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 1 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 2 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 3 Bad Designs 4 Bad Designs Problem: to confuse the dollar cost of the gas purchased with the amount of gas purchased Problem: to figure out how to open the gas cap door Suggestion: displays may have different size, positions, color Suggestion: visible control for opening the gas cap door 5 6 1 3/26/2015 Good and Bad Designs The HCI DEVELOPMENT PROCESS ITERATE!! Black remote fits hand better Has logical layout and colorcoded, distinctive buttons Easy to locate buttons 7 8 HCI HCI is difficult, rewarding, necessary • Multi-disciplinary • The 3 ‘U’s – 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 9 10 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 Science – Rigorous understanding of how and why systems are accepted by users – Empirically-derived principles for designers to leverage 11 12 2 3/26/2015 Interaction process 13 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, 14 performed upon the world. Usability problems Interaction process The Gulf of Execution 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» 15 Usability engineer tries to shorten these gaps 16 4 basic strategies for ID 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 17 18 3 3/26/2015 19 20 TUBITAK Vizyon 2023 Report 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 21 22 23 24 4 3/26/2015 What is Human Factors? Human Factors/Ergonomics The short definition: Designing for human use 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) or – Performance optimization: safety, efficiency, etc “When an information system is well designed, it almost disappears.” (Shneiderman, 1987) 25 26 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. Discovers and applies information About 1. Focus 2. Human behavior, abilities, limitations and other characteristics to the Context 3. 4. Design of machines, systems, tasks, jobs, and environments for Aims Productive, safe, comfortable, and effective human use 27 What Human Factors is NOT 28 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) 29 Human beings are difficult to study Human Factors is ‘goal’ centered, rather than ‘content’ centered Rapid development/spread of technology 30 5 3/26/2015 User concerns Designer concerns Will system deliver information I need? How quickly and easily can I access data? How will system operation fit into my daily business schedule? 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? 31 32 Benefits of Human Factors Benefits of Human Factors (in relation to IT products in the marketplace) (in relation to IT systems in the workplace) Increased product sales Increased user satisfaction Decreased customer support costs Decreased development costs Increased user productivity Decreased training costs Decreased maintenance costs 33 34 Model Human Processor Model Human Processor Stuart Card, Thomas Moran & Alan Newell 1983 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 • 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 35 36 6
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