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Dive into the basics of HCI and cognition, explore system definition, design experiences and more. Learn about HCI trends, roots, branches, and golden rules of design. Understand the human-computer interaction process from analysis to deployment.
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Human–Computer Interactionpost-millennial models Alan Dix alan@hcibook.com http://www.hcibook.com/alan/teaching/rome2003/
Week 1: 19–23 May 2003 basics of HCI and cognition Tues 20th May am and pm lightening introduction vision 3D and colour time human context strand Wed 21st May am and pm and Thurs 22nd May am scenarios task analysis rich work ecologies understanding interaction Week 2: 26–30 May 2003 system definition strand Mon 26th May pm and Tues 27th May am and pm understanding state physical–logical mappings continuous interaction and time formal interaction modelling at the edge Thurs 29th May am and pm designing experience innovation and creativity course outline
books • Human-Computer Interaction 2nd edition.A. Dix, J. Finlay, G. Abowd and R. Beale.Prentice Hall, 1998.3rd edition September 2003! • HCI Models, Theories, and Frameworks: Toward an Interdisciplinary Science. J. Carroll. Morgan Kaufmann. • Funology: From Usability to Enjoyment. M. Blythe, A. Monk and P. Wright. Kluwer, 2003.
what you will learn (I hope!) • facts • about systems and about humans • analysis • deep understanding of issues • design • from understanding to solutions • attitude • thinking about real use and real users (read the book!)
what is HCI? • an academic discipline • studying people interacting with (computer) technology • a design discipline • designing interventions for systems involving people & computers
many roots psychology HCI computing sociology business &management etc. etc. etc.
many branches visualisation HCI CSCWcomputer supportedcooperative work ubiquitouscomputing e-learning etc. etc. etc.
increasing multiplicity • 1980s - personal computers • one man and his machine • and they were men!
increasing multiplicity • 1980s - personal computers • late 1980’s & 1990s - CSCW • lots of people • geographically remote • but ... • one person per machine • and ... • one machine per person
increasing multiplicity • 1980s - personal computers • late 1980’s & 1990s - CSCW • family use, global networks, ubiquitous devices
how many … • computers in your house? • computers in your pockets?
ubiquitous & wearable computing sensors and devices everywhere
to – dialogue with the environment ubicomp – no computer/artefact divide wearable/cyborg – no computer/user divide
work and fun • traditional HCI methods • tasks, goals, work, work, work • and the odd game • now • e-shopping, communities, home • experience and enjoyment • more decision points
useful, usable and used • useful • functional, does things • usable • easy to do things, does the right things • used • attractive, available, acceptable to organisation
what is design? achieving goals within constraints • goals - purpose • who is it for, why do they want it • constraints • materials, platforms • trade-offs
golden rule of design understand your materials
for Human–Computer Interaction understand your materials • understand computers • limitations, capacities, tools, platforms • understand people • psychological, social aspects • human error • and their interaction …
know your user • who are they? • probably not like you! • talk to them • watch them • use your imagination
scenariostask analysis guidelines principles precisespecification interviews ethnography what is there vs. what is wanted dialoguenotations evaluation heuristics architectures documentation help interaction design process what iswanted analysis design implement and deploy prototype
OK? design prototype evaluate done! re-design prototyping • you never get it right first time • if at first you don’t succeed …
pitfalls of prototyping • moving little by little … but to where • Malverns or the Matterhorn? 1. need a good start point 2. need to understand what is wrong