Introduction To Human Computer Interaction (HCI)

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INTRODUCTION TO

HUMAN COMPUTER INTERACTION


(HCI)

CHAPTER 1
● Understand the definition of

Learning human-computer interaction.


● Understand the goal, factor and
Outcomes discipline in human-computer
interaction.
1.1 Introduction

Subtopic 1.2 Goal of HCI

1.3 Factor of HCI


1.4 Disciplines in HCI
What is HCI?

● a multidisciplinary field of study focusing on the design of


1.1 Introduction

computer technology and, in particular, the interaction between


humans (the users) and computers.
● Because HCI studies a human and a machine in
communication, it draws from supporting knowledge on both the
machine and the human side.
Figure 1.1: Main components of HCI
● the users of the computers,
consider about:
components in HCI
○ what users expect and need

1. Human ○ what physical abilities and


limitations they may have

○ how their perceptual systems work

○ what they find attractive and


enjoyable when they use computers
● The information of computer contains
and the operations it performs are
represented inside the computer in a
form that we can’t directly observe-
components in HCI
binary digits encoded as two levels of
electrical charge.

2. Computer ● What a computer displays does not


arise naturally from what it is doing
inside.

● Any feedback the user might need


must be explicitly planned out and
programmed.
● Interaction between users and
computers

● occurs at the user interface which


includes both software and hardware

components in HCI ● People have to use the computers or


different embedded devices for
different purposes, so they have to

3. Interaction interact with the machines

● Researchers have built different


interfaces and methods for those

● The designers and programmers look


for a reasonable balance between
what can be programmed within the
necessary schedule and budget, and
what would be ideal for the users.
History of HCI
The history of HCI comprises of three (3) waves
focused on creating systems that time of self-expression, self-
were easy-to-learn and easy-to- reflection, and social
use. consciousness

Wave 1: Desktops Wave 2: Collaboration & Wave 3: Self-expression,


& mental models communication (1990s —  social change (mid 2000s — 
(1980s — 1990s) early 2000s) 2010s)

HCI shifted their focus from


cognitive modeling to interaction
design
Wave 1: Desktops & mental models (1980s — 1990s)

● HCI concern on how people interact with ● This era was all about usability, and we
computer systems. learned a great deal about what people
● The desktop-folder metaphor was part of a could and couldn’t do while completing
larger effort to apply mental models to the tasks on a computer.
way we use computers. ● Designers continue to use techniques from
● mapping our physical office environment this era, such as cognitive walkthroughs,
onto computer interfaces, we can more heuristic evaluations, and usability testing.
easily grasp how information is store on ● From this point on, it was clear that
desktops. personal computing was the future. HCI
● Mental modeling and human factors would serve the role of empowering users
engineering were the driving factors in through the design of intuitive systems.
software development.
Wave 2: Collaboration & communication (1990s — early 2000s)

● As computers became communication tools, ● As a result, HCI expanded to adopt the


mental models could not longer explain the expertise of sociologists, anthropologists,
broader context of computer use. and psychologists so they could study the
● It became necessary to explore external
social components of human-computer
influences, and to look at how interactions varied
across tools and organizations.
interaction.
● Email gained popularity during this time, which ● Designers continue this tradition of using
meant that people were not just interacting with social science methodologies   like
computers, but they were interacting with each ethnography to inform their work.
other through computers. ● They help to create technologies that
● There was growing interest in how computers
facilitate social activity and that enrich the
were used to support communication and
human experience through
collaboration, signaling the rise of social and
organizational computing. communication and knowledge sharing.
Wave 3: Self-expression, social change (mid 2000s — 2010s)

● During this era, value-driven design takes the ● HCI draws increasingly from philosophy and
lead in engaging communities and designing ethics to provide rhetoric on the
for sustainable change. consequences of habit-forming technology,
● Designers were encouraged to think about and the responsibility of their creators.
the role of technology in daily lives, and the Designers become weary of dark patterns.
paradox of being “alone together” when they ● Rather, they craft technologies to enhance
shift their attention to personal devices in the human experience to encourage people to
social settings. interact with technology on their own terms,
● A holistic approach to design emerges as and to support their individual development
well, emphasizing complex interactions and aspirations.
across people, spaces, and technologies. ● Designers also strive to address complex and
● Qualities of pleasure, enjoyment, play and systematic problems through technology and
exploration become central to design. design.
What are the goals of HCI?

● to produce usable and safe systems, as well as functional systems.


● In order of produce computer systems with good usability, developers must
1.2 Goals of HCI

attempt to:

I. understand the factors that determine how people use technology


II. develop tools and techniques to enable building suitable systems
III. achieve efficient, effective, and safe interaction
IV. put people first
● Usability is one of the key concepts in HCI. It is concerned with
1.2 Goals of HCI (cont.) making systems easy to learn and use.

● A usable system is:

i. easy to learn
ii. easy to remember how to use
iii. effective to use
iv. efficient to use
v. safe to use
vi. enjoyable to use
Imagine??
You just put your document into the
photocopier and set the photocopier to make
15 copies, sorted and stapled.
Figure 1.2: Photocopier buttons control panel

Then, what you should do?


Is the answer...

(a) You suppose to push the "C" button to start making your copies considering the
alphabet “C” stands for “Copy”.
OR
(b) Instead of the photocopier makes the copies correctly, the photocopier settings are
cleared and no copies are made.

?????
If you selected (b) you are right because the "C" stands for clear, not copy. The
copy button is actually the button with the "line in a diamond" symbol. This
symbol is widely used on photocopiers, but is of little help to someone who is
unfamiliar with this.
Factor Description

Organisation Factors Training, job design, politics, roles, work organisation


1.3 Factor of HCI

Environmental Factors Noise, heating, lighting, ventilation


Health and Safety Factors

The User Cognitive processes and capabilities


Motivation, enjoyment, satisfaction, personality, experience

Comfort Factors Seating, equipment, layout.


1.3 Factor of HCI (cont.)

Factor Description

User Interface Input devices, output devices, dialogue structures, use of colour, icons,
commands, navigation, graphics, natural language, user support,
multimedia,

Task Factors Easy, complex, novel, task allocation, monitoring, skills

Constraints Cost, timescales, budgets, staff, equipment, buildings

System Functionality Hardware, software, application


● The HCI field covers an extensive range of topics and its
progression is dependent on a number of disciplines.
1.4 Discipline in HCI

● Disciplines that have contributed significantly to the growth of


human computer interaction include:

○ Psychologist
○ Sociologist
○ Information system expert
○ Product designer
○ Computer scientist

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