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User Interfaces 4. BTECH : IT WIKI PAGE: https://userinterfaces4.wikispace.com. What is HCI. Human Computer Interaction Usability Useful vs Usable Usability in existing systems. Examples of interactive systems. ATM’s Cell phones Video Recorders Websites Computer Applications.
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User Interfaces 4 BTECH: IT WIKI PAGE: https://userinterfaces4.wikispace.com
What is HCI • Human Computer Interaction • Usability • Useful vs Usable • Usability in existing systems
Examples of interactive systems • ATM’s • Cell phones • Video Recorders • Websites • Computer Applications
Usability • Useful: the system supports user objectives • Usable: it supports user objectives in easy-to-use ways • Accessible: it can be used by the full range of intended users “Every designer wants to build a high-quality interactive system that is admired by colleagues, celebrated by users, circulated widely, and imitated frequently. “ (Shneiderman, 1998)
Execise Evaluate each of the following in terms of usefulness, usability and accessibility, motivating your answer with an example: • Finding your lectures and venues • Finding out online whether a particular movie is showing and the show times • Ordering pizza by phone
Natural Computing • Humans are capable of processing information • Three linked aspects: • User: user as focus, user modelling • Designer: understand human information processing, understand intended users • Sustainability: support activities to achieve objectives
User-centred Design (UCD) • Target users (preferences and requirements) • Simple models of users, tasks and technological systems • Interactive process • Prototyping and evaluation of alternatives by users The old computing is what computers can do, the new computing is what users can do (Shneiderman, 2002)
Principles of natural computing • Natural computing • What users can do • Modelling users • Understanding the domain • Understanding human learning • Meaning as a basis for practical learning
Natural computing • People and technologies work with symbols • Sciences involved: cognitive science, cognitive psychology, human-computer interaction, interaction design, sociology and anthropology
What users can do • Target users • Frequency of use: novices, casual users, regular • Application knowledge: experts, operators • Tasks to be performed: use part of a system, decisions based on data from transactions, maintenance of system • Assumed skills: skills acquired independently of particular application • Attitudes: regard software as a challenge, conservative, preferred modes of interaction
Modelling users • A working model of human, natural computation • Simplex Theory: • Theory to guide good practice design • Framework to capture current research findings (Simple enough to guide best practice and complex enough to encompass current research issues)
Understanding the domain • “Domain”of the system, e.g. accounting, medical, POS, etc. • Wide range of disciplines • Use experts in domain to id understanding
Understanding human learning • Psychology: how information is processed • Cognitive psychology: Theories of human perception
Meaning as a basis for practical learning • Not just a set of rules to be applied • Context important • People important • Link between theory and practice to encourage better understanding
EXERCISE • Research and write a short paragraph on one of the following, referencing appropriately, and paste it to the wiki page using your student number: • Von Neumann machines • Fuzzy logic • Adaptive and adaptable systems • Fault tolerant and self-repairing systems
Core concepts • User Model • Universal access • Design for all • Inclusive design • Task Models • Technological platform
Exercise • Find definitions/descriptions for all the “core concepts