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Human Computer Interaction
Khalid Mahmood (MSCS)
k.mah.khan@live.com
Outline
 Course Info & Syllabus
 Course Overview
 Introductions
 HCI Overview
 A brief history
2
Course Aims
 Consciousness raising
– Make you aware of HCI issues
 Design critic
– Question bad HCI design - of existing or proposed
 Learn Design Process
– Software interfaces and beyond
 Improve your HCI design & evaluation skills
– Go forth and do good work!
3
Course Overview
 Requirements Gathering
– How do you know what to build?
– Human abilities
 Design
– How do you build the best UI you can?
 Evaluation
– How do you make sure people can use it?
Also cognitive and contextual models, interface
paradigms, design guidelines, web and
visual design, and advanced topics4
HCI
 The interaction and interface between a
human and a computer performing a task
– Tasks might be work, play, learning,
communicating, etc. etc.
– Write a document, calculate monthly budget,
learn about places to live in Charlotte, drive
home…
 …not just desktop computers!
5
Why do we care?
 Computers (in one way or another) now affect every
person in our society
 Tonight - count how many in your home/apt/room
 We are surrounded by unusable and ineffective
systems!
 Its not the user’s fault!!
 Product success may depend on ease of use, not
necessarily power
 You will likely create an interface for someone at some
point
– Even if its just your personal web page
6
Goals of HCI
 Allow users to carry out tasks
– Safely
– Effectively
– Efficiently
– Enjoyably
7
Usability
Combination of
– Ease of learning
– High speed of user task performance
– Low user error rate
– Subjective user satisfaction
– User retention over time
8
Design Evaluation
 Both subjective and objective metrics
 Some things we can measure
– Time to perform a task
– Improvement of performance over time
– Rate of errors by user
– Retention over time
– Subjective satisfaction
9
UI Design / Develop Process
 User-Centered Design
– Analyze user’s goals & tasks
– Create design alternatives
– Evaluate options
– Implement prototype
– Test
– Refine
– IMPLEMENT
10
Know Thy Users!
 Physical & cognitive abilities (& special needs)
 Personality & culture
 Knowledge & skills
 Motivation
 Two Fatal Mistakes:
– Assume all users are alike
– Assume all users are like the designer
11
Design is HARD!
 “It is easy to make things hard. It is hard to
make things easy.” – Al Chapanis, 1982
 Its more difficult than you think
 Real world constraints make this even harder
12
The past…
Time
UserProductivity
Batch
Command
Line
WIMP
(Windows)
1940s – 1950s 1980s - Present1960s – 1970s
?
?
13
Batch processing
 Computer had one task,
performed sequentially
 No “interaction” between
operator and computer after
starting the run
 Punch cards, tapes for input
 Serial operations
14
Paradigm: Networks & time-sharing
(1960’s)
 Command line  teletype
– increased accessibility
– interactive systems, not jobs
– text processing, editing
– email, shared file system
 Need for HCI in the design of programming
languages
15
The Ubiquitous Glass Teletype
Source: http://www.columbia.edu/acis/history/vt100.html
 24 x 80 characters
 Up to 19,200 bps
(Wow - was big
stuff!)
16
Paradigm: Personal Computer
 Small, powerful machine dedicated
to an individual
 Importance of networks and time-
sharing
 Also:
– Laser printer (1971, Gary
Starkweather)
– Ethernet (1973, Bob Metcalfe)
17
Paradigm: WIMP / GUI
 Windows, Icons, Menus, Pointers
 Graphical User Interface
 Multitasking – can do several things simultaneously
 Has become the familiar GUI interface
 Computer as a “dialogue partner”
 Xerox Alto, Star; early Apples
18
Xerox Star - 1981
 First commercial PC designed
for “business professionals”
– desktop metaphor, pointing,
WYSIWYG, high degree of
consistency and simplicity
 First system based on usability
engineering
– Paper prototyping and analysis
– Usability testing and iterative
refinement
19
Apple Macintosh - 1984
 Aggressive pricing - $2500
 Not trailblazer
 Good interface guidelines
 3rd
party applications
 High quality graphics and
laser printer
“The computer for the rest of
us”
20
Paradigm: WWW
 Hypertext around since the 1960’s…
 Two new components
– URL
– Browser
 Tim Brenners-Lee did both
– 1991 first text-based browser
 Marc Andreesen created Mosaic (first
graphic browser, 1993)
21
New paradigms?
22
And the future?
23
Course ReCap
 To make you notice interfaces, good and
bad
– You’ll never look at doors the same way again
 To help you realize no one gets an
interface right on the first try
– Yes, even the experts
– Design is HARD
 To teach you tools and techniques to help
you iteratively improve your designs
– Because you can eventually get it right
24

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Lcture 1

  • 1. Human Computer Interaction Khalid Mahmood (MSCS) k.mah.khan@live.com
  • 2. Outline  Course Info & Syllabus  Course Overview  Introductions  HCI Overview  A brief history 2
  • 3. Course Aims  Consciousness raising – Make you aware of HCI issues  Design critic – Question bad HCI design - of existing or proposed  Learn Design Process – Software interfaces and beyond  Improve your HCI design & evaluation skills – Go forth and do good work! 3
  • 4. Course Overview  Requirements Gathering – How do you know what to build? – Human abilities  Design – How do you build the best UI you can?  Evaluation – How do you make sure people can use it? Also cognitive and contextual models, interface paradigms, design guidelines, web and visual design, and advanced topics4
  • 5. HCI  The interaction and interface between a human and a computer performing a task – Tasks might be work, play, learning, communicating, etc. etc. – Write a document, calculate monthly budget, learn about places to live in Charlotte, drive home…  …not just desktop computers! 5
  • 6. Why do we care?  Computers (in one way or another) now affect every person in our society  Tonight - count how many in your home/apt/room  We are surrounded by unusable and ineffective systems!  Its not the user’s fault!!  Product success may depend on ease of use, not necessarily power  You will likely create an interface for someone at some point – Even if its just your personal web page 6
  • 7. Goals of HCI  Allow users to carry out tasks – Safely – Effectively – Efficiently – Enjoyably 7
  • 8. Usability Combination of – Ease of learning – High speed of user task performance – Low user error rate – Subjective user satisfaction – User retention over time 8
  • 9. Design Evaluation  Both subjective and objective metrics  Some things we can measure – Time to perform a task – Improvement of performance over time – Rate of errors by user – Retention over time – Subjective satisfaction 9
  • 10. UI Design / Develop Process  User-Centered Design – Analyze user’s goals & tasks – Create design alternatives – Evaluate options – Implement prototype – Test – Refine – IMPLEMENT 10
  • 11. Know Thy Users!  Physical & cognitive abilities (& special needs)  Personality & culture  Knowledge & skills  Motivation  Two Fatal Mistakes: – Assume all users are alike – Assume all users are like the designer 11
  • 12. Design is HARD!  “It is easy to make things hard. It is hard to make things easy.” – Al Chapanis, 1982  Its more difficult than you think  Real world constraints make this even harder 12
  • 14. Batch processing  Computer had one task, performed sequentially  No “interaction” between operator and computer after starting the run  Punch cards, tapes for input  Serial operations 14
  • 15. Paradigm: Networks & time-sharing (1960’s)  Command line  teletype – increased accessibility – interactive systems, not jobs – text processing, editing – email, shared file system  Need for HCI in the design of programming languages 15
  • 16. The Ubiquitous Glass Teletype Source: http://www.columbia.edu/acis/history/vt100.html  24 x 80 characters  Up to 19,200 bps (Wow - was big stuff!) 16
  • 17. Paradigm: Personal Computer  Small, powerful machine dedicated to an individual  Importance of networks and time- sharing  Also: – Laser printer (1971, Gary Starkweather) – Ethernet (1973, Bob Metcalfe) 17
  • 18. Paradigm: WIMP / GUI  Windows, Icons, Menus, Pointers  Graphical User Interface  Multitasking – can do several things simultaneously  Has become the familiar GUI interface  Computer as a “dialogue partner”  Xerox Alto, Star; early Apples 18
  • 19. Xerox Star - 1981  First commercial PC designed for “business professionals” – desktop metaphor, pointing, WYSIWYG, high degree of consistency and simplicity  First system based on usability engineering – Paper prototyping and analysis – Usability testing and iterative refinement 19
  • 20. Apple Macintosh - 1984  Aggressive pricing - $2500  Not trailblazer  Good interface guidelines  3rd party applications  High quality graphics and laser printer “The computer for the rest of us” 20
  • 21. Paradigm: WWW  Hypertext around since the 1960’s…  Two new components – URL – Browser  Tim Brenners-Lee did both – 1991 first text-based browser  Marc Andreesen created Mosaic (first graphic browser, 1993) 21
  • 24. Course ReCap  To make you notice interfaces, good and bad – You’ll never look at doors the same way again  To help you realize no one gets an interface right on the first try – Yes, even the experts – Design is HARD  To teach you tools and techniques to help you iteratively improve your designs – Because you can eventually get it right 24

Editor's Notes

  1. Construction: Monitor + detachable keyboard Display: 24x80 or 14x132 character cells, optional 24x132 Character matrix: 7x9 with descenders Screen size: 12" diagonal (8" x 4.5" active display) Character set: Complete US ASCII (128 codes) Keys: 65 keys in ANSI X4.14-1971 typewriter layout http://www.columbia.edu/acis/history/vt100.html Auxiliary keypad: 18 keys (digits, arrows, function keys) Visual indicators: 7 LEDs Interface: RS-232/V.24, optional 20mA Current Loop Flow control: Xon/Xoff Communication Speeds: 75,110,150,300,600,1200,2400,4800,9600,19200 bps Dimensions: 14.5"x18"14.25" (monitor), 3.5"x18"x8" (keyboard) Minimum table depth: 20.25" Weight: 41 pounds
  2. But it was a flop – too expensive, closed architecture, no spreadsheet