Introducing Human-Computer Interaction Design

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CS447/ME325 - Terry Winograd – 1/11/04 Introducing Human-Computer Interaction Design What is worth getting across in an hour? – Interaction vs. interface – designing the experience – Design in a space of complex tradeoffs – Feel for the kind of thinking that goes into assessing designs from interaction point of view – Some new modes of interaction

Transcript of Introducing Human-Computer Interaction Design

Page 1: Introducing Human-Computer Interaction Design

CS447/ME325 - Terry Winograd – 1/11/04

Introducing Human-ComputerInteraction Design

• What is worth getting across in an hour?– Interaction vs. interface – designing the experience– Design in a space of complex tradeoffs– Feel for the kind of thinking that goes into assessing designs from

interaction point of view– Some new modes of interaction

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Dimensions ofHuman-Computer Interaction

DevicesPresentation / Sensing / Integration

Human characteristicsPerception / Cognition / Control

ActivitiesSettings / Tools / Tasks

INTERACTION

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Dimensions ofHuman-Computer Interaction

DevicesPresentation / Sensing / Integration

Human characteristicsPerception / Cognition / Control

ActivitiesSettings / Tools / Tasks

INTERACTIONInvention Design

Experiment(Psychology / Physiology)

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The Interaction Loop

UnderstandingIntentionPlanning

Response

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Designing Fluent Interaction

• Fluent (from Webster’s)– capable of moving with ease and grace; effortlessly

smooth and rapid

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Disfluencies (Breakdowns)

• Failure– System malfunction– Error [unintended effects]

• Distraction– Interruption– Waiting– Switch of attention

• Search– Visibility– Clutter

• Thinking– Action articulation– Response to breakdowns

• Tool acquisition and operation• ...

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Levels of Interaction Design

• Conceptual model• Presentation• Control

– Devices– Affordances

If the conceptual model doesn’t work, no amount ofdesign at the other levels can fix it

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Example: Desktop vs. Mural

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IDEO: Chrysler Design Award

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PostBrainstorm Design Goals

• Large screen• Pen only• No modes• Fluid action• No decorations for actions• Emphasize sketching

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Visual Clutter

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• Interaction directly involves people (unlike muchof traditional engineering)

• People are not all alike• People encounter your design in a context you

don't control (and may not be familiar with)• People always interpret and anticipate in their own

context• People interpret everything as communicating,

whether you intend it to or not.• People have limited memory• People have limited attention• People are creatures of habit• …

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Design of the Conceptual Model

• Ontology Design– Objects– Properties– Operations

• Interaction Modes and Affordances– The space of actions and consequences

• What can I do?• How do I do it?• What just happened?

• Contextual Integration

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Contextual Issues

• User experience / Transfer• Task demands and frequencies• Learning

– Chunking– Memorization– Dexterity– Habituation

• Coping - Network of equipment• Culture, Affect, Aesthetics

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Evaluation Methods

• Self Report– Think-aloud Protocols– Incident Diaries– Questionnaires, Interviews, Focus Groups, etc.

• Observation / Co-discovery• Heuristic Evaluation

– Usability Guidelines– Cognitive Walkthroughs

• Systematic Testing– System testing– Generalized human studies

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Human studies

• Perception– e.g., Spatialization, Perceptual grouping,

• Cognition– e.g., Info exploration, Expression recognition

• Affect– e.g., Social responses, Emotional state

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Design Example: Virtual Auditorium

• User Studies– Responsiveness– Eye gaze– Speech synchronization– …

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Technological Possibilities

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Ubiquitous Computing

Marc WeiserXeroxPalo Alto Research Center

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The Mobile Convergence

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Computing by the Inch, the Foot, and the Yard

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Interactive Workspaces

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Active Tables

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Augmented Reality

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The Office of the Future

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Ambient Information

MIT Media Lab

www.ambientdevices.com

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Tangible and Haptic Interaction

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Multimodal Interaction

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Wearable Computers

Thad StarnerContextual Computing GroupGeorgia Tech

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Sensor networks - Intel Motes

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Sensor networks – Smart Dust

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Sensing Affect

Rosalind Picard, Affective Computing GroupMit Media Lab

Blood Volume Pressure(BVP) earring

Galvanic SkinResponse

(GSR) ringsand bracelet

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Cyborgs - The Body Electric

STELARC

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– Designers

– Users

– Clients

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• Design by doing– Clarify goals and requirements– “Reflective conversation with the materials”

• Give users the experience of use– Look and feel

• Test specific aspects– Compare alternatives– Make changes

• Show feasibility for buy-in– Proof of concept– Manage expectations

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What to Prototype?

“…Prototypes provide the means forexamining design problems andevaluating solutions. Selecting thefocus of a prototype is the art ofidentifying the most important opendesign questions.”

Houde and Hill – What do Prototypes Prototype?

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Design Process

OBSERVE

VISUALIZE

PROTOTYPEEVALUATE

UNDERSTAND IMPLEMENT

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Iterative Prototyping

• Quality is a function of the number ofiterations and refinements a designundergoes before it hits the street.

• To get a good idea, get lots of ideas.

• Enlightened trial and error is betterthan than the planning of a flawlessintellect.

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FAIL EARLY

(Cost of failure vs. project time curve)

From Hans Haenlein, IDEO

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FAIL OFTEN

(Risk vs. iteration curve)From Hans Haenlein, IDEO

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3 stages of prototyping

LOW RESOLUTION

project time

EVOLVE VALIDATE

# of ideas

prototype driven specs ?} HIGH RESOLUTIONspec driven prototypes

INSPIRE

From Hans Haenlein, IDEO

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• Sketches• Diagrams & Frameworks• Hand Made Constructions• Machined Constructions• Virtual Models• Graphics• Packaging• Spaces• Role Play, Experiences• Video• …

What can be a Prototype?

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Prototypes

• Look like…

• Work like…

• Experience like …..

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– Work with artifacts

– Understand roles and contextFocus on concepts, not detailLow investment in status quo

Openness to change

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Paper Prototype

http://www.mindspring.com/~bryce_g/projects/lo_fi.html

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Wireframes

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Low-Fidelity Prototype

http://bmrc.berkeley.edu/courseware/cs160/fall99/projects/t4/body/low-fi/

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Flipbook

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Flipbook

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Flow Diagrams

From a previous cs147 project…

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• HTML, XML, CSS…

• Javascript, Web 2.0, AJAX…

• Dreamweaver, FrontPage, …

• Flash, …

• Ruby on Rails,…

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Components of Usability

• Guessability• Learnability• Retention• Error protection• Experienced User Performance• Supportability• Transfer• Delight

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• Simple and natural dialogue• Speak the users’ language• Minimize the users’ memory load• Consistency• Feedback• Clearly marked exits• Shortcuts• Good error messages• Prevent errors• Help and documentation

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References

• Donald A. Norman, The Design of Everyday Things, Basic Books, 1990• Patrick W. Jordan, An Introduction to Usability, Taylor and Francis, 1998• Hugh Beyer and Karen Holtzblatt, Contextual Design, Morgan Kafmann, 1998• Jakob Nielsen, Usability Engineering, Academic Press, 1993• Joseph Dumas and Janice Redish, A Practical Guide to Usability Testing, Ablex, 1993• Jonathan Grudin, The Case Against User Interface Consistency, CACM 32:20, 1989,

1164-73.• Terry Winograd (ed.), Bringing Design to Software, Addison Wesley, 1996