CENG 394 Introduction to Human

3/26/2015
Term Project
CENG 394
Introduction to
Human-Computer Interaction
Design & evaluate a UI that…
– …solves a real-world health-related
problem/challenge
– …is social
- Used by 2+ people – synchronously or asynchronously
 Or leverages data/info/content from people
CENG 394
HCI
Your project MUST
– Have a substantial UI
– Be interactive
– Work robustly
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Next week
Bad Designs
Find a group
 Decide on your project topic
 Design Diary
Problem: to figure out ad remember which chain is for
controlling the light and fan
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Suggestion: chain that controls the light could have a miniature light
bulb on the end. Chain for the fan could have a miniature fan.
www.baddesigns.com
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Bad Designs
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Bad Designs
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Problem: to confuse the dollar cost of the gas purchased
with the amount of gas purchased
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Problem: to figure out how to open the gas cap
door
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Suggestion: displays may have different size, positions,
color
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Suggestion: visible control for opening the gas
cap door
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Good and Bad Designs
The HCI DEVELOPMENT PROCESS
ITERATE!!
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Black remote fits hand better
Has logical layout and colorcoded, distinctive buttons
Easy to locate buttons
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HCI
HCI is difficult, rewarding, necessary
• Multi-disciplinary
• The 3 ‘U’s
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– Useful – whether the system can be used to achieve some desired goal
– Utility – whether the functionality of the system in principle can do what is
needed
– Usability – how well users can use that functionality
• Theory of experience is evolving
• McCarthy & Wright etc.
– Aesthetic experience (pragmatist philosophy)
– Sensory + Emotional + Compositional + Sociotemporal
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HCI
Craft or Science?
Usability analysis is nice .. But too late.
Design is where the action is.
• HCI is a discipline that outlines processes
to help you with a very difficult task
• HUMAN-centered design is critical
Both
• Craft
– Artistic inspiration and creativity needed to imagine new
interfaces & methods of interaction
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Science
– Rigorous understanding of how and why systems
are accepted by users
– Empirically-derived principles for designers to
leverage
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Interaction process
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Stages of Execution
Execution formally means to perform or do
something. Norman explains that a person
sitting on an armchair while reading a book at
dusk, might need more light when it becomes
dimmer and dimmer. To do that, he needs to
switch on the button of a lamp i.e. get more
light (the goal). To do this, one must need to
specify on how to move one's body, how to
stretch to reach the light switch and how to
extend one's finger to push the button. The
goal has to be translated into an intention,
which in turn has to be made into an action
sequence.
Thus, formulation of stages of execution:
Start at the top with the goal, the state that is
to be achieved.
The goal is translated into an intention to do
some action.
The intention must be translated into a set of
internal commands, an action sequence that
can be performed to satisfy the intention.
The action sequence is still a mutual event:
nothing happens until it is executed,
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performed upon the world.
Usability problems
Interaction process
The Gulf of Execution
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Stages of Evaluation
Evaluation formally means to examine and
calculate. Norman explains that after turning
on the light, we evaluate if it is actually turned
on. A careful judgement is then passed on
how the light has affected our world i.e. the
room in which the person is sitting on the
armchair while reading a book.
The formulation of the stages of evaluation
can be described as:
Evaluation starts with our perception of the
world.
This perception must then be interpreted
according to our expectations.
Then it is compared (evaluated) with respect
to both our intentions and our goals.
The difference between the intentions and the allowable actions is the Gulf of
execution.
if user understands the message but doesnt know what to do
«a problem resulted from the Gulf of Execution: The person wanted to set up the projector. Ideally,
this would be a simple thing to do. But no, a long, complex sequence was required. It wasn't all
clear what actions had to be done to accomplish the intentions of setting up the projector and
showing the film.«
The Gulf of Evaluation
The Gulf of evaluation reflects the amount of effort that the person must exert to
interpret the physical state of the system and to determine how well the expectations
and intentions have been met.
if user doesnt understand the message
"a problem with the Gulf of Evaluation: Even when the film was in the projector, it was difficult to tell
if it had been threaded correctly»
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Usability engineer tries to shorten these gaps
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4 basic strategies for ID
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Visibility: system state and alternatives should be
visible
Good conceptual model: tasks and results should be
displayed in a consisted way. Users can predict the
results of their actions
Good mappings: tasks and results should be matched
(red is for warning, green is for accept)
Feedback: users should get complete and continuous
feedback
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TUBITAK Vizyon 2023 Report
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1. Kullanımı eğitim gerektirmeyen bilgisayarların geliştirilmesi.
Bilgi çağında yaşamanın gereği olan “bilgisayar okur-yazarlığı”, günümüzde en
çok sözü edilen yeteneklerden birisi. Genç kuşaklar bilgisayarla barışık bir
biçimde yetiştirilecek, böylece birçok alanda bilgisayar kullanımının önü
açılacak. Ne var ki nüfusu giderek yaşlanan AB’de, öğrenme yeteneği
zayıflamış, yaşlı insanların çokluğu ve bunların BİT olanaklarıyla örülen yaşam
tarzları nedeniyle, bilgisayar kullanmaya giderek daha bağımlı duruma
gelmeleri, çözümü ters yüz etme düşüncesini getirmiştir: “İnsanlar bilgisayara
ayak uyduracağına, bilgisayarlar insanlara ayak uydurmalı; bir başka deyişle,
“insan okur-yazarlığı” olan bilgisayarlar yapılmalı”. Hem yaşam düzeyine, hem
ulusal katma değere katkısı olacağından, bilgisayarı “akıllı” kılacak olan yazılım
ve donanımların ülkemizde tasarlanması, üretilmesi ve ayrıca dışsatımı
hedeflenmektedir. (Sayfa 73)
http://vizyon2023.tubitak.gov.tr/Strateji_Belgesi-V211.pdf
Reference:
As we may think, The Atlantic Monthly, July 1945
http://www.theatlantic.com/doc/194507/bush
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What is Human Factors?
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Human Factors/Ergonomics
The short definition:
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Designing for human use
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Bridging the gap between design and use
A body of scientific facts about human capabilities and limitations.
• Traditionally, the study of how humans behave physically and
cognitively in relation to systems (mechanical, computer,manual)
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or
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– Performance optimization: safety, efficiency, etc
“When an information system is well designed, it almost
disappears.”
(Shneiderman, 1987)
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What is Human Factors?
Approach
Four Components of HF
The actions or inactions of these individuals are influenced by four
components:
The organizations that they work for
The procedures (formal, informal, software) they use to perform
their activities
The structure and equipment involved in these activities
The environments in which the individual conducts activities.
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Discovers and applies information
About
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1.
Focus
2.
Human behavior, abilities, limitations and other characteristics
to the
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Context
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Design of machines, systems, tasks, jobs, and environments
for
Aims
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Productive, safe, comfortable, and effective human use
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What Human Factors is NOT
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Why is Human Factors difficult?
Not just applying checklists and guidelines
Not just using oneself as the model for designing things (it
recognizes individual differences)
Not just common sense (a thought process)
Not applied after the fact (needs to be part of the entire design
process)
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Human beings are difficult to study
Human Factors is ‘goal’ centered, rather than ‘content’ centered
Rapid development/spread of technology
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User concerns
Designer concerns
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Will system deliver information I need?
How quickly and easily can I access data?
How will system operation fit into my daily business schedule?
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How much disk space will master file consume?
How many lines of program code will this function take?
How can we reduce cpu time?
What is the most efficient way of storing this data?
What database management system should we use?
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Benefits of Human Factors
Benefits of Human Factors
(in relation to IT products in the marketplace)
(in relation to IT systems in the workplace)
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Increased product sales
Increased user satisfaction
Decreased customer support costs
Decreased development costs
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Increased user productivity
Decreased training costs
Decreased maintenance costs
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Model Human Processor
Model Human Processor
Stuart Card, Thomas Moran & Alan Newell 1983
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3 subsystems support information processing
– Perceptual (sensory stimulus from world)
– Motor (controls actions)
– Cognitive (processing needed to connect above)
Human processor model or MHP (Model Human Processor) is a
cognitive modeling method used to calculate how long it takes to
perform a certain task
• Early model of humans’ interaction with computers
• Information
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• Principles of operation
– how the systems behavior under various conditions
• Supports predictive modeling
– comes in
– is stored & processed
– is passed out
– E.g., predict how long it will take a user to perform a task
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