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Lecture 2a: Foundations of human-computer interaction. CSCI102 - Introduction to Information Technology B ITCS905 - Fundamentals of Information Technology. Overview. Motivation Why care about people? Contexts for HCI Tools Web hypermedia. Overview. Human performance models Perception
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Lecture 2a: Foundations of human-computer interaction CSCI102 - Introduction to Information Technology B ITCS905 - Fundamentals of Information Technology
Overview • Motivation • Why care about people? • Contexts for HCI • Tools • Web hypermedia
Overview • Human performance models • Perception • Movement • Cognition • Introduction to usability testing
Motivation: Why Care About People? • Human - computer interaction (HCI) • The study of the ways that people use computers • Practice of making computers easier for people to use • Is that possible? • Yes • It happens when people who design computers and software keep in mind that they are designing for other people
Motivation: Why Care About People? • It happens when those designers understand that people use computers to do work • They don't care whether the work gets done by a computer or by magic • They just want to get the work done • The same is true of games • People want to play games • They want the illusion that the game is real
Motivation: Why Care About People? • It happens when designers • Realize that the work people do while using computers is work intended for other people to use • Accept that they must first understand the work that people do • Before they can even begin to design a computer or a program that will do that work
Motivation: Why Care About People? • It happens when designers • Learn that it is much more effective for the computer to adapt to the needs of the person, than for the person to adapt to the needs of the computer • And the companies they work for, understand that a failure of usability is every bit as important as any other software or hardware failure or error • Accept that people who use products are the best people to evaluate whether those products are easy to use, or whether they do what they are supposed to do
Motivation: Why Care About People? • It is the designer's job to understand and meet those expectations, not to dictate them • Products that are easy to use • do not come from a box • do not come from toolkits • do not come from standards • do not provide Function • They provide possibilities
Motivation: Why Care About People? • Products that are easy to use come from people who care enough to make those products easy for other people to use • "Easy to use" is not a cliché or a marketing slogan • It is not achieved as often as it is claimed • It is hard work • It is a way of life • It is a discipline, and that discipline is called "HCI"
Motivation: Why Care About People? • If you are a programmer, the task analysis and prototyping that are an integral part of this approach to development will give you concrete goals for the design of your software • You won't have to guess what users want, because they will already have told you
Motivation: Why Care About People? • If you are a technical writer, working with a task-oriented product means that you spend less effort explaining how to integrate functions into tasks, and more time helping users integrate the software into their work and their lives • If you are a marketer, a task-oriented product will help you sell
Motivation: Why Care About People? • If you are a development manager, using a task-oriented approach to building highly usable products will lower your support costs and improve customer satisfaction • If you are building a web site, the fundamentals of the HCI approach--task analysis and user-centered design--will help you focus on delivering your message to your readers
Contexts for HCI • Context definition • The part of a text or statement that surrounds a particular word or passage and determines its meaning • The circumstances in which an event occurs; A setting
Contexts for HCI – Tools • Typical HCI deliverables include • Flowcharts, sitemaps, conceptual diagrams, site hierarchies, storyboards, prototypes, requirements & narratives, blueprints, screen schematics • Tools to deliver these include • Flowcharts, MindMaps, task analysis, PowerPoint, cognitive walkthroughs, requirement specification, procedural manuals
Contexts for HCI - Web Hypermedia • The Internet provides us with another context within with to view human- computer interaction • Vannevar Bush first wrote of the device he called the memex early in the 1930s
Contexts for HCI - Web Hypermedia • The memex is • "A device in which an individual stores all his books, records, and communications, and which is mechanized so that it may be consulted with exceeding speed and flexibility" • It resembled a desk with two pen-ready touch screen monitors and a scanner surface • The ability to navigate the enormous data store was seen as a more important development than the futuristic hardware
Human Performance Models • The Human Model Processor – from last week • The model can be divided into three interacting subsystems: • The perceptual system • The cognitive system • The motor system • Each with its own set of memories and processors
Human Performance Models – Perception • Visual • Auditory • Touch
Human Performance Models– cognition • Cognitive models represent users of interactive systems • Hierarchical models represent a user's task and goal structure • Linguistic models represent the user-system grammar • Physical and device models represent human motor skills • Cognitive architectures underlie all of these cognitive models.
Human Performance Models – movement • Time taken to respond to stimulus: reaction time + movement time • Movement time • dependent on age, fitness etc. • Reaction time • dependent on stimulus type: • visual - 200ms • auditory - 150 ms • pain - 700ms
Introduction to Usability Testing • User requirements modelling is concerned with establishing user needs • Socio-technical models represent both human and technical requirements • Soft systems methodology takes a broader view of human and organizational issues • Participatory design incorporates the user directly into the design process
Introduction to Usability Testing • Cognitive models represent users of interactive systems • Hierarchical models represent a user's task and goal structure • Linguistic models represent the user-system grammar • Physical and device models represent human motor skill • Cognitive architectures underlie all of these cognitive models