CS24 FRESHMAN SEMINAR FOR CS SCHOLARS WEEK 6 - HUMAN COMPUTER - - PowerPoint PPT Presentation

cs24
SMART_READER_LITE
LIVE PREVIEW

CS24 FRESHMAN SEMINAR FOR CS SCHOLARS WEEK 6 - HUMAN COMPUTER - - PowerPoint PPT Presentation

Spring 2015 - Berkeley, CA CS24 FRESHMAN SEMINAR FOR CS SCHOLARS WEEK 6 - HUMAN COMPUTER INTERACTION U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y 3 M A R C H 2 015 THREE PARADIGMS OF HCI FIRST WAVE - FUNCTIONALITY


slide-1
SLIDE 1

CS24

Spring 2015 - Berkeley, CA

FRESHMAN SEMINAR FOR CS SCHOLARS

WEEK 6 - HUMAN COMPUTER INTERACTION

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y 3 M A R C H 2 015

slide-2
SLIDE 2

THREE PARADIGMS OF HCI

FIRST WAVE - FUNCTIONALITY

H A R R I S O N E T . A L . , T H E T H R E E P A R A D I G M S O F H C I , 2 0 0 7

SECOND WAVE THIRD WAVE

“HUMAN FACTORS”, OPTIMIZING MAN-MACHINE FIT INFORMED BY COG SCI, EMPHASIS ON THEORY “SITUATED PRESPECTIVES”, INTERACTION AS MEANING MAKING; INTERACTION SUBJECT TO MULTIPLE INTERPRETATIONS

slide-3
SLIDE 3

FIRST WAVE HCI

GULF OF EVALUATION

HUMAN COMPUTER INTERACTION

INPUT WARS

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y 3 M A R C H 2 015

slide-4
SLIDE 4

4

THE GREAT GULFS

slide-5
SLIDE 5

5

THE INPUT WARS

WHO WON!?!?

slide-6
SLIDE 6

SECOND WAVE HCI

HMP, FITTS, KLM, GOMS

HUMAN COMPUTER INTERACTION

TASK ANALYSIS, SCENARIOS, HEURSTIC EVALS

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y 3 M A R C H 2 015

slide-7
SLIDE 7

7

THE HUMAN MODEL PROCESSOR

slide-8
SLIDE 8

8

CAPACTITIES OF THE HUMAN

MILLER, G. A. (1956). "THE MAGICAL NUMBER SEVEN, PLUS OR MINUS TWO: SOME LIMITS ON OUR CAPACITY FOR PROCESSING INFORMATION". PSYCHOLOGICAL REVIEW 63 (2): 81–97.

MILLERS LAW THE NUMBER OF OBJECTS AN AVERAGE HUMAN CAN HOLD IN WORKING MEMORY IS 7 +/- 2. CHUNKING A MEMORY TECHNIQUE WHERE STIMULI IS GROUPED INTO AUDITORY, OR VISUAL “BITES” TO AID IN FREE RECALL TASKS

slide-9
SLIDE 9

9

8675309 867-53-09

HOW MIGHT SIRI SPEAK TO US BETTER?

… OR JUST DIAL IT FOR US …

slide-10
SLIDE 10

INPUT EVALUATION

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y

FITT’S LAW

The time (MT) to move to and select a target of width W which lies at distance (or amplitude) A is :

3 M A R C H 2 015

MT = a + b log2(2A/W)

slide-11
SLIDE 11

11

KLM - KEYSTROKE LEVEL MODEL

  • RASKIN. HUMAN INTERFACES, 2000

POINT TO ELEMENT

HMPK

Key 0.2s Home 0.4s Point(Fitt’s) 1.1s Resp. computer dependent

TYPE A WORD

MHKKKKK

SEQUENTIAL COMMAND (ENTER)

MK

STEERING

HMPMPM

slide-12
SLIDE 12

HEURISTIC EVALUATION

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y 2 4 F E B R U A R Y 2 015

  • Visibility of system status
  • Match between system and the real

world

  • User control and freedom
  • Consistency and standards
  • Error prevention

A USABILITY ENGINEERING METHOD FOR FINDING THE USABILITY PROBLEMS IN A USER INTERFACE DESIGN SO THAT THEY CAN BE ATTENDED TO AS PART OF AN ITERATIVE DESIGN PROCESS

http://hallofshame.gp.co.at/metaphor.htm

  • Recognition rather than recall
  • Flexibility and efficiency of use
  • Aesthetic and minimalist design
  • Help users recognize, diagnose,

and recover from errors

  • Help and documentation

NIELSEN’S USABILITY HEURISTICS

slide-13
SLIDE 13

THIRD WAVE HCI

ETHNOGRAPHY, CONTEXTUAL INQUIRY

HUMAN COMPUTER INTERACTION

DESIGN RESEARCH, SITUATED PERSPECTIVES

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y 2 M A R C H 2 015

slide-14
SLIDE 14

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y

EGOCENTRIC INTUITION FALLACY

EIF IS THE COMPELLING ILLUSION THAT ONE KNOW THE DETERMINANTS OF ONE’S OWN BEHAVIOR AND SATISFACTION.

“I LIKE GUI EDITORS BECAUSE WHAT I SEE IS WHAT I GET (WYSIWYG)” “THE TERMINAL IS TERRIBLE BECAUSE THE COMMAND NAMES ARE POORLY CHOOSEN”

WE ALL TEND TO GREATLY OVERESTIMATE THE DEGREE TO WHICH WHAT IS TRUE FOR US WILL BE TRUE FOR OTHERS.

2 M A R C H 2 015

slide-15
SLIDE 15

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y

ETHNOGRAPHY

STUDY OF PEOPLE AND CULTURES USER-CENTERED DESIGN (UCD)

2 M A R C H 2 015

CONTEXTUAL INQUIRY

CONTEXT PARTNERSHIP INTERPRETATION FOCUS

slide-16
SLIDE 16

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y

DESIGN RESEARCH

FUTURE HEADLINES

2 M A R C H 2 015

Celebrities license 3D scans of body parts for use as 3D printed cosmetic prosthesesChild saved by roboLassie Child has allergic reach on after being stung by robotic bee Printed contact lenses make optometrists nearly obsolete 500% increase in children swallowing domestic micro-robots this year

THINK 20 YEARS INTO THE FUTURE . WHAT ARE HEADLINES YOU MIGHT ENCOUNTER?

Mayo clinic fabricates spinal column that will grow as child ages The new digital divide? Lower SAT scores linked to lack of access to 3D Fabs

  • Mrs. Emerson's 8th grade class 3D prints a

model T

slide-17
SLIDE 17

VISCERAL

  • Is what nature does
  • Dominates physical features
  • Has the same rules all over the world
  • Is about initial reactions
  • Can be studies quite simple by putting

people in front of a design and waiting for reactions

  • Requires the skills of the visual and graphic

artist and the industrial engineer

  • Is all about immediate emotional impact

Norman, D. A. (2004). Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books. http://saraows.wikispaces.com/3.+Three+levels+of+Design+Visceral,+Behavioral,+Reflective

DESIGN

slide-18
SLIDE 18

BEHAVIORAL

  • Is all about use
  • Is the aspect practitioners focus upon
  • Function comes first
  • Is to understand how people will use a product
  • Applying user-centered design
  • Human-centered, focusing upon understanding

and satisfying the needs of the actual users

  • Has to be a fundamental part of the design

process

slide-19
SLIDE 19

REFLECTIVE

  • Is all about the message, culture, the meaning of the

product or its use

  • Evoking personal remembrance
  • Self-image
  • All about long-term customer experience
slide-20
SLIDE 20

Today's multimedia machine makes the computer screen into a demanding focus of attention rather than allowing it to fade into the background… The most profound technologies are those that

  • disappear. They weave themselves into the fabric
  • f everyday life until they are indistinguishable

from it.

  • Mark Weiser

"The Computer for the 21st Century” Scientific American. September, 1991

UBIQUITOUS COMPUTING

slide-21
SLIDE 21

21

slide-22
SLIDE 22

22

ARCHITECTURAL USER INTERFACES

ARS ELECTRONICA BUILDING, LINZ, AUSTRIA

slide-23
SLIDE 23

Touché https://www.youtube.com/watch?v=vqW1wcKqK8E FreeD Skinput

slide-24
SLIDE 24

24

HRI - Human Robot Interaction

slide-25
SLIDE 25

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y

TODOS

ATTEND A RESEARCH SEMINAR - FREE LUNCH! WRITEUP IN LATEX - 1 PAGE - PICTURES + DIAGRAMS WELCOME SUBMIT TO TIME CAPSULE REPO CATCHUP ON MISSING WORK

2 M A R C H 2 015

slide-26
SLIDE 26

Week 7

QUESTIONS ?

COMPUTER GRAPHICS

ATEEND A RESEARCH SEMINAR

U N I V E R S I T Y O F C A L I F O R N I A - B E R K E L E Y 2 4 F E B R U A R Y 2 015