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Psychology of
Human-Computer Interaction
- Introduction -
Seta A. Wicaksana
www.humanikaconsulting.com
PSYCHOLOGY OF
Learning Outcomes of the Lecture
• To understand why
psychologists should be
involved in designing new
technologies.
• To consider some elements
of human-computer
interaction in relation to
psychology.
• To consider how new
technologies impact on
people and society.
Contents
• What is HCI?
• Disciplines Contributing to Human-
computer Interaction.
• Human-Computer Interaction as a
Field of Study.
• Human Factors / Ergonomics.
• Systems Model vs User Model
• The User Interface
• Evolution of HCI ‘interfaces’.
• Human-Computer Dialog
• Common Ground
• Metaphors for Human-Computer
Interaction
• Fitts’s (Fitts’)Law
• Ubiquitous Computing.
• Seminar Discussion and Activity.
Incidents: Information Overload / User
Attention. Three Mile Island, 1979
What started as a minor malfunction in the system ended as the
largest commercial nuclear accident in the USA.
• Errors in information – signals indicated the reverse of the truth
• Poor placement of information – a caution tag fitted to one system
obscured the reading from another control system.
• Information overload – too much going on. 1500 alarms in either visual or
auditory modalities
• Poor controls – a single acknowledge button silenced all alarms rather
than allowed individual control.
• Operators were unable to break out of a cycle of assumptions that
conflicted with what their instruments were telling them.
Mistakes are often blamed on operators rather than on the design
of the system.
Poor interfaces can lead to disaster
Could Communication Overload Result in Police Mistakes?
What is
‘Human-Computer
Interaction’ (HCI)?
• Human-computer interaction (HCI) is the study of how people interact
with computing technology.
• HCI study is the region of intersection between psychology and the social
sciences, on the one hand, and computer science and technology, on the
other.
• Human-Computer interface.
• Where people “meet” or come together with machines or
• computer-based systems.
• ‘Physical interface’ (e.g. buttons, screens, menus, etc.)
• ‘Logical interface’.
• The model a system presents a user.
• Set of tasks available and how they’re organized.
What is ‘Human-
Computer Interaction’
(HCI)?
• The term HCI was adopted in mid-1980s:
• Association for Computing Machinery (ACM): “discipline concerned with
the design, evaluation & implementation of interactive computer systems
for human use & with the study of major phenomena surrounding them”
(1992)
• Dix: “HCI is study of people, computer technology and the ways these
influence each other. We study HCI to determine how we can make this
computer technology more usable by people” (1998)
• Carroll: “HCI is the study and practice of usability. It is about
understanding and creating software and other technology that people
will want to use, will be able to use, and will find effective when used.”
(2002)
What is ‘Human-Computer Interaction’ (HCI)?
• A key design activity is to design the user-interface.
• For every input and output the developer must consider the interaction
between the user and the computer.
• Because the interaction is much like a dialog between the user and the
computer, user-interface design is often referred to as ‘dialog design’.
• The field of HCI investigates how people use computer systems, so that
better systems can be designed.
• One aspect is concerned with technological innovation (e.g. better input
devices, like electronic pen etc.)
• The other aspect is concerned with the human element (e.g. how people
reason, solve problems and interact with computers).
WHY HCI
HCI Scope
HCI Scope
• Use & Context: Find application
areas for computers
• Human: Study psychological &
physiological aspects e.g., study
how a user learns to use a new
product, study human typing speed
• Computer: Hardware & software
offered e.g., input & output
devices, speed, interaction styles,
computer graphics
• Development: Design,
implementation & evaluation
HCI Goals
• At physical level, HCI concerns the
selection of the most appropriate input
devices and output devices for a
particular interface or task
• Determine the best style of interaction,
such as direct manipulation, natural
language (speech, written input), WIMP
(windows, icons, menus, pointers), etc.
• Develop or improve
• Safety
• Utility
• Effectiveness
• Efficiency
• Usability
• Appeal
• of systems that include computers
HCI Goals
Safety: protecting the user from dangerous conditions and undesirable
situations
• Users: Nuclear energy plant or bomb-disposal – operators should interact
with computer-based systems remotely Medical equipment in intensive
care unit (ICU)
• Data
• Prevent user from making serious errors by reducing risk of wrong
keys/buttons being mistakenly activated Provide user with means of
recovering errors.
• Ensure privacy (protect personal information such as habits and
address) & security (protect sensitive information such as passwords,
VISA card numbers)
• Utility: extent of providing the right
kind of functionality so that users can
do what they need or want to do
• High utility
• Scientific calculator provides
many mathematical operations,
built-in formulae, and is
programmable
• Low utility
• Software drawing tool does not
allow free-hand drawing but
supports polygon shape drawing
• Effectiveness: concern a user’s ability
to accomplish a desired goal or to
carry out work
• Find a master thesis in our library
Web
HCI Goals
Any difference between utility and effectiveness?
Consider the scenario: a shopping Web
provides all the information, instruction
and server-side support required to
perform an on-line purchase. However, the
users cannot figure out how to find the
items they want to buy.
• Efficiency: a measure of how quickly
users can accomplish their goals or
finish their work using the system
• Find a book “human computer
interaction” in our library Web
• How about a master thesis whose
author’s last name is “Cheng”?
• How about the newest book in the
subject of “human computer
interaction”?
HCI Goals
• Usability: ease of learning and
ease of use
• Can I use the basic functions
of a new digital camera
without reading the manual?
• Does the software facilitate us
to learn new functions easily?
• Appeal: how well the user likes
the system
• First impression
• Long-term satisfaction
HCI Goals
HCI Goals
Use Microsoft WORD as an example:
HCI Benefits
Gaining market share
• People intend to buy/use products with
higher usability
• e.g., Google’s search engine has the
largest market share because it is easy to
use with higher efficiency
Improving productivity
• Employees in a company perform their
jobs in a faster manner e.g., Workers in a
mainland company needed to press a
lengthy sequence of buttons in
performing a task. An IAS student helped
to increase their productivity via writing a
batch program for the button pressing
operation
• e.g., Intranet can increase employees’
efficiency
HCI Benefits
Lowering support costs
• If the product is not usable, calls to customer support can be
enormous
• e.g., If a washing machine is difficult to use even after reading the
instruction manual, many users will call the customer service and
the cost per call can be over $100
Reducing development cost
• Avoid implementing features users don’t want and creating features
that are annoying or inefficient
• e.g., If there are too many unnecessary confirmation dialog boxes in
using a word processor, it is likely this product needs to be
redeveloped
Disciplines Contributing to Human-
Computer Interaction
Disciplines Contributing to Human-
Computer Interaction
Academic Disciplines:
• Computer Science  Develop programming
languages, system architectures, etc. of the
computing systems
• Engineering  Provide faster and cheaper
equipment
• Linguistics, Artificial Intelligence  Speech
synthesis and recognition, natural language
processing, etc.
• Psychology  Provide information about
human mental capabilities (e.g., memory,
decision making)
• Ergonomics (Human Factors)  Provide
information about human physical
capabilities
• Sociology  How people interact in
groups
• Design Practices:
• Graphic Design  Art of combining
text and graphics and communicating
an effective message in design of
posters, brochures, signs, logos & other
type of visual communications
• Product Design  Process of planning
the product's specification
• Industrial Design  Applied HartH
whereby aesthetics and usability of
HproductsH may be improved. Aspects
include overall shape of the object,
HcolorsH, textures, HsoundsH & product
Hergonomics
• Film Industry
Disciplines Contributing to Human-
Computer Interaction
Assignment 1:
Good and Bad Design Examples?
People in HCI Business
• Interactive / Interaction Designers: People involved in
the design of all the interactive aspects of a product
• Usability Engineers: People who focus on evaluating
products using usability methods and principles
• UI Designers: People experienced in user-centered
design methodologies
• UI Design Engineers: People who develop and model
the end user experience
• Web Designers: People who develop and create the
visual design of websites, such as layouts & animations
• Information Architects: People who come up with
ideas of how to plan and structure interactive products
• User Experience Designers: people who do all the
above
People in HCI Business
User experience is …
• An important concept in
interaction design
• About how people feel about
a product and their pleasure
and satisfaction when using
it, looking at it, holding it,
opening it, closing it, etc.
• Examples: how smoothly a
switch rotates, the sound of a
click, the touch of a button
when pressing it
People in HCI Business
Famous companies which provide HCI consultancies:
• Nielsen Norman Group: “help companies enter the age of
the consumer, designing human-centered products and
services” (HUwww.nngroup.comUH)
• Swim: “provide a wide range of design services, in each
case targeted to address the product development needs at
hand” (HUwww.swimstudio.comUH)
• IDEO: “create products, services and environments for
companies pioneering new ways to provide value to their
customers” (Hwww.ideo.comH)
End 1st session
Kami Masa Depan Indonesia
www.hipotest.com

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Psychology Human Computer Interaction

  • 1. Psychology of Human-Computer Interaction - Introduction - Seta A. Wicaksana www.humanikaconsulting.com PSYCHOLOGY OF
  • 2.
  • 3. Learning Outcomes of the Lecture • To understand why psychologists should be involved in designing new technologies. • To consider some elements of human-computer interaction in relation to psychology. • To consider how new technologies impact on people and society.
  • 4.
  • 5. Contents • What is HCI? • Disciplines Contributing to Human- computer Interaction. • Human-Computer Interaction as a Field of Study. • Human Factors / Ergonomics. • Systems Model vs User Model • The User Interface • Evolution of HCI ‘interfaces’. • Human-Computer Dialog • Common Ground • Metaphors for Human-Computer Interaction • Fitts’s (Fitts’)Law • Ubiquitous Computing. • Seminar Discussion and Activity.
  • 6.
  • 7. Incidents: Information Overload / User Attention. Three Mile Island, 1979 What started as a minor malfunction in the system ended as the largest commercial nuclear accident in the USA. • Errors in information – signals indicated the reverse of the truth • Poor placement of information – a caution tag fitted to one system obscured the reading from another control system. • Information overload – too much going on. 1500 alarms in either visual or auditory modalities • Poor controls – a single acknowledge button silenced all alarms rather than allowed individual control. • Operators were unable to break out of a cycle of assumptions that conflicted with what their instruments were telling them. Mistakes are often blamed on operators rather than on the design of the system. Poor interfaces can lead to disaster
  • 8. Could Communication Overload Result in Police Mistakes?
  • 9. What is ‘Human-Computer Interaction’ (HCI)? • Human-computer interaction (HCI) is the study of how people interact with computing technology. • HCI study is the region of intersection between psychology and the social sciences, on the one hand, and computer science and technology, on the other. • Human-Computer interface. • Where people “meet” or come together with machines or • computer-based systems. • ‘Physical interface’ (e.g. buttons, screens, menus, etc.) • ‘Logical interface’. • The model a system presents a user. • Set of tasks available and how they’re organized.
  • 10. What is ‘Human- Computer Interaction’ (HCI)? • The term HCI was adopted in mid-1980s: • Association for Computing Machinery (ACM): “discipline concerned with the design, evaluation & implementation of interactive computer systems for human use & with the study of major phenomena surrounding them” (1992) • Dix: “HCI is study of people, computer technology and the ways these influence each other. We study HCI to determine how we can make this computer technology more usable by people” (1998) • Carroll: “HCI is the study and practice of usability. It is about understanding and creating software and other technology that people will want to use, will be able to use, and will find effective when used.” (2002)
  • 11. What is ‘Human-Computer Interaction’ (HCI)? • A key design activity is to design the user-interface. • For every input and output the developer must consider the interaction between the user and the computer. • Because the interaction is much like a dialog between the user and the computer, user-interface design is often referred to as ‘dialog design’. • The field of HCI investigates how people use computer systems, so that better systems can be designed. • One aspect is concerned with technological innovation (e.g. better input devices, like electronic pen etc.) • The other aspect is concerned with the human element (e.g. how people reason, solve problems and interact with computers).
  • 12.
  • 15. HCI Scope • Use & Context: Find application areas for computers • Human: Study psychological & physiological aspects e.g., study how a user learns to use a new product, study human typing speed • Computer: Hardware & software offered e.g., input & output devices, speed, interaction styles, computer graphics • Development: Design, implementation & evaluation
  • 16. HCI Goals • At physical level, HCI concerns the selection of the most appropriate input devices and output devices for a particular interface or task • Determine the best style of interaction, such as direct manipulation, natural language (speech, written input), WIMP (windows, icons, menus, pointers), etc. • Develop or improve • Safety • Utility • Effectiveness • Efficiency • Usability • Appeal • of systems that include computers
  • 17. HCI Goals Safety: protecting the user from dangerous conditions and undesirable situations • Users: Nuclear energy plant or bomb-disposal – operators should interact with computer-based systems remotely Medical equipment in intensive care unit (ICU) • Data • Prevent user from making serious errors by reducing risk of wrong keys/buttons being mistakenly activated Provide user with means of recovering errors. • Ensure privacy (protect personal information such as habits and address) & security (protect sensitive information such as passwords, VISA card numbers)
  • 18. • Utility: extent of providing the right kind of functionality so that users can do what they need or want to do • High utility • Scientific calculator provides many mathematical operations, built-in formulae, and is programmable • Low utility • Software drawing tool does not allow free-hand drawing but supports polygon shape drawing • Effectiveness: concern a user’s ability to accomplish a desired goal or to carry out work • Find a master thesis in our library Web HCI Goals Any difference between utility and effectiveness?
  • 19. Consider the scenario: a shopping Web provides all the information, instruction and server-side support required to perform an on-line purchase. However, the users cannot figure out how to find the items they want to buy. • Efficiency: a measure of how quickly users can accomplish their goals or finish their work using the system • Find a book “human computer interaction” in our library Web • How about a master thesis whose author’s last name is “Cheng”? • How about the newest book in the subject of “human computer interaction”? HCI Goals
  • 20. • Usability: ease of learning and ease of use • Can I use the basic functions of a new digital camera without reading the manual? • Does the software facilitate us to learn new functions easily? • Appeal: how well the user likes the system • First impression • Long-term satisfaction HCI Goals
  • 21. HCI Goals Use Microsoft WORD as an example:
  • 22. HCI Benefits Gaining market share • People intend to buy/use products with higher usability • e.g., Google’s search engine has the largest market share because it is easy to use with higher efficiency Improving productivity • Employees in a company perform their jobs in a faster manner e.g., Workers in a mainland company needed to press a lengthy sequence of buttons in performing a task. An IAS student helped to increase their productivity via writing a batch program for the button pressing operation • e.g., Intranet can increase employees’ efficiency
  • 23. HCI Benefits Lowering support costs • If the product is not usable, calls to customer support can be enormous • e.g., If a washing machine is difficult to use even after reading the instruction manual, many users will call the customer service and the cost per call can be over $100 Reducing development cost • Avoid implementing features users don’t want and creating features that are annoying or inefficient • e.g., If there are too many unnecessary confirmation dialog boxes in using a word processor, it is likely this product needs to be redeveloped
  • 24. Disciplines Contributing to Human- Computer Interaction
  • 25. Disciplines Contributing to Human- Computer Interaction Academic Disciplines: • Computer Science  Develop programming languages, system architectures, etc. of the computing systems • Engineering  Provide faster and cheaper equipment • Linguistics, Artificial Intelligence  Speech synthesis and recognition, natural language processing, etc. • Psychology  Provide information about human mental capabilities (e.g., memory, decision making) • Ergonomics (Human Factors)  Provide information about human physical capabilities
  • 26. • Sociology  How people interact in groups • Design Practices: • Graphic Design  Art of combining text and graphics and communicating an effective message in design of posters, brochures, signs, logos & other type of visual communications • Product Design  Process of planning the product's specification • Industrial Design  Applied HartH whereby aesthetics and usability of HproductsH may be improved. Aspects include overall shape of the object, HcolorsH, textures, HsoundsH & product Hergonomics • Film Industry Disciplines Contributing to Human- Computer Interaction
  • 27. Assignment 1: Good and Bad Design Examples?
  • 28.
  • 29. People in HCI Business • Interactive / Interaction Designers: People involved in the design of all the interactive aspects of a product • Usability Engineers: People who focus on evaluating products using usability methods and principles • UI Designers: People experienced in user-centered design methodologies • UI Design Engineers: People who develop and model the end user experience • Web Designers: People who develop and create the visual design of websites, such as layouts & animations • Information Architects: People who come up with ideas of how to plan and structure interactive products • User Experience Designers: people who do all the above
  • 30. People in HCI Business User experience is … • An important concept in interaction design • About how people feel about a product and their pleasure and satisfaction when using it, looking at it, holding it, opening it, closing it, etc. • Examples: how smoothly a switch rotates, the sound of a click, the touch of a button when pressing it
  • 31.
  • 32.
  • 33. People in HCI Business Famous companies which provide HCI consultancies: • Nielsen Norman Group: “help companies enter the age of the consumer, designing human-centered products and services” (HUwww.nngroup.comUH) • Swim: “provide a wide range of design services, in each case targeted to address the product development needs at hand” (HUwww.swimstudio.comUH) • IDEO: “create products, services and environments for companies pioneering new ways to provide value to their customers” (Hwww.ideo.comH)
  • 34.
  • 36. Kami Masa Depan Indonesia www.hipotest.com