Fall 2012 Prof. Searleman jets@clarkson.edu Course objectives - - PowerPoint PPT Presentation

fall 2012 prof searleman jets clarkson edu
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Fall 2012 Prof. Searleman jets@clarkson.edu Course objectives - - PowerPoint PPT Presentation

Fall 2012 Prof. Searleman jets@clarkson.edu Course objectives Administrivia Introduction to Interaction Design Motivating Examples Good & Bad Designs This course is an introduction to the field of Human-Computer


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Fall 2012

  • Prof. Searleman

jets@clarkson.edu

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 Course objectives  Administrivia  Introduction to Interaction Design

 Motivating Examples  Good & Bad Designs

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 This course is an introduction to the field of Human-Computer Interaction (HCI)  Students will learn how to design, evaluate and implement interactive systems from the user’s perspective

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 course webpage:

http://www.clarkson.edu/~jets/cs459

 contact info:

  • ffice: SC375 & Applied CS Labs:VR (SC364)

phone: 268-2377 email: jets@clarkson.edu

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 Designing the User Interface, 5th Edition, by Shneiderman & Plaisant, Addison Wesley, 2010, ISBN-10 0-321-53735-1 ISBN-13 9780321537355 (referred to as DTUI throughout the course)  Companion website to DTUI

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 Interaction Design: beyond human-computer interaction, 2nd edition, Preece, Rogers & Sharp, Addison-Wesley, 2005, ISBN 0-321-19786-0 (called the ID2 book)  User Interface Design and Evaluation, by Stone, Jarrett, Woodroffe & Minocha, Morgan Kaufmann, 2005, ISBN 0-12-088436-4  About Face 3: The Essentials of Interaction Design, Cooper, Reimann & Cronin, Wiley, 2007, ISBN 0470084111  also see the “on-line resources” on the course webpage

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CS459 CS559

 Assignments* 20% 15%  Presentation(s) 20% 25%  Project* 40% 40%  Midterm Exams 15% 15%  Class participation 5% 5%

Attendance: Participation in class discussions are an essential part of this course, so attendance is required and you must be prepared for class (i.e. have done the reading in advance). *We will be using Clarkson’s Usability Lab (in CEC)

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 Each student in CS459 and CS559 will deliver a presentation based on an area of human- computer interaction (a list of suggested topics and references will be posted on the course webpage).  In addition to this, each student in CS559 will also present a research-level paper to the

  • class. All students will write a reaction paper

to it (details to follow later).  The presentation evaluation sheet is online

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 The goal of the course project is to give you experience with designing and evaluating an interactive product.  The focus of the project is on the interaction design and evaluation, so the actual application can be a simple (but working) prototype  This can be integrated with another software project you are working on (for example, for CS350), as approved by both instructors.

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 Late submission policy:

 Maximum 2 late days per assignment/project

deliverable

 Each late day penalized with 10%  No late days for presentations and test

 Legal notices on the world-wide web: Read and comply with accompanying legal notices of downloadable material  Specify all references used  Plagiarism and cheating: will not be tolerated

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Why study Human-Computer Interaction?

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 Crashed near Cali, Colombia in 1995  Official cause: “pilot error”  Real cause: poor design

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 Boeing 757 cockpit

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 Pilots manually navigate only during takeoff, landing, inclement weather, emergencies.  Navigate by traveling between beacons  Flight management system

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 Most common way to navigate to next beacon

 Enter first letter of beacon

 To navigate to “Rozo” beacon

 Pilots enter “R” on flight management system

 Plane navigates towards “Romeo” beacon  Flight management system does not provide feedback on chosen beacon

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 Plane headed in the wrong direction, eventually crashing on a mountain  Speed brakes not disengaged when trying to accelerate

http://sunnyday.mit.edu/accidents/calirep.html

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 Lessons

 Expert users make mistakes  Feedback  Consistency  System state needs to match state expected

by users

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 Software used to trade in Tokyo Stock Exchange  Trader for Mizuho tried to sell

 1 share of J-Com for 610,000 yen

 Instead he sold

 610,000 shares of J-Com for 1 yen each

 Software warned him, but he ignored warning  Attempted to undo, but it was not possible

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 Confidence in Tokyo Stock Exchange damaged  Shares in NTT, rival of software maker, jumped 11%  $331,000,000 loss from trade for Mizuho

http://news.bbc.co.uk/2/hi/business/4512962.stm

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 Lessons

 Busy people in a hurry more likely to make

mistakes

 Users rarely read warning messages because

they rarely matter

 Good designs expect mistakes to happen  Provide “undo” capabilities

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 Poll by UK charity found a third of men and a quarter of women drink to cope with stress  Almost one third said IT problems were a major cause of stress  Top cause of stress cited, followed by finances and commuting  Not as severe in effect as other issues (e.g. death, divorce), but much more common

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 Lessons

Widespread use of technology means

stressful interactions can have negative impact on society

http://news.bbc.co.uk/2/hi/health/4602872.stm

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 Technology available 10 years before WWW appeared

 Graphical user interfaces  Modems  Internet  Hypertext

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 Interface made difference  Not geared towards experts

 Tim Berners-Lee worked at CERN

 Web browser

 Simplicity  Consistency  Easy to recuperate from errors  Easy to learn and remember

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 Simple interface to access very powerful technology  Helps you notice and remediate typos

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3G Mobile Phones iTV iPod SMS Smart Fridge Auto Mobile Cooking Arrangement

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 Ubiquitous Computing  Pervasive Systems  Tangible Interfaces  Ambient Intelligence  Context-aware Systems  Augmented Reality

Increasing influence of these technologies on our day-to-day lives has fuelled a shift to user- centric design

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 Huma man-Com

  • mpute

puter r Inter terac actio tion (HCI) HCI) is: “concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” (ACM SIGCHI)  Inte terac racti tion

  • n Design

gn (ID) is: Designing interactive products to support people in their everyday and working lives. (Sharp, Rogers and Preece 2007) We will concentrate on the design of computer technologies “The old computing is about what computers can do; the new computing is about what people can do” - Ben Shneiderman

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 Classic Software engineering

 How to build functional, efficient, robust software

  • n time given specifications

 Usually not concerned with how users will interact

with software  GUI design (Graphical User Interfaces)

 Implies that you put something between people

and code

 Code developed independently from interface  Process does not start with users’ goals in mind

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 Academic disciplines contributing to ID:

 Psychology  Social Sciences  Computing Sciences  Engineering  Ergonomics  Informatics

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 Design practices contributing to ID:

 Graphic design  Product design  Artist-design  Industrial design  Film industry

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 Interdisciplinary fields that ‘do’ interaction design:

 HCI  Human Factors  Cognitive Engineering  Cognitive Ergonomics  Computer Supported Co-operative Work  Information Systems

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 Many people from different backgrounds involved  Different perspectives and ways of seeing and talking about things  Benefits

 more ideas and designs

generated

 Disadvantages

 difficult to communicate and

progress forward the designs being create

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 Increasing number of ID consultancies, examples of well known ones include:

 Nielsen

sen Norman an Group up: “help companies enter the age of the consumer, designing human-centered products and services”

 Cooper:

r: ”From research and product to goal-related design”

 Swim: “provides a wide range of design services, in

each case targeted to address the product development needs at hand”

 IDEO: “creates products, services and environments

for companies pioneering new ways to provide value to their customers”

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 interacti raction

  • n designer

gners - people involved in the design of all the interactive aspects of a product  usabi bility lity engine neers rs - people who focus on evaluating products, using usability methods and principles  web eb des esigners gners - people who develop and create the visual design of websites, such as layouts  inform

  • rmati

ation

  • n arch

chite itects cts - people who come up with ideas of how to plan and structure interactive products  user experienc ience designer gners s (UX) - people who do all the above but who may also carry out field studies to inform the design of products

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Activity ivity#1 #1 (to prepare epare for class ass on Wedn ednesda esday): ):

  • 1. Find out more about at least 4 of the terms
  • n Slide 29, and describe them in your own

words

  • 2. Take a critical look at Peoplesoft from an HCI

point of view and list three good points and three bad points. Type your answers and pass in a printout on Wednesday’s class.