CSC 484: Human-Computer Interaction Introduction to the Course - - PowerPoint PPT Presentation

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CSC 484: Human-Computer Interaction Introduction to the Course - - PowerPoint PPT Presentation

CSC484-S08-L1 Slide 1 CSC 484: Human-Computer Interaction Introduction to the Course CSC484-S08-L1 Slide 2 Instructor Gene Fisher (gfisher@calpoly.edu) Office: 14-210 Office Hours: MWF 2-3PM, Th 9-11AM CSC484-S08-L1 Slide 3 General


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CSC 484: Human-Computer Interaction Introduction to the Course

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Instructor Gene Fisher (gfisher@calpoly.edu) Office: 14-210 Office Hours: MWF 2-3PM, Th 9-11AM

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General Information

  • How humans interact with designed artifacts.
  • Specifically, computer-based artifacts.
  • Generically, HCI = human factors + design.
  • Topics from both 483 and 484.
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Course Objectives

  • appreciate importance of user-centered design
  • learn about usability
  • construct prototype, analyze it
  • present well-reasoned analyses
  • read research literature in HCI
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Prerequisites CSC 307 or 308, and junior or senior standing.

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Activities

  • Heuristically evaluate usability.
  • Conduct pilot usability study.
  • Design, storyboard, (prototype).
  • Analyze prototype (or existing product).
  • Participate in the usability studies.
  • Read research literature
  • Give oral presentations.
  • Participate in team debates.
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Textbook and Online Materials

  • Te

xt: Interaction Design: Beyond Human-Computer Interaction

  • Te

xtbook website.

  • Course website.
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Assignments

  • a. Perform a small-scale, analytic usability study
  • f existing software..lec
  • b. Conduct a usability field study, collect and ana-

lyze the data.

  • c. Prepare and present storyboards for some

aspect of your class project, or for a separate design artifact.

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Projects

  • a. prototype + study
  • b. stuydy + prototype
  • c. study only
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Teams

  • software project team
  • end-user team
  • debate team
  • ad hoc assignment teams
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Research Papers Quizzes Debates

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Labs

  • assignment work
  • project work
  • conduct of and participation in usability studies
  • team presentations
  • quizzes
  • debates
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Individual Work Grading Assignments (3): 30% Project (4 milestones): 40% Debate: 10% Quizzes (5): 10% Final Exam: 10%

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Detailed Schedule

  • To appear.
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Other First-Day Handouts CSC 484 Questionnaire: Areas of Project Interest and Expertise CSC 484 Assignment 1: Intro to HCI Eval and Usability Analysis

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Now on to Material in the Lecture Notes

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  • I. Relevant reading.
  • A. Te

xtbook Chapter 1.

  • B. Paper of the week:

"Investigating attractiveness in web user interfaces"

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  • II. Go over first-day handouts:
  • A. Syllabus.
  • B. Questionnaire on areas of project interest.
  • C. Assignment 1.
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  • III. Intro to class (Ch 1).
  • A. Book provides framework for lectures.
  • B. Per book preface, we’ll do Chs 1,9, 12.
  • C. Then remaining chapters.
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  • IV. On good and poor design (Sec 1.2).
  • A. "Good" means certain important traits:
  • 1. easy to learn
  • 2. effective to use
  • 3. enjoyable user experience.
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Good and poor design, cont’d

  • B. Some systematic ways to measure.
  • 1. Experts’ judgment.
  • 2. Controlled experiments with users.
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Good and poor design, cont’d

  • C. Bottommost line --

Know the user

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  • V. High-level ID principles (Sec 1.2.1).
  • A. Again, know your audience (cf. Pg 6).
  • 1. The users RULE.
  • 2. Know what they’re good at and bad at.
  • 3. Understand what they know, don’t know.
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High-level principles, cont’d

  • 4. Provide familiar interface contexts.
  • 5. Know how they currently do things.
  • 6. Know what they like and dislike.
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High-level principles, cont’d

  • 7. Listen to them and involve them fully in the

interaction design process.

  • 8. If in doubt, do things electronically the way

they’re are done non-electronically.

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High-level principles, cont’d

  • 9. Always ask the user what’s "aesthetically

pleasing" and "elegant".

  • a. E.g., book authors don’t know me.
  • b. I think the marble-based design is dumb.
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High-level principles, cont’d

  • B. The principle of least astonishment.
  • 1. Simple tasks should be performable quickly.
  • 2. Complicated tasks performable, OK longer.
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High-level principles, cont’d

  • C. Use "real-world" metaphors judiciously.
  • D. Treasure simplicity.
  • E. Be prepared to work with people who may

have vastly different views.

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  • VI. ID compared to SE (Sec 1.3).
  • A. Everybody wants to "run the show".
  • B. SEs may think they’re role is central.
  • C. IDs may think the same.
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ID compared to SE, cont’d

  • D. A product manager should run the show.
  • 1. Has the "vision thing".
  • 2. Oversees and coordinates all the people.
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  • VII. ID and other disciplines (Secs 1.3.1 -

1.3.2).

  • A. Much similarity between ID, SE processes.
  • B. End-users play a key role.
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ID and others, cont’d

  • C. Apt analogy to building architects, engineers
  • 1. IDs = architects -- do the people thing.
  • 2. SEs civil engineers -- do the product thing.
  • D. SEs may think they do both, however ...
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ID and others, cont’d

  • E. Book broadens our perspectives.
  • 1. Software deployed many different places.
  • 2. But, focus of 484 is HCI.
  • a. Ideally, 484 has multi-disciplinary teams.
  • b. We’ll do some role playing.
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  • VIII. The elusive "user experience" (Sec 1.4).
  • A. Highly subjective and very personal.
  • B. No established science to measure.
  • C. In 484, you’ll get a chance.
  • D. Start in Assignment 1.
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  • IX. Process of ID (Sec 1.5).
  • A. Very much like 308 requirements process.
  • B. Book’s "design" = interface design.
  • C. "Building interactive versions of the design"

= prototyping.

  • D. "Inform one another and are repeated"

= process iteration.

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ID Process, cont’d

  • E. ID involves more explicit usability analysis.
  • 1. Usability analysis is a pervasive step.
  • 2. Covered in Chapters 9-12
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ID Process, cont’d

  • F. Often missing in SE process is analysis of

cognitive and social aspects.

  • 1. Follows the "know your users" principles.
  • 2. Chapters 3-5 focus on this.
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  • X. ID goals (Sec 1.6).
  • A. Usability goals -- how product behaves
  • B. User experience goals -- how user feels
  • C. Design principles -- how to achieve goals
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  • XI. Usability goals (Sec 1.6.1).
  • A. Effectiveness
  • B. Efficiency
  • C. Safety
  • D. Utility
  • E. Learnability
  • F. Memorability
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  • XII. User experience goals.
  • A. Highly subjective and personalized.
  • B. Laundry list top of Page 26.
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User experience goals, cont’d

  • C. Importance historically downplayed in HCI.
  • 1. Difficulty in quantifying.
  • 2. But, even Donald Norman has come around.
  • 3. New HCI research braves this frontier, e.g.,

this week’s reading on "attractiveness".

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  • XIII. Design principles (Secs 1.6.3, and 15.2).
  • A. List in Chapter 1 is intuitive:
  • 1. Visibility
  • 2. Feedback
  • 3. Constraints
  • 4. Consistency
  • 5. Affordance
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Design principles, cont’d

  • B. Nielson’s usability heuristics more specific:
  • 1. Visibility of system status
  • 2. Match between system and the real world
  • 3. User control and freedom
  • 4. Consistency and standards
  • 5. Help users recognize, diagnose and

recover from errors

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Nielson heuristics, cont’d

  • 6. Error prevention
  • 7. Recognition rather than recall
  • 8. Flexibility and efficiency of use
  • 9. Aesthetic and minimalist design
  • 10. Help and documentation
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  • C. Lots of examples online, lots of opinion.
  • 1. Nielson’s site is useit.com.
  • 2. Mentioned in book is aasktog.com
  • 3. Also baddesigns.com
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  • D. Look at examples and

gain your own experience by "doing".