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Man and Machine: Introduction to HCI (MMI). Contents. HCI: Introduction Design Rules: Guidelines Principles Theories. What is HCI ?. Human–computer interaction (HCI) or Man-Machine Interaction (MMI) is the study of interaction between people (users) and computers. HCI.
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Contents • HCI: Introduction • Design Rules: • Guidelines • Principles • Theories
What is HCI ? • Human–computer interaction (HCI) or Man-Machine Interaction (MMI) is the study of interaction between people (users) and computers.
HCI Human-computer interaction(HCI) is: “concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” (ACM SIGCHI, 1992, p.6)
Goal of HCI Is to enhance the interaction between humans and computer systems
Satisfaction Learnability Usability Errors Efficiency Memorability Usability = Quality
Good UIs on Successful Products • Palm succeeded where other handhelds had failed due to a focus on usability • Apple iPod / Apple iPhone • Apple iPad • Wii controller, vs. XBox, PS3graphics & power
Bad UIs can SinkProducts & Companies • Ford dropped in ratings due to touch screen interface • “Despite Ford’s improvements in manufacturing quality, their overall ratings fell precipitously this year due solely to the poor software interaction on their dashboards.” – NYT, Cooper Report • “’annoying’ behavior oftheir driver-facinginteractive systemsthat caused theirratings to plummet.” Brad Myers (Human Computer Institute)
Bad UIs Can Cause Disasters • Aegis • July 4, 1988; Iranian Airbus shootdown by the Vincennes http://www.washingtonpost.com/wp-srv/inatl/longterm/flight801/stories/july88crash.htmhttp://en.wikipedia.org/wiki/USS_Vincennes_%28CG-49%29 • Deaths in kids: http://pediatrics.aappublications.org/cgi/content/abstract/116/6/1506 • “Unexpected Increased Mortality After Implementation of a Commercially Sold Computerized Physician Order Entry (CPOE) System” • Because it took so much longer, did not reduce errors overall • Florida ballots (2000) http://www.asktog.com/columns/042ButterflyBallot.html
A measure of usability …. Return on investment in the range of 3:1 to 100:1
Design Rules • Design rules are rules a designer can follow in order to increase the usability of the eventual software product. These rules can be classified based on authority and generality where: • Authority: whether rule must be followed or is merely a suggestion • Generality: whether rule is applicable to many or limited applications (Dix et al., 2004)
Design Rules • Guidelines are a basis for determining a course of action: • low in authority and general in application • Less abstract than principles • More technology oriented • Principles are abstract design rules: • High generality and low authority • Derived from psychology, computing and sociology • Require deeper understanding of human element in interaction • Largely independent of technology
Guidelines • Develop a shared language • Promote consistency • Record best practices • We will look at 4 sample guidelines
Navigating the interface • Sample of the National Cancer Institute’s guidelines: • Standardise task sequences • Ensure that embedded links are descriptive • Use unique and descriptive headings • Use check boxes for binary choices • Develop pages that will print properly • Use thumbnail images to preview larger images
Organising the display • Smith and Mosier (1986) offer five high-level goals • Consistency of data display • Efficient information assimilation by the user • Minimal memory load on the user • Compatibility of data display with data entry • Flexibility for user control of data display
Facilitating data entry • Smith and Mosier (1986) offer five high-level objectives as part of their guidelines for data entry • Consistency of data-entry transactions • Minimal input actions by user • Minimal memory load on users • Compatibility of data entry with data display • Flexibility for user control of data entry
Android Development User Interface Guidelines • Use a wide variety of icons • Technical specs, with templates provided. • Icon design • Widget design • Activity & Task design • Menu design • Describes how widgets fit together with graphics templates. • Describes navigation, multitasking, activity re-use, intents, and the activity stack. • Describes how to arrange menu items, when to put commands on-screen, and other details about menu design.
Apple’s Human Interface Principles • Aesthetic integrity • Consistency • Direct manipulation • Metaphors • User control