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Introduction to
the HCI Module
Welcome to the HCI Module!
 Module Team:
– Meg Soosay (Module Leader)
– Sean Wilcock (Module Tutor)
– Professor Hissam Tawfik (Module Tutor)
 Contact Details in the Module Guide
HCI: An Introduction
Three broad aspects of HCI
• Software interface
• Often called ‘user interface design’
• Ergonomics
• Hardware interaction
• Societal interaction
The HCI module will look primarily at the first of these
Why is HCI Important? Some arguments…
 Increasing importance and pervasiveness of computers
– our lives are affected in some way by computing
 Users must understand the interactions
 Diversity of population/users
 So:
– system will not work unless users understand it
– users will not understand it unless the interface is
well designed
– therefore HCI is crucial!
2nd Argument
Despite its contemporary nature, HCI’s origins are
humble
 Productivity-based applications bound to the
desktop
 Personal computing made everyone a computer
user
 User interface became a selling feature
 This highlighted deficiencies; hence the term
‘usability’
 The opportune emergence of cognitive science
 cognitive psychology, artificial intelligence,
linguistics, cognitive anthropology, and the
philosophy of mind
3rd Argument
 Macaulay (1995) – much of the code of most systems is
written to deal with the user interface
 Usability engineering is now central to what many
computer scientists and IT professionals do - Leventhal
and Barnes
 Well designed usable systems ensure that staff are not
frustrated during their work and as a result are more
content and productive.
4th Argument
Life critical systems
• Failure results in loss of life, injury or damage to the
environment
• chemical plant protection system
• railway signalling system
Mission critical systems
• Failure results in some failure in goal-directed activity
• spacecraft navigation system
• electronic stock exchange system
Two Final Arguments
6th Argument:
• Legislation - health & safety
7th Argument:
• Altruism/professionalism
Three Counter Arguments
 HCI is only part of the story
 It may be an ephemeral problem
 The argument for HCI applies only to interactive
systems
HCI – What does it involve?
 Psychology
 Physiology
 Sociology
 Computer science
 Software engineering
 Graphic design/typography
Summary
 Ultimately, if a system is well designed with HCI
techniques, interaction becomes natural.
 Much interest from many quarters:
• Producers
• consultancy firms (“interaction design is now
big business” (Preece et al 2011)
• Consumers
 There is an increasing job market for usability
specialists
 Important for your future careers “if students do not
know about user interfaces, they will not serve
industry needs” (Leventhal and Barnes 2008)
 HCI will almost certainly be crucial for your level 6
project!
HCI Assessment
The Usability Evaluation portfolio
– deadline 22/11/15 (worth 60%).
Exam to be held during week 13
– w/c 11/01/16 (worth 40%).
The H in HCI
Human Information Processing
Introduction
 Designing a user interface involves users.
 Must therefore take cognisance of human constraints and
differences
• and possibilities
 At least 3 realms to consider:
• physiology
• physical abilities and constraints
• cognitive psychology
• “mental” abilities and constraints
• social dimension
• eg cultural issues
 First 2 today, third one later in the module
Introduction
 Essential lesson:
• “As humans … we have certain limitations, both
cognitive and physical. Products designed to support
humans should take these limitations into account”
(Preece et al 2011).
• “Users share common capabilities but are individuals
with differences, which should not be ignored” (Dix et al
2004 p 11)
Physiology: inputs and outputs
 Humans have a number of inputs, eyes, ears, smell, taste,
touch, electrical
• can we use these for HCI?
 Humans also have a number of output capabilities:
• movement - arms/hands/fingers, feet, head, eyes
• design input devices, eg keyboard, mouse, with user
population in mind
 be aware of Accessibility and Health and Safety regulations
Physiology: vision
 Need to do 3 things in vision:
• receive the external stimulus
• process the image
• interpret the image
 Each has HCI implications
Receive the external stimulus
 We have better acuity in mid-range of the spectrum
(yellow tones)
• yellow therefore useful for warnings
 Red and blue harder to see
• avoid red for details on the screen
 8-10 colours maximum to use if using colour coding
 9% of males colour blind
 Few people have perfect vision
Courtesy of
http://www.allaboutvision.com/conditions/colordeficiency.htm
Process the image
 We can see a wide area (60 either side of our nose), but
detail only in a small area
 HCI lessons:
• people won’t be able to deal with detail in 2 windows at
once
• not more than one image in digital media
• movement is good for alerting peripheral vision and
getting attention
• have clear boundaries in icon design
Interpret the image
 Brain interprets nerve impulses from the eye
 Brings memory into play to do this
 May cause illusion or hallucination
An Example – The Stroop Effect
RED
GREEN
BLUE
RED
GREEN
RED
RED
GREEN
BLUE
RED
GREEN
RED
Name the colour the text is written in – a conflict of
processes
How many colours do you see?
Interpret the image
 brain interprets nerve impulses from the eye
 brings memory into play to do this
 may cause illusion or hallucination
 avoid this or use it when designing interactive systems
Cognitive Psychology
 General aim, arguably:
– make sure interface design “accords with universal
psychological facts” (Raskin 2000, p4).
– “if you want to develop effective, interactive systems,
then you need a fundamental understanding of your
users’ psychology” (Smith-Atakan, 2006, p 106).
 Two main topics:
– Memory
– Problem-solving
Memory
Memory is a critical limiting factor of human information
processing in the context of HCI
 Sensory store -
• optical/audio rates of input
• Is transient
• Decays rapidly
• Modalities – Iconic, Haptic and Echoic
 Automatic response -
• Part of perception rather than cognition
• We do not consciously choose what information is stored in the sensory
store, or how long it will be stored for
 may move into -
 Short-term memory -
– limited to 7±2 items
– chunking
– decay: few seconds
– may move into:
 Long-term memory -
– limitless?
– basic organisation is semantic
– access decay
Memory
 HCI implications of the model (cf. Smith-Atakan 2006):
 Sensory store
– if images on screen too fleeting, user will extract little
information
– analogous lesson for sound output
 Short-term memory
– be aware of limits to short-term memory
– consider quantity and time span of info
– minimise distraction during tasks and memorisation
– chunk info where possible (Benyon 2010)
– images help but should be accompanied by text
Memory
Memory – Long term memory
 Try to aid movement into and retrieval from LTM in HCI by:
– structuring information
– providing memory cues
– being consistent
 using meaningful command names
– eg Unix - CAT, GREP, LINT
– probably poor names, in retrospect
 using meaningful icons
 favouring GUIs where possible
– recognition rather than recall
Thinking and problem-solving
 Cognitive processing (thinking) is thought to involve mental
models (Preece et al 2011)
 Two types:
– physical
• describe relationships of objects in the world
– conceptual
• linguistically based
 Mental models are important in HCI - eg a graphical
metaphor should help user get correct mental model of the
system
Paying attention
 Paying attention” is an important part of cognitive
processing (Benyon 2010)
 We are good at selective attention paying and filtering
– We can attend to something without being aware of it
 Use this ability in the user interface:
– not too many competing demands
– avoid too many strong stimuli, eg bright colours
– attention tends to focus on change - hence in digital media
– animation and sound will “win” over text
– too much information  “cognitive overload” (“information
overload”)  stress and fatigue
– continuous repetitive tasks also  stress and fatigue
• design “closure events” into the interface
Norman’s seven stage model
 There are, then, many lessons from HIP to apply to HCI
 Norman (2004, cf. Benyon 2010) suggests a model of
interaction within which to apply these:
Norman’s seven stage model
 forming the goal
 forming the intention
 specifying the action
 executing the action
 perceiving the system state
 interpreting the system state
 evaluating the outcome
Norman identifies two “gulfs”
 gulf of execution
• between my intentions and what the system allows
• hence – prompts
• “affordances”
 gulf of evaluation
– user doesn’t understand what has happened
– so - make effects explicit, represent system state clearly
Norman’s seven stage model
Summary - HCI principles deriving from HIP
 Sutcliffe (1995) suggests seven tentative principles that can
be derived from HIP research:
 Consistency
– Be consistent across tasks. Screens etc.
 Compatibility
– Aim for good fit between user’s expectations and reality of an
interface design
– Have new designs compatible with user’s previous experience
 Predictability
– Interface should suggest to the user what actions are possible
– Hence need appropriate messages, prompts, icons
 Adaptability
– Interface should adapt to its individual user
– Beware though of violating principle of consistency
Summary
 Sutcliffe (continued):
– Economy and error prevention
• Aim for minimum number of steps to achieve a task
• Consider dialogue short cuts
• Help user avoid disastrous errors (“Are you sure?
Y/N”)
– User control
• User should be and feel in control - relates to
predictability
• “Undo” is important aspect
– Structure
• Structure interfaces to reduce complexity
• Present only relevant information, in a simple manner
 NB – these are no means the only set of HCI principles!
 Norman (2004) suggests four principles of good design:
 Visibility
– state and action alternatives should be visible
 Model
– should be a good conceptual model with consistent
system image
 Mappings
– interface should include good mappings, revealing the
relationships between stages
 Feedback
– user should receive continuous feedback
Summary
 variability implies importance of evaluation
 ask yourself, about any interface you develop:
– how well does it fulfil the users’ objectives
– (“task fit”)
– how easy it is to learn and use?
– how effective is it in helping users carry out some work?
 check your affordances
Summary
Becta (2008) Emerging Technologies for Learning. Available at
http://webarchive.nationalarchives.gov.uk/20101102103654/http:/research.becta.o
rg.uk/index.php?section=rh&catcode=_re_rp_02&rid=13768
Benyon D (2010) Designing Interactive Systems. Addison-Wesley
Dix, A.J., Finlay J., Abowd G. D., Beale R. (2004) Human-Computer Interaction, 3rd
edition, Prentice-Hall
Norman D (2004) Emotional Design: Why We Love (or Hate) Everyday Things. Basic
Books
Preece J, Rogers Y, Sharp H (2011) Interaction design: beyond human-computer
interaction. Wiley
Raskin J (2000) The humane interface: New Directions for Designing Interactive Systems.
Addison-Wesley
Shneiderman B (2002) Leonardo’s Laptop. MIT Press
Shneiderman B & Plaisant C (2010) Designing the User Interface. Pearson
Smith-Atakan (2006) Human-Computer Interaction. Thomson.
Sutcliffe A G (1995) Human-Computer Interface Design. Macmillan
References

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Introduction and Human Information Processing lecture.ppt

  • 2. Welcome to the HCI Module!  Module Team: – Meg Soosay (Module Leader) – Sean Wilcock (Module Tutor) – Professor Hissam Tawfik (Module Tutor)  Contact Details in the Module Guide
  • 3. HCI: An Introduction Three broad aspects of HCI • Software interface • Often called ‘user interface design’ • Ergonomics • Hardware interaction • Societal interaction The HCI module will look primarily at the first of these
  • 4. Why is HCI Important? Some arguments…  Increasing importance and pervasiveness of computers – our lives are affected in some way by computing  Users must understand the interactions  Diversity of population/users  So: – system will not work unless users understand it – users will not understand it unless the interface is well designed – therefore HCI is crucial!
  • 5. 2nd Argument Despite its contemporary nature, HCI’s origins are humble  Productivity-based applications bound to the desktop  Personal computing made everyone a computer user  User interface became a selling feature  This highlighted deficiencies; hence the term ‘usability’  The opportune emergence of cognitive science  cognitive psychology, artificial intelligence, linguistics, cognitive anthropology, and the philosophy of mind
  • 6. 3rd Argument  Macaulay (1995) – much of the code of most systems is written to deal with the user interface  Usability engineering is now central to what many computer scientists and IT professionals do - Leventhal and Barnes  Well designed usable systems ensure that staff are not frustrated during their work and as a result are more content and productive.
  • 7. 4th Argument Life critical systems • Failure results in loss of life, injury or damage to the environment • chemical plant protection system • railway signalling system Mission critical systems • Failure results in some failure in goal-directed activity • spacecraft navigation system • electronic stock exchange system
  • 8. Two Final Arguments 6th Argument: • Legislation - health & safety 7th Argument: • Altruism/professionalism
  • 9. Three Counter Arguments  HCI is only part of the story  It may be an ephemeral problem  The argument for HCI applies only to interactive systems
  • 10. HCI – What does it involve?  Psychology  Physiology  Sociology  Computer science  Software engineering  Graphic design/typography
  • 11. Summary  Ultimately, if a system is well designed with HCI techniques, interaction becomes natural.  Much interest from many quarters: • Producers • consultancy firms (“interaction design is now big business” (Preece et al 2011) • Consumers  There is an increasing job market for usability specialists  Important for your future careers “if students do not know about user interfaces, they will not serve industry needs” (Leventhal and Barnes 2008)  HCI will almost certainly be crucial for your level 6 project!
  • 12. HCI Assessment The Usability Evaluation portfolio – deadline 22/11/15 (worth 60%). Exam to be held during week 13 – w/c 11/01/16 (worth 40%).
  • 13. The H in HCI Human Information Processing
  • 14. Introduction  Designing a user interface involves users.  Must therefore take cognisance of human constraints and differences • and possibilities  At least 3 realms to consider: • physiology • physical abilities and constraints • cognitive psychology • “mental” abilities and constraints • social dimension • eg cultural issues  First 2 today, third one later in the module
  • 15. Introduction  Essential lesson: • “As humans … we have certain limitations, both cognitive and physical. Products designed to support humans should take these limitations into account” (Preece et al 2011). • “Users share common capabilities but are individuals with differences, which should not be ignored” (Dix et al 2004 p 11)
  • 16. Physiology: inputs and outputs  Humans have a number of inputs, eyes, ears, smell, taste, touch, electrical • can we use these for HCI?  Humans also have a number of output capabilities: • movement - arms/hands/fingers, feet, head, eyes • design input devices, eg keyboard, mouse, with user population in mind  be aware of Accessibility and Health and Safety regulations
  • 17. Physiology: vision  Need to do 3 things in vision: • receive the external stimulus • process the image • interpret the image  Each has HCI implications
  • 18. Receive the external stimulus  We have better acuity in mid-range of the spectrum (yellow tones) • yellow therefore useful for warnings  Red and blue harder to see • avoid red for details on the screen  8-10 colours maximum to use if using colour coding  9% of males colour blind  Few people have perfect vision Courtesy of http://www.allaboutvision.com/conditions/colordeficiency.htm
  • 19. Process the image  We can see a wide area (60 either side of our nose), but detail only in a small area  HCI lessons: • people won’t be able to deal with detail in 2 windows at once • not more than one image in digital media • movement is good for alerting peripheral vision and getting attention • have clear boundaries in icon design
  • 20. Interpret the image  Brain interprets nerve impulses from the eye  Brings memory into play to do this  May cause illusion or hallucination
  • 21. An Example – The Stroop Effect RED GREEN BLUE RED GREEN RED RED GREEN BLUE RED GREEN RED Name the colour the text is written in – a conflict of processes
  • 22. How many colours do you see?
  • 23. Interpret the image  brain interprets nerve impulses from the eye  brings memory into play to do this  may cause illusion or hallucination  avoid this or use it when designing interactive systems
  • 24. Cognitive Psychology  General aim, arguably: – make sure interface design “accords with universal psychological facts” (Raskin 2000, p4). – “if you want to develop effective, interactive systems, then you need a fundamental understanding of your users’ psychology” (Smith-Atakan, 2006, p 106).  Two main topics: – Memory – Problem-solving
  • 25. Memory Memory is a critical limiting factor of human information processing in the context of HCI  Sensory store - • optical/audio rates of input • Is transient • Decays rapidly • Modalities – Iconic, Haptic and Echoic  Automatic response - • Part of perception rather than cognition • We do not consciously choose what information is stored in the sensory store, or how long it will be stored for  may move into -
  • 26.  Short-term memory - – limited to 7±2 items – chunking – decay: few seconds – may move into:  Long-term memory - – limitless? – basic organisation is semantic – access decay Memory
  • 27.  HCI implications of the model (cf. Smith-Atakan 2006):  Sensory store – if images on screen too fleeting, user will extract little information – analogous lesson for sound output  Short-term memory – be aware of limits to short-term memory – consider quantity and time span of info – minimise distraction during tasks and memorisation – chunk info where possible (Benyon 2010) – images help but should be accompanied by text Memory
  • 28. Memory – Long term memory  Try to aid movement into and retrieval from LTM in HCI by: – structuring information – providing memory cues – being consistent  using meaningful command names – eg Unix - CAT, GREP, LINT – probably poor names, in retrospect  using meaningful icons  favouring GUIs where possible – recognition rather than recall
  • 29. Thinking and problem-solving  Cognitive processing (thinking) is thought to involve mental models (Preece et al 2011)  Two types: – physical • describe relationships of objects in the world – conceptual • linguistically based  Mental models are important in HCI - eg a graphical metaphor should help user get correct mental model of the system
  • 30. Paying attention  Paying attention” is an important part of cognitive processing (Benyon 2010)  We are good at selective attention paying and filtering – We can attend to something without being aware of it  Use this ability in the user interface: – not too many competing demands – avoid too many strong stimuli, eg bright colours – attention tends to focus on change - hence in digital media – animation and sound will “win” over text – too much information  “cognitive overload” (“information overload”)  stress and fatigue – continuous repetitive tasks also  stress and fatigue • design “closure events” into the interface
  • 31. Norman’s seven stage model  There are, then, many lessons from HIP to apply to HCI  Norman (2004, cf. Benyon 2010) suggests a model of interaction within which to apply these:
  • 32. Norman’s seven stage model  forming the goal  forming the intention  specifying the action  executing the action  perceiving the system state  interpreting the system state  evaluating the outcome
  • 33. Norman identifies two “gulfs”  gulf of execution • between my intentions and what the system allows • hence – prompts • “affordances”  gulf of evaluation – user doesn’t understand what has happened – so - make effects explicit, represent system state clearly Norman’s seven stage model
  • 34. Summary - HCI principles deriving from HIP  Sutcliffe (1995) suggests seven tentative principles that can be derived from HIP research:  Consistency – Be consistent across tasks. Screens etc.  Compatibility – Aim for good fit between user’s expectations and reality of an interface design – Have new designs compatible with user’s previous experience  Predictability – Interface should suggest to the user what actions are possible – Hence need appropriate messages, prompts, icons  Adaptability – Interface should adapt to its individual user – Beware though of violating principle of consistency
  • 35. Summary  Sutcliffe (continued): – Economy and error prevention • Aim for minimum number of steps to achieve a task • Consider dialogue short cuts • Help user avoid disastrous errors (“Are you sure? Y/N”) – User control • User should be and feel in control - relates to predictability • “Undo” is important aspect – Structure • Structure interfaces to reduce complexity • Present only relevant information, in a simple manner  NB – these are no means the only set of HCI principles!
  • 36.  Norman (2004) suggests four principles of good design:  Visibility – state and action alternatives should be visible  Model – should be a good conceptual model with consistent system image  Mappings – interface should include good mappings, revealing the relationships between stages  Feedback – user should receive continuous feedback Summary
  • 37.  variability implies importance of evaluation  ask yourself, about any interface you develop: – how well does it fulfil the users’ objectives – (“task fit”) – how easy it is to learn and use? – how effective is it in helping users carry out some work?  check your affordances Summary
  • 38. Becta (2008) Emerging Technologies for Learning. Available at http://webarchive.nationalarchives.gov.uk/20101102103654/http:/research.becta.o rg.uk/index.php?section=rh&catcode=_re_rp_02&rid=13768 Benyon D (2010) Designing Interactive Systems. Addison-Wesley Dix, A.J., Finlay J., Abowd G. D., Beale R. (2004) Human-Computer Interaction, 3rd edition, Prentice-Hall Norman D (2004) Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books Preece J, Rogers Y, Sharp H (2011) Interaction design: beyond human-computer interaction. Wiley Raskin J (2000) The humane interface: New Directions for Designing Interactive Systems. Addison-Wesley Shneiderman B (2002) Leonardo’s Laptop. MIT Press Shneiderman B & Plaisant C (2010) Designing the User Interface. Pearson Smith-Atakan (2006) Human-Computer Interaction. Thomson. Sutcliffe A G (1995) Human-Computer Interface Design. Macmillan References