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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


  1. CSC484-S08-L1 Slide 1 CSC 484: Human-Computer Interaction Introduction to the Course

  2. CSC484-S08-L1 Slide 2 Instructor Gene Fisher (gfisher@calpoly.edu) Office: 14-210 Office Hours: MWF 2-3PM, Th 9-11AM

  3. CSC484-S08-L1 Slide 3 General Information • How humans interact with designed artifacts. • Specifically, computer-based artifacts. • Generically, HCI = human factors + design. • Topics from both 483 and 484.

  4. CSC484-S08-L1 Slide 4 Course Objectives • appreciate importance of user-centered design • learn about usability • construct prototype, analyze it • present well-reasoned analyses • read research literature in HCI

  5. CSC484-S08-L1 Slide 5 Prerequisites CSC 307 or 308, and junior or senior standing.

  6. CSC484-S08-L1 Slide 6 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.

  7. CSC484-S08-L1 Slide 7 Textbook and Online Materials • Te xt: Interaction Design: Beyond Human-Computer Interaction • Te xtbook website. • Course website.

  8. CSC484-S08-L1 Slide 8 Assignments a. Perform a small-scale, analytic usability study of 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.

  9. CSC484-S08-L1 Slide 9 Projects a. prototype + study b. stuydy + prototype c. study only

  10. CSC484-S08-L1 Slide 10 Teams • software project team • end-user team • debate team • ad hoc assignment teams

  11. CSC484-S08-L1 Slide 11 Research Papers Quizzes Debates

  12. CSC484-S08-L1 Slide 12 Labs • assignment work • project work • conduct of and participation in usability studies • team presentations • quizzes • debates

  13. CSC484-S08-L1 Slide 13 Individual Work Grading Assignments (3): 30% Project (4 milestones): 40% Debate: 10% Quizzes (5): 10% Final Exam: 10%

  14. CSC484-S08-L1 Slide 14 Detailed Schedule • To appear.

  15. CSC484-S08-L1 Slide 15 Other First-Day Handouts CSC 484 Questionnaire: Areas of Project Interest and Expertise CSC 484 Assignment 1: Intro to HCI Eval and Usability Analysis

  16. CSC484-S08-L1 Slide 16 Now on to Material in the Lecture Notes

  17. CSC484-S08-L1 Slide 17 I. Relevant reading. A. Te xtbook Chapter 1. B. Paper of the week: "Investigating attractiveness in web user interfaces"

  18. CSC484-S08-L1 Slide 18 II. Go over first-day handouts: A. Syllabus. B. Questionnaire on areas of project interest. C. Assignment 1.

  19. CSC484-S08-L1 Slide 19 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.

  20. CSC484-S08-L1 Slide 20 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.

  21. CSC484-S08-L1 Slide 21 Good and poor design, cont’d B. Some systematic ways to measure. 1. Experts’ judgment. 2. Controlled experiments with users.

  22. CSC484-S08-L1 Slide 22 Good and poor design, cont’d C. Bottommost line -- Know the user

  23. CSC484-S08-L1 Slide 23 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.

  24. CSC484-S08-L1 Slide 24 High-level principles, cont’d 4. Provide familiar interface contexts. 5. Know how they currently do things. 6. Know what they like and dislike.

  25. CSC484-S08-L1 Slide 25 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.

  26. CSC484-S08-L1 Slide 26 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.

  27. CSC484-S08-L1 Slide 27 High-level principles, cont’d B. The principle of least astonishment. 1. Simple tasks should be performable quickly. 2. Complicated tasks performable, OK longer.

  28. CSC484-S08-L1 Slide 28 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.

  29. CSC484-S08-L1 Slide 29 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.

  30. CSC484-S08-L1 Slide 30 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.

  31. CSC484-S08-L1 Slide 31 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.

  32. CSC484-S08-L1 Slide 32 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 ...

  33. CSC484-S08-L1 Slide 33 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.

  34. CSC484-S08-L1 Slide 34 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.

  35. CSC484-S08-L1 Slide 35 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.

  36. CSC484-S08-L1 Slide 36 ID Process, cont’d E. ID involves more explicit usability analysis. 1. Usability analysis is a pervasive step . 2. Covered in Chapters 9-12

  37. CSC484-S08-L1 Slide 37 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.

  38. CSC484-S08-L1 Slide 38 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

  39. CSC484-S08-L1 Slide 39 XI. Usability goals (Sec 1.6.1). A. Effectiveness B. Efficiency C. Safety D. Utility E. Learnability F. Memorability

  40. CSC484-S08-L1 Slide 40 XII. User experience goals. A. Highly subjective and personalized. B. Laundry list top of Page 26.

  41. CSC484-S08-L1 Slide 41 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".

  42. CSC484-S08-L1 Slide 42 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

  43. CSC484-S08-L1 Slide 43 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

  44. CSC484-S08-L1 Slide 44 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

  45. CSC484-S08-L1 Slide 45 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

  46. CSC484-S08-L1 Slide 46 D. Look at examples and gain your own experience by "doing".

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