ITIS 3130 Human Computer Interaction

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ITIS 3130 Human Computer Interaction Dr. Heather Richter [email protected]
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ITIS 3130 Human Computer Interaction. Dr. Heather Richter [email protected] Agenda. Course Info & Syllabus Course Overview Introductions HCI Overview. Course Information. Books Interaction Design by Preece, Rogers, and Sharp, Wiley 2002. - PowerPoint PPT Presentation

Transcript of ITIS 3130 Human Computer Interaction

  • ITIS 3130Human Computer InteractionDr. Heather [email protected]

  • AgendaCourse Info & SyllabusCourse OverviewIntroductionsHCI Overview

  • Course InformationBooksInteraction Design by Preece, Rogers, and Sharp, Wiley 2002.The Design of Everyday Things, by Donald Norman, 2002.Web and PoliciesSyllabus and LecturesAssignmentsSwiki

  • Course InformationGrading10% Quizzes (top 6)15% AssignmentsMore next40% ProjectMore details to come15% Midterm20% Final

  • AssignmentsMost done individually (a few at the end are not)Post to the Swiki by NOON on the due dateCredit given for reasonable effortNot graded, become a part of the project insteadDiscuss in class on due date, bring print out so you can talk about it

  • Group project4 parts, each 10%3-4 people per group, graded as a groupOriginal interface design and evaluationEach part due by NOON on the due dateProject notebook on Swiki with each write up

    Theme: Displaying and/or sharing digital photos

  • Course AimsConsciousness raisingMake you aware of HCI issuesDesign criticQuestion bad HCI design - of existing or proposedLearn Design ProcessSoftware interfaces and beyondImprove your HCI design & evaluation skillsGo forth and do good work!

  • Course OverviewRequirements GatheringHow do you know what to build?Human abilitiesDesignHow do you build the best UI you can?EvaluationHow do you make sure people can use it?

    Also interface paradigms, design guidelines, groupware, ubiquitous computing, assistive technology

  • How to do wellTime and effortDo the reading and assignmentsAttend class and participateSpend time on projectAttention to detailCommunicationTell me what you learned and why you made decisions

  • Introductions Dr. Heather RichterPh.D. in C.S. from Georgia Tech in May 2005HCI, Ubiquitous Computing, and Software Engineering focusContact info:Email preferred, put 3130 in titleOffice: 305E STECHOffice Hours:Tuesday 11am-noonWednesday 1:30pm-2:30pmBy appointment

  • Introductions Your TurnName, year, majorPrevious HCI/interface experience?A product/device/application youLove to use and whyHate to use and why

  • Now lets get started

    What is Human-Computer Interaction?

  • HCIBasic definition:The interaction and interface between a human and a computer performing a taskWhat tasks? Write a document, calculate monthly budget, learn about places to live in Charlotte, drive homeTasks might be work, play, learning, communicating, etc. etc.Note: not just desktop computers!

  • Why do we care?Computers (in one way or another) now affect every person in our societyIncreasing % utilize computers at work and homeTonight - count how many in your home/apt/roomWe are surrounded by unusable and ineffective systems!Its not the users fault!!Product success may depend on ease of use, not necessarily powerBut not always Macintosh OS vs. Microsoft Windows

  • Famous QuotationsIt is easy to make things hard. It is hard to make things easy. Al Chapanis, 1982

    Learning to use a computer system is like learning to use a parachute if a person fails on the first try, odds are he wont try again. anonymous

  • How To Change Things?Educate software professionalsDo NOT wait til the endGood UI can not be pasted on top of poorly-designed functionalityDraw upon accumulating body of knowledge regarding HCI interface designIntegrate UI design methods & techniques into standard software development methodologies now in place

  • Goals of HCIAllow users to carry out tasksSafely




  • UsabilityImportant issueCombination ofEase of learningHigh speed of user task performanceLow user error rateSubjective user satisfactionUser retention over time

  • UI Design / Develop ProcessUser-Centered DesignAnalyze users goals & tasksCreate design alternativesEvaluate optionsImplement prototypeTestRefineIMPLEMENT

  • Know Thy Users!Physical & cognitive abilities (& special needs)Personality & cultureKnowledge & skillsMotivation

    Two Fatal Mistakes:Assume all users are alikeAssume all users are like the designerYou Are Here

  • Design EvaluationBoth subjective and objective metricsSome things we can measureTime to perform a taskImprovement of performance over timeRate of errors by userRetention over timeSubjective satisfaction

  • Its HARD!Design is more difficult when the designer takes responsibility.

    Think about the user(s), the situation and make the system appropriate.

    Co-evolution makes it even harder.

  • And a little historyTimeUser ProductivityBatchCommand LineWIMP(Windows)1940s 1950s1980s - Present1960s 1970s??

  • Batch ProcessingComputer had one task, performed sequentiallyNo interaction between operator and computer after starting the run

    Punch cards, tapes for inputSerial operations

  • Paradigm: Command Line (Mid 1960s)Computers too expensive for individuals -> timesharingincreased accessibilityinteractive systems, not jobstext processing, editingemail, shared file system


  • Paradigm: WIMP / GUIWindows, Icons, Menus, PointersGraphical User InterfaceTimesharing=multi-user; now we need multitaskingWIMP interface allows you to do several things simultaneouslyHas become the familiar GUI interfaceXerox Alto, Star; early Apples

  • PCs with GUIsXerox PARC - mid 1970sAltolocal processor, bitmap display, mousePrecursor to modern GUI, windows, menus, scrollbarsLAN - Ethernet

  • Xerox Star - 1981First commercial PC designed for business professionalsdesktop metaphor, pointing, WYSIWYG, high degree of consistency and simplicityFirst system based on usability engineeringPaper prototyping and analysisUsability testing and iterative refinement

  • Xerox Star - 1981Commercial flop$15k costclosed architecturelacking key functionality (spreadsheet)

  • Key Historical EventDesign of the first Mac 1983-1984The computer for the rest of us

  • Apple Macintosh - 1984Aggressive pricing - $2500Not trailblazer, smart copierGood interface guidelines3rd party applicationsHigh quality graphics and laser printer

  • Next Paradigms?Several candidates, including:Ubiquitous ComputingMobile Computing3D Interaction

  • Paradigm: Ubiquitous ComputingPerson is an occupant of a computationally-rich environmentComputers with ourselves, on our walls, in our appliances, etc.How to do the right thing for the people in the environment? Can no longer neglect macro-social aspects

  • Paradigm: Mobile ComputingDevices used in a variety of contextsLaptop, cell phones, PDAsHow do devices communicate?How to get information to each device when needed?How to take advantage of context?

  • Course ReCapTo make you notice interfaces, good and badYoull never look at doors the same way againTo help you realize no one gets an interface right on the first tryYes, even the expertsDesign is HARDTo teach you tools and techniques to help you iteratively improve your designsBecause you can eventually get it right