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Introduction To
 The way humans interact with computers
 Methodologies and processes for designing interfaces
(i.e., given a task and a class of users, design the best
possible interface within given constraints, optimizing
for a desired property such as learnability or efficiency
of use)
 Methods for implementing interfaces (e.g. software
toolkits and libraries; efficient algorithms)
 Techniques for evaluating and comparing interfaces
 Developing new interfaces and interaction techniques
 Developing descriptive and predictive models and
theories of interaction
 Human Computer Interaction in following
areas of research:
 Introduction to HCI concepts
 Seminal work
 Vision based interaction
 Multi‐modal interaction
 Ubiquitous computing
 Augmented Reality /Virtual Reality
 Mobile interaction
 With a terrible interface / interaction
technique, even the most expertly designed
system will not be used.
 We learn principles of designing user interfaces
 We learn how to test / evaluate interfaces
 A multi dimensional property of a product:
 Learnability: how easy s it to accomplish basic
tasks the first time
 Efficiency: how quickly can they perform tasks
once design has been learned
 Memorability: After not using a product for a
time, how easily can re‐establish proficiency
 Errors: how many, how severe, how easy to
recover
 Satisfaction: how pleasant is it to use the product
 the perceived and actual properties of the
object
 strong clues to the operation of objects
 when simple things need pictures, labels, or
instructions, the design has failed.
 The information sent to the user confirming
that the action has been done or describing
the result of an action
 Don Norman defines four fundamental design
principals:
 make it easy to determine what actions can be done
and when.
 make things visible: conceptual model of the system,
alternative actions, results of actions
 make it easy to evaluate the current state of the
system
 follow natural mappings between:
▪ intentions and required actions
▪ actions and effect
▪ information that is visible and interpretation of system state
D.Norman (2002) “The Design of EverydayThings”. NewYork: Basic Books (Perseus)
Considers interaction as communication between
user and technology:
1. Address: how do I address one (or more) of
many possible devices?
2. Attention: how do I know the system is ready
and attending to my actions?
3. Action: how do I effect a meaningful action,
control its extent and possibly specify a target
or targets for my action
4. Alignment: how do I know the system is doing
the right thing?
5. Accident: how do I avoid mistakes?
Thank you, I am invite questions now
The end…

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Human Computer interaction.pptx

  • 2.  The way humans interact with computers  Methodologies and processes for designing interfaces (i.e., given a task and a class of users, design the best possible interface within given constraints, optimizing for a desired property such as learnability or efficiency of use)  Methods for implementing interfaces (e.g. software toolkits and libraries; efficient algorithms)  Techniques for evaluating and comparing interfaces  Developing new interfaces and interaction techniques  Developing descriptive and predictive models and theories of interaction
  • 3.  Human Computer Interaction in following areas of research:  Introduction to HCI concepts  Seminal work  Vision based interaction  Multi‐modal interaction  Ubiquitous computing  Augmented Reality /Virtual Reality  Mobile interaction
  • 4.  With a terrible interface / interaction technique, even the most expertly designed system will not be used.  We learn principles of designing user interfaces  We learn how to test / evaluate interfaces
  • 5.  A multi dimensional property of a product:  Learnability: how easy s it to accomplish basic tasks the first time  Efficiency: how quickly can they perform tasks once design has been learned  Memorability: After not using a product for a time, how easily can re‐establish proficiency  Errors: how many, how severe, how easy to recover  Satisfaction: how pleasant is it to use the product
  • 6.  the perceived and actual properties of the object  strong clues to the operation of objects  when simple things need pictures, labels, or instructions, the design has failed.
  • 7.  The information sent to the user confirming that the action has been done or describing the result of an action
  • 8.  Don Norman defines four fundamental design principals:  make it easy to determine what actions can be done and when.  make things visible: conceptual model of the system, alternative actions, results of actions  make it easy to evaluate the current state of the system  follow natural mappings between: ▪ intentions and required actions ▪ actions and effect ▪ information that is visible and interpretation of system state D.Norman (2002) “The Design of EverydayThings”. NewYork: Basic Books (Perseus)
  • 9. Considers interaction as communication between user and technology: 1. Address: how do I address one (or more) of many possible devices? 2. Attention: how do I know the system is ready and attending to my actions? 3. Action: how do I effect a meaningful action, control its extent and possibly specify a target or targets for my action 4. Alignment: how do I know the system is doing the right thing? 5. Accident: how do I avoid mistakes?
  • 10. Thank you, I am invite questions now The end…