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Goal of HCI HCI - An Interdisciplinary Area Concerns in HCI Interface and interaction design Goals of interaction design Utility, Usability, Likeability Structured Process for Creating Usable Products Principles to support usability How to Achieve Usability
Goal of HCI
A basic goal of HCI is to improve the interactions between users and computers by making computers more usable and receptive to the user's needs. Specifically, HCI is concerned with:
Methodologies and processes for designing interfaces (i.e., given a task and a class of users, design the best possible interface within given constraints, optimizing for a desired property such as learnability or efficiency of use). Methods for implementing interfaces (e.g. software toolkits and libraries; efficient algorithms). Techniques for evaluating and comparing interfaces. Developing new interfaces and interaction techniques. Developing descriptive and predictive models and theories of interaction.
To Produce
Usable Safe
Functional
Functional
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In order to produce computer system with good usability; Developers must attempt to
Understand Develop Achieve Put People 1st Their needs, capabilities and preferences for conducting various tasks should direct developers in the way that they design systems People should not change their way they use the system to fit with it, instead system should match their requirements
The long term goal: To design systems that minimize the barrier between the humans cognitive model of what they want to accomplish and 6 the computers understanding of the users task
Concerns in HCI
Science, Engineering, and Design Aspects The joint performance of tasks by humans and machines The structure of communication between human and machine Human capabilities to use machines (including the learn ability of interfaces) Algorithms and programming of the interface itself Engineering concerns that arise in designing and building interfaces The process of specification, design, and implementation of interfaces
What is Usability Usability is a quality attribute that assesses how easy user interfaces are to
use. The word usability also refers to methods for improving ease-of-use during the design process. Usability has five quality components: Learn ability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction: How pleasant is it to use the design?
USABILITY
One of the key concepts in HCI. It is concerned with making systems easy to learn and use
A Usable system is:
Easy to learn
Effective to use
Efficient to use
Safe to use
Enjoyable to use
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Frustration
Many everyday systems and products seemed to be designed with little regard to usability.
Wasted time
Errors
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Photoco pier
Personal Organizer
Watch
ATM
The Web
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Improving usability can increase productivity of users reduce costs (support, efficiency) increase sales/revenue (web shop) enhance customer loyalty win new customers
even if done unconsciously. Decisions made in the development process are likely to influence how a product can be used. thinking about the user interface when a first version of a product is finished is to late!
good user interfaces and often good products are a joined effort of all participants in the design and development process
How it does NOT work Usability tests at the end when the product is ready and needs to be shipped. Designing a new and pretty skin to a product. Introducing HCI issues after the system architecture and the foundations are completed. Comparison: An interior designer can not make a great house if the architect and engineers forgot windows, set the doors at the wrong locations, and created an unsuitable room layout.
Flexibility
the multiplicity of ways the user and system exchange information
Robustness
the level of support provided the user in determining successful achievement and assessment of goaldirected behaviour
Principles of learnability
Predictability
determining effect of future actions based on past interaction history operation visibility
Synthesizability
assessing the effect of past actions immediate vs. eventual honesty
Generalizability
extending specific interaction knowledge to new situations
Consistency
likeness in input/output behaviour arising from similar situations or task objectives
Principles of flexibility
Dialogue initiative
freedom from system imposed constraints on input dialogue system vs. user pre-emptiveness
Multithreading
ability of system to support user interaction for more than one task at a time concurrent vs. interleaving; multimodality
Task migratability
passing responsibility for task execution between user and system
Customizability
modifiability of the user interface by user (adaptability) or system (adaptivity)
Principles of robustness
Observability
ability of user to evaluate the internal state of the system from its perceivable representation browsability; defaults; reachability; persistence; operation visibility
Recoverability
ability of user to take corrective action once an error has been recognized reachability; forward/backward recovery; commensurate effort
Task conformance
degree to which system services support all of the user's tasks task completeness; task adequacy
Design principles
When evaluating a current user interface, or designing a new user interface, it is important to keep in mind the following experimental design principles:
Early focus on user(s) and task(s): Establish how many users are needed to perform the task(s) and determine who the appropriate users should be; someone who has never used the interface, and will not use the interface in the future, is most likely not a valid user. In addition, define the task(s) the users will be performing and how often the task(s) need to be performed. Empirical measurement: Test the interface early on with real users who come in contact with the interface on an everyday basis. Keep in mind that results may be altered if the performance level of the user is not an accurate depiction of the real human-computer interaction. Establish quantitative usability specifics such as: the number of users performing the task(s), the time to complete the task(s), and the number of errors made during the task(s).
Iterative design: After determining the users, tasks, and empirical measurements to include, perform the following iterative design steps: 1. Design the user interface 2. Test 3. Analyze results 4. Repeat Repeat the iterative design process until a sensible, user-friendly interface is created
Design methodologies