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Ubiquitous Interaction and Emotional Impact in User Experience

This chapter provides an introduction to CS 790M - a graduate seminar on Human-Computer Interaction. It covers topics such as ubiquitous interaction, emotional impact, usability, and user experience. It explores emerging technologies like wearable computing, human-robot interaction, and 3D interaction space. The chapter also discusses the concept of disappearing computers, olfactory interaction, and the importance of user satisfaction and presence in a product.

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Ubiquitous Interaction and Emotional Impact in User Experience

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  1. Chapter 1: Introduction CS 790M – Grad Sem. on Human Computer InteractionFebruary 18th, 2014 By: Bill Grussenmeyer, Alex Redei, Rui Wu

  2. Bill Grussenmeyer Introduction – Sections 1.1, 1.2 CS 790M

  3. Overview • Ubiquitous interaction • Emerging desire for usability • Usability to user experience • Emotional impact as part of the user experience • Business case • Roots of usability

  4. Ubiquitous Interaction • Embedded systems • Car key finder, embedded tags • Mobile devices • Smartphones, PDAs • Wearable computing • Google glass • Human robot interaction • Health care, disabilities

  5. Human Robot Interaction • Robotic telepresence for people with disabilities • Blind people can feel through haptic feedback • Multi-user control of multi-robot systems

  6. 3D Interaction Space • Natural 3D interaction • Kinect • Magic 3D interaction • Design for comfort • Fatigue • Nausea

  7. Disney Research’s Air interface

  8. Disappearing computer (ambient intelligence) • General Example: electric motors • Computers disappearing into walls, clothes, cars, tables, etc. • How to interact with disappearing computers? • MS Research’s Human Body as Electromagnetic Interface

  9. Olfactory interaction • Factories, loud and bright • Workers wearing goggles and ear plugs • Mint smell to alert workers for evacuation

  10. Definition of User Experience • Totality of the effect or effects felt by a user as a result of interaction with, and the usage context of, a system, device, or product • Presentation • Remembering • Emotional impact

  11. Definition of Interaction • Broad definition: mutual or reciprocal action, effect, or influence • In terms of computers: user and computer interacting with each other and the environment

  12. Usability and Usefulness • Usability is the pragmatic component of user experience, including effectiveness, efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects of user satisfaction. • Usefulness is the component of user experience to which system functionality gives the ability to use the system or product to accomplish the goals of work (or play).

  13. Functionality and Emotional Impact • Functionality is power to do work (or play) • Emotional impact is the affective component of user experience that influences user feelings.

  14. Desire for Usability • Voting machines • Police systems • Airports

  15. Crowd Sourcing • VizWiz: identification of photographs for the blind • Google Street View: accessibility problems on streets • Audio captioning on the internet • NASA Crowdsourcing

  16. Alex Redei Introduction – Sections 1.3, 1.4 CS 790M

  17. Emotional impact • Affective component of user experience • About user feelings

  18. Emotional impact includes • Pleasure, fun, joy of use, aesthetics, desirability • Engagement, novelty, originality, “coolness” factor • Appeal, self-expression, self-identity, pride of ownership • Elegance, trustworthiness, a feeling of contribution to world

  19. User satisfaction • Has been a part of usability • Really more closely related to emotional impact, but still part of user experience

  20. User experience (mostly) felt internally by user • Equals totality of effect or effects felt (experienced) internally by a user as result of interaction • User experience cannot be designed • Do not say you are designing the user experience • But you can design for a good user experience

  21. Phenomenological aspects of interaction • Deriving from phenomenology • Philosophical examination of foundations of experience and action • Cumulative effects of emotional impact considered over long term

  22. “Presence” of a product • Presence of a product is relationship with users in which product becomes a personally meaningful part of their lives • An essential part of phenomenological aspects of interaction • Usage of technology takes on a presence in our lifestyles • Technology is used to make meaning in our lives

  23. Measuring user experience • Neither user experience nor any of its components can be measured directly • We estimate user experience and its components by measuring indicators

  24. Measuring user experience • Neither user experience nor any of its components can be measured directly • We estimate user experience and its components by measuring indicators

  25. Quality User experience • Functionality is important, but a quality user experience is more so • Section 1.3.5 talks about the smartphone example. So I did a little research: • Blackberry dominated the smartphone market at 52.5% market share in 2009, now they are estimated to hold only ~6% [1] • Apple entered late, but has captured 43% of the market [2] • This is one example where one phone had better features (blackberry) but the other phone (iPhone) had better usability. [1] Brandon, J., Is Blackberry Loosing Ground, Web. Accessed 2/18/14, http://www.inc.com/articles/2010/is-blackberry-losing-ground.html [2] Whitney, L., iPhone Market Share Shrinks as Android / Windows Phone Grow, Web. Accessed 2/18/14, http://news.cnet.com/8301-13579_3-57616679-37/iphone-market-share-shrinks-as-android-windows-phone-grow/

  26. Misconceptions about usability Quote from Joel Spolsky mentioned in the book… • Not “dummy proofing” • Not “user-friendliness” • Users are not looking for amiability • They need efficient and effective tools • It is not (necessarily) high-tech or “cool”

  27. Misconceptions about usability • To a user the interaction experience is the system. • “Doing usability” sometimes thought of as equivalent to usability testing • Diagnostic view • Book points to a particular scenario where a usability was performed, and users had requested a feature that already exists?! • Or sometimes usability is seen to be about dressing it up • “After the software is built, I want the usability people to make it look pretty”

  28. Fun Example • Open Mozilla Firefox • Type about:about in the address bar. You will find an index of advanced configurations available in the system.

  29. Rui Wu Introduction – Sections 1.5, 1.6 CS 790M

  30. Usability & User Experience • My part: 1.5 ~ 1.6 • “UX”: refer to most things that have to do with designing for a high quality user experience • Usability & User Experience means a lot!

  31. Usability issues can add as much as 50% to the total cost of software ownership! • —e.g. Resident Evil 5 (2009) vs reservoir dogs (2006)

  32. Resident Evil 5 vs reservoir dogs • Resident Evil 5—money used to optimize, perfect performance on PC • Reservoir Dogs—almost not optimize! frames per second

  33. Questions • How to figure out whether there are some problems with usability and user experience?( No one complains to you directly) (1)Your users are accessing only a small portion of the overall functionality your system offers (2)There are a significant number of technical support calls about how to use a particular features in the product. (3)There are requests for features that already exist in the product (4)Your competitor’s products are selling better, even though your products has more features

  34. Questions • A business strategy: training as a substitute for usability in design—will that work? e.g. instruction bulletin, for example: on page 2, you must answer Yes to print Notice or there will be a mistake.

  35. Human factors • Branch of science and technology • First wave of formative influence of HCI • History, when it came across with computers.

  36. Human—the most complex part of almost any system, BUT what about cause of errors or system failure? • Point of human factor engineering— (1)susceptibility of human for errors (2)design the system to prevent them.

  37. Example of human factors engineering • Cars & autobrake http://www.youtube.com/watch?v=cOn4729TcJ0

  38. Psychology & Cognitive Science • Second wave of formative influence • Similarities with human factors: (1)Many connections to the design (2)Evaluation of human performance—including cognition, memory… • Differences with human factors —psychology is more about human per se and human factors engineering looks at the human as a component in a larger system for which performance is to be optimal

  39. Important application—modeling users as human information processors —e.g. keystroke-level model http://www.youtube.com/watch?v=yJLaqYzk55E

  40. Task analysis • The process of describing tasks( how user do things) and their relationships • e.g. play games more real—gamepad vibrates to simulate shooting

  41. Computer Science • Major job: opening the way to practical programming techniques for bringing interaction designs to life on computer • e.g.— point-and-click style of interaction in 1980s and 1990s

  42. Software Engineering • Relationship between software engineering and usability engineering —in ideal world, one would expect close connection a new task, add new functions to the software —in reality, these two aspects cannot communicate with each other until the very end( more information in C23)

  43. Recommendation • Gamepad vibration video http://www.youtube.com/watch?v=MgV-DtGKCHs • A paper about the relationship between usability and software engineering Http://www.it-c.dk/people/slauesen/Papers/Interact97PosPaper.pdf

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