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ITI Human-Computer Interaction 04:574:230

ITI Human-Computer Interaction 04:574:230. Nick Belkin nick@belkin.rutgers.edu Doug Riecken riecken@us.ibm.com. Human-Computer Interaction. Design, Evaluation, and Implementation of Interactive Computing Systems for Human Use Software Projects: 60% failure rate

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ITI Human-Computer Interaction 04:574:230

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  1. ITI Human-Computer Interaction04:574:230 Nick Belkin nick@belkin.rutgers.edu Doug Riecken riecken@us.ibm.com

  2. Human-Computer Interaction • Design, Evaluation, and Implementation of Interactive Computing Systems for Human Use • Software Projects:60% failure rate • Research has shown that HCI matters • Learning time • Performance speed • Error rates • User satisfaction • Interface Design = Interdisciplinary Effort • Human Psychology Specialists • Visual & Textual Communication Specialists • Software Developers • Marketing Professionals

  3. Course Goals • Understand Basic HCI Concepts • Lectures, readings, video, hands-on • Study & Design Graphic Interfaces Web Design | Multimedia | Information Visualization • Study Human Visual Perception • Software Demos and Evaluations • PracticeUser-Centered Design Methods Surveys | Scenarios | Expert Reviews | Usability Testing • Video Analysis of User Interactions • Rapid Prototyping PowerPoint | Dreamwaver | Java • Creative Problem Solving in Groups • Video Analysis of Group Interactions

  4. Course Goals • HCI course will Give You • Understanding of theory and principles • Hands-on Experience • Practical Knowledge • Marketable Skills

  5. Course Requirements • Text Preece, J., Rogers, Y. & Sharp, H. (2002) Interaction design: beyond human-computer interaction. New York: Wiley. • Grading • Individual Exercises: 30% • Designed to support term project • Group Assignments: 40% • Term Project: 30% • Team project: how to form the teams? • Attendance – Just Do It

  6. Rules of the Road • Exercise / Assignment Deadlines • Submit at start of the class on due date • No late assignments will be accepted • Exceptions to Rule • As defined by official Rutgers policies • Sharing of Ideas & Teamwork • Share ideas and discuss common problems • You will work in teams for the Assignments & Term Project • You are responsible to your teammates to shoulder your fair portion of the work load • Plagiarism • Share without engaging in plagiarism • The Rutgers rules on plagiarism apply • http://teachx.rutgers.edu/integrity/policy.html

  7. HCI – Value Proposition • Software Projects • 60% failure rate • 25% never finished • 35% partial success • Early user-centered design saves money and time • Management Support Crucial • Low Road for Selling Usability • Reduced development and support costs • High Road for Selling Usability • Greater quality and user satisfaction

  8. HCI – Recognize Diversity • Usage Profiles • Novice or first-time users • Knowledgeable intermittent users • Expert frequent users • User Characteristics • Age, Gender, Physical abilities, Education etc. • Cultural and International Diversity • Task Profiles • Decomposition into multiple middle-level task actions, which are refined into atomic actions • Interaction Styles • Direct manipulation • Menu selection • Form fill-in • Command language • Natural language •  Blending of interaction styles for diverse tasks and diverse users

  9. HCI – Users & Evaluation • Define Target User Community • Accommodate Human Diversity: no average user • Evaluation MeasuresTime | Speed | Errors | Retention | Satisfaction • Create & Test Design Alternatives • Use a wide range of mock-ups Design  Test  Design  Test … • Employ User-Centered Design Methods

  10. Three Pillars of Interface Design • Guidelines Documents and Processes • Inspired by HCI theories and models • Provides social process for developers, records decisions for all to see, promotes consistency and completeness • User Interface Software Tools • Based on prototypes • Expert Reviews and Usability Testing • Grounded in controlled experiments

  11. Logical User-Centered Design MethodologyDeveloped by Kreitzberg (Cognetics, Princeton Junction, NJ) Stage 1: Develop Product Concept Stage 2: Research and Needs Analysis Stage 3: Design Concepts & Key Screen Prototype Stage 4: Iterative Design and Refinement Stage 5: Implement Software Stage 6: Provide Roll-Out Support

  12. User-Centered Design Methods • Pre-Design • Ethnographic Observation • Designing • Scenario Development • Participatory Design • Post-Design • Expert Reviews • Heuristic Evaluation • Guidelines Review • Consistency Inspection • Cognitive Walkthrough • Formal Usability Inspection • Usability Testing • Acceptance Testing • Field Testing

  13. Prototyping

  14. Product Design User-Centered Methods High Concept Prototype • Anticipated Usage Profiles • Leverage different Interaction Styles Software Development • Internal Testing Product Release • Pre-Design • Ethnographic Observation • Designing • Scenario Development • Participatory Design • Post-Design • Expert Reviews • Heuristic Evaluation • Guidelines Review • Consistency Inspection • Cognitive Walkthrough • Formal Usability Inspection • Usability Testing • Surveys • Acceptance Testing • Field Testing ? ?

  15. User-Centered Product Design

  16. Creative Problem Solving in Groups • Content vs. Process • Study Human Communication • Intent vs. Effect • Listening Skills • Itemized Response • Address concerns in effective way • Use Video Analysis

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