Anna Hararasimiuk and Anita Barraco-Cator used Business Origami to engage the stakeholders and seek the opportunities for evolving and improving a B2B product and processes involved in implementing it. This presentation describes the Business Origami method, gives tips on facilitation, and discusses the artifacts and benefits.
Presented by Anna Hararasimiuk and Anita Barraco-Cator at the Ladies that UX Fort Worth meeting on 11 April 2018.
https://www.meetup.com/Ladies-That-UX-Fort-Worth/events/xgdcfpyxdbsb/
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Welcome to WIPAC Monthly the magazine brought to you by the LinkedIn Group Water Industry Process Automation & Control.
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Human Computer Interaction Chapter 2 Interaction and Interaction Design Basics - Dr. J. VijiPriya
1. Chapter 2
Interaction and Interaction Design Basics
1
Human Computer Interaction
May 26, 2016
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
2. The Context of the Interaction
• users work within a wider social and organizational context.
• may influence the activity and motivation of the user.
• user may lose motivation if a system that does not match the
actual requirements of the job to be done.
• new technology may prove to be a motivation to users if it is
designed well
May 26, 20162
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
3. Paradigms for Interaction
• Why study paradigms?
Obective of an interactive system:- allow the user to achieve
particular goals in some application domain (must be usable).
The designer of an interactive system is posed with two open
questions:
1. How can an interactive system be developed to ensure its usability?
2. How can the usability of an interactive system be demonstrated or
measured?
May 26, 20163
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
4. Paradigms for Interaction
Con..
answering these questions is by means of successful
interactive systems to enhance usability by using paradigms
Paradigms for interaction is new computing technologies,
creating a new perception of the human-computer
relationship.
May 26, 20164
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
5. Paradigms for Interaction
Con..
Example Paradigm Shifts
• Batch processing
• Timesharing- single computer supporting multiple users
• Video Display Units- computers for visualizing and manipulating
data
• Programming toolkits- provides building blocks to producing
complex interactive systems
• Personal computing- small, powerful machines dedicated to the
individual
• Window systems and the WIMP interface- humans can pursue
more than one task at a time using windows, icons, menus and
pointers.
May 26, 20165
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
6. Paradigms for Interaction
Con..
• Computer Supported Cooperative Work (CSCW)- CSCW
removes bias of single user / single computer system, Electronic
mail is most prominent success
• Multimodality- a mode is a human communication channel. It
emphasis on simultaneous use of multiple channels for input and
output.
• Networking, Graphical display, Microprocessor, WWW and
Ubiquitous Computing etc…
May 26, 20166
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
7. Interaction Design Basics
Interaction design: creating interventions in complex situations using
technologies including PC software, the web and physical devices
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
May 26, 20167
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
8. What is design?
• Design involves:
– achieving goals within constraints and trade-off between these
– understanding the raw materials: computer and human
– accepting limitations of humans and of design.
• Goals:
What is the purpose of the design we are intending to produce?
Who is it for?
Why do they want it?
Example: Designing a wireless personal movie player
• Constraints
What materials must we use?
What standards must we adopt?
How much can it cost?
How much time do we have to develop it?
Are there health and safety issues?
Example: personal movie player
Must we use existing video standards to download movies?
Do we need to build in copyright protection?
May 26, 20168
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
9. What is design? Con…
• Trade-off Choosing which goals or constraints can be
relaxed so that others can be met.
Example, An eye-mounted video display
• The golden rule of design: understand your materials
o understand computers:
– limitations, capacities, tools, platforms
o understand people
– psychological, social aspects, human error.
May 26, 20169
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
10. User focus
• The start of any interaction design exercise must be the intended user
or users.
know your users
• Who are they?-Are they young or old, experienced computer users
• Probably not like you!-easy to design as if you were the main user
• Talk to them-structured interviews about their job or life, open-
ended discussions, participatory design
• Watch them-watch what people do as well as hear what they say
• Use your imagination-even if you cannot involve actual users you
can at least try to imagine their experiences.
May 26, 201610
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
11. Scenarios
Scenarios are rich design stories, which can be used and
reused throughout design:
– they help us see what users will want to do
– they give a step-by-step walkthrough of users’ interactions:
including what they see, do and think.
May 26, 201611
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
12. Navigation design
• Imagine yourself using a word processor or web
• Widgets and Words in Menu or Button
– Example:- elements and tags <a href=“...”> in the web
• Screens or windows
− Example:-page design in the web
• Navigation within the application
− Example: -site structure in the web
• Environment-The word process
− Example:-the web, browser, external links in the web
• Individual screens or the layout of devices will have their own
structure.
1. Local structure – looking from one screen or page out
2. Global structure – structure of site, movement between screens.
May 26, 201612
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
13. Screen design and layout
• The different elements that make up interactive applications,
consider How we put them together.
• A single screen image often has to present information
clearly and also act as the locus for interacting with the
system
• The basic principles
Ask What is the user doing?
Think What information is required? What comparisons
may the user need to make? In what order are things likely to
be needed?
Design Form follows function
May 26, 201613
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
14. Screen design and layout
con…
1. Grouping and structure
2. Order of groups and items
3. Decoration
4. Alignment
5. White space
May 26, 201614
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
15. Screen design and layout
con…
Grouping and structure
• If things logically belong together, then we should normally
physically group them together.
• For example, In a potential design for an ordering screen
Order:
Administrative information
Billing details
Delivery details
Order information
Order line 1
Order line 2
. . .
May 26, 201615
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
16. Screen design and layout
con…
Order of groups and items
filling in the billing details first, followed by the delivery details,
followed by the individual order items.
Is this the right order?
Billing details:
Name
Address: …
Credit card no
Delivery details:
Name
Address: …
Delivery time
Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
May 26, 201616
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
17. Screen design and layout con…
Decoration: how the design uses boxes and a separating line to
make the grouping clear. Other decorative features like font style,
and text or background colors can be used to highlight groupings.
Allignment
Read text from left to right, lists of text items should normally be
aligned to the left.
Numbers, should normally be aligned to the right (for integers) or
at the decimal point.
May 26, 201617
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
18. Screen design and layout
con…
White space
− In typography the space between the letters is called the
counter.
− In painting and artists -the space between the foreground
elements
− the shape of the counter can be used in several ways.
1. space used to separate blocks in paragraph
2. Space used to structure areas
3. space used to highlight quote and graphics
May 26, 201618
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
19. Iteration and Prototyping
Our first design will not be perfect! - some form of iteration of
ideas
1. paper designs
2. storyboards demonstrated to colleagues and potential users.
3. use mock-up of physical devices or tools
such as Shockwave or Visual Basic to create prototype
versions of software.
May 26, 201619
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
20. Iteration and Prototyping
con…
formative evaluation-to improve design
you never get it right first time
if at first you don’t succeed …
iteration and prototyping are the universally accepted ‘best practice’ approach for
interaction design
Role of prototyping
prototype evaluatedesign
re-design
done!
OK?
May 26, 201620
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia
21. Iteration and Prototyping
con…
There are two things you need in order for prototyping
methods to work:
1. To understand what is wrong and how to improve.
2. A good start point
May 26, 201621
Presented by Dr. J. VijiPriya,
Assistant Professor, Hawassa University,
Ethiopia