Computer Science Honours 2011
Th h i t t ith t
The way humans interact with computers
Methodologies and processes for designing interfaces (i.e., given a task and a class of users, design the best g g 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 Techniques for evaluating and comparing interfaces
Developing new interfaces and interaction techniques
Developing descriptive and predictive models and th i f i t ti
theories of interaction
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Goal of this class is for you to be able to undertake a research project of your own d
design
1. learning by example – revisiting “greatest
h f
hits” of HCI.
What kind of work has been done
How to go about it
2. undertake own project – learn most when doing it ourselves
21 March 22 23 24 25
28 29 30 41 1 April
4‐8 April
11 12 133 144 155
18 19 20 21 22
18 19 20 21 22
2 assignments
1 practical
Exam
ALL material discussed in lectures is examinable.
60% of total mark
H C I i i f ll i
Human Computer Interaction in following areas of research:
I t d ti t HCI t
Introduction to HCI concepts
Seminal work
Vision based interaction
Vision based interaction
Multi‐modal interaction
Ubiquitous computing
Ubiquitous computing
Augmented Reality / Virtual Reality
Mobile interaction Mobile interaction
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With a terrible interface / interaction
technique, even the most expertly designed
ll b d
system will not be used.
We learn principles of designing user interfaces
We learn how to test / evaluate interfaces
Darnell, M. J. (2006). Bad Human Factors Designs. www.baddesigns.com
http://ps2.gamezone.com/gamesell/screens/s23631.htm
“there are events where the gameplay is anything but self‐explanatory. The rings event in the gymnastics section of the game is easily the most egregious example because it revolves around no fewer than four distinctly different example, because it revolves around no fewer than four distinctly different gameplay mechanics, all of which are packed into a single, fairly abstract ring interface.”
“when the gameplay in Athens 2004 isn't weirdly archaic, it errs toward simple or g p y 4 y , p derivative. The dashes and the swimming races all require you to alternate between the X and circle buttons at high speeds. The hurdles, long jump, triple jump, and pole vault events also depend on this button‐mashing proficiency, though they also throw a few well‐timed taps of the L1 button in for good
I f t l t ll f th t i Ath b il d t hitti
measure. In fact, almost all of the events in Athens 2004 boil down to hitting buttons fast. So although what you're seeing on screen changes, you don't get much sense of variety in the actual gameplay between these events. On top of this, constantly attacking the X and circle buttons can be an absolute nightmare on the fingers; few other games these days are so demanding of continuous, rapid‐
the fingers; few other games these days are so demanding of continuous, rapid fire button pressing, so if you're not used to this type of mechanic, you may well find yourself with sore fingers after playing Athens 2004. “
“Athens 2004 certainly looks better than past Olympic Games, but the gameplay it lf h tl d 't i h th b tt hi d ti i b d itself honestly doesn't improve much on the button mashing and timing‐based gameplay that Konami built Track & Field on more than 20 years ago.”
http://uk.videogames.games.yahoo.com/ps2/reviews/athens‐2004‐52dba3.html
A l i di i l f d
A multi dimensional property of a product:
Learnability: how easy s it to accomplish basic tasks the first time
tasks the first time
Efficiency: how quickly can they perform tasks once design has been learned
once design has been learned
Memorability: After not using a product for a time, how easily can re‐establish proficiency
Errors: how many, how severe, how easy to recover
S i f i h l i i h d
Satisfaction: how pleasant is it to use the product
h i d d l i f h
the perceived and actual properties of the object
t l t th ti f bj t
strong clues to the operation of objects
when simple things need pictures, labels, or instructions, the design has failed. , g
f f
The information sent to the user confirming that the action has been done or describing
h l f
the result of an action
1. Forming the goal
2. Forming the intention lf f
discrepancy between what users want to do and what
‐‐‐ Gulf of execution ‐‐‐
3. Specifying an action h
they are allowed to do
4. Executing the action
5. Perceiving the state of the world
h f h
discrepancy between whatld
6. Interpreting the state of the world
‐‐‐ Gulf of evaluation ‐‐‐
l h
discrepancy between what the users thought would happen and what did happen
7. Evaluating the outcome
D N d fi f f d t l d i
Don Norman defines four fundamental design principals:
make it easy to determine what actions can be done y and when.
make things visible: conceptual model of the system, alternative actions, results of actions
alternative actions, results of actions
make it easy to evaluate the current state of the system
f ll t l i b t
follow natural mappings between:
▪ intentions and required actions
▪ actions and effect
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▪ information that is visible and interpretation of system state
D. Norman (2002) “The Design of Everyday Things”. New York: Basic Books (Perseus)
C id i t ti i ti b t Considers interaction as communication between
user and technology:
1. Address: how do I address one (or more) of many possible devices?
2. Attention: how do I know the system is ready and attending to my actions?
and attending to my actions?
3. Action: how do I effect a meaningful action, control its extent and possibly specify a target or targets for my action
or targets for my action
4. Alignment: how do I know the system is doing the right thing? g g
5. Accident: how do I avoid mistakes?
Address how do I address one of many possible devices?
1.
Address: how do I address one of many possible devices?
Keyboard, mouse, social control over physical access
2.
Attention: how do I know the system is ready and attending to my actions?
attending to my actions?
Flashing cursor, cursor moves with mouse
3.
Action: how do I effect a meaningful action, control its extent and possibly specify a target or targets for my extent and possibly specify a target or targets for my action
Click on objects / drag cursor over area around objects…
4
Alignment: how do I know the system is doing the right
4.
Alignment: how do I know the system is doing the right thing?
Character appears as you type, icon moves to new position
5.
Accident: how do I avoid mistakes?
5
cc de t o do a o d sta es
Stop / cancel, undo, delete
1. Address: how do I address one of 1. Address: how do I address one of
many possible devices?
2. Attention: how do I know the
system is ready and attending to system is ready and attending to my actions?
3. Action: how do I effect a
meaningful action, control its extent and possibly specify a target or targets for my action? g g y 4. Alignment: how do I know the
system is doing the right thing?
5 Accident: how do I avoid 5. Accident: how do I avoid
mistakes?