On Human Computer Interaction, HCI Dr. Saif al Zahir Electrical and - - PowerPoint PPT Presentation

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On Human Computer Interaction, HCI Dr. Saif al Zahir Electrical and - - PowerPoint PPT Presentation

On Human Computer Interaction, HCI Dr. Saif al Zahir Electrical and Computer Engineering Department UBC Human Computer Interaction HCI HCI is the study of people, computer technology, and the ways these influence each other . We study


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On Human Computer Interaction, HCI

  • Dr. Saif al Zahir

Electrical and Computer Engineering Department UBC

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SLIDE 2

Human Computer Interaction HCI

  • HCI is the study of people, computer technology, and

the ways these influence each other. – We study HCI to determine how we can make this computer technology more usable for people.

  • HCI is a multidisciplinary practice:

– Engineering – Computer Science – Sociology – Cognitive psychology – Ergonomics

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SLIDE 3

Why HCI ?..

Numerous Applications ..

– E-commerce – Computer-aided surgery (medical applications) – Remote learning (distance education) – Computer aided Planning, Manufacturing, ... – Tourism – GIS – you name it ...

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SLIDE 4

H-C strengths and weaknesses

Human

  • Powerful pattern

recognition

  • powerful selective

attention

  • capacity to learn
  • infinite-capacity LTM
  • rich multikeyed LTM

Computer

  • High-capacity

memory

  • permanent memory
  • very fast processing
  • error-free processing
  • reliable memory

access

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SLIDE 5

H-C strengths and weaknesses

  • Low capacity working

memory

  • fast decaying working

memory

  • slow processing
  • error prone processing
  • unreliable access to

LTM

  • Simple template

matching

  • limited learning

capacity

  • limited capacity LTM
  • limited data

integration

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SLIDE 6

HCI Objectives

  • Interaction between a human user and a computer

system via the medium of an interface.

  • usability criteria.
  • HCI makes use of new and novel techniques and

technologies to make working with computers easier and more productive.

  • HCI aims to achieve more usable systems and

more satisfied users.

  • Pragmatics: legislative, financial and usability

constraints as well as safety-critical.

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SLIDE 7
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SLIDE 8

Door

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SLIDE 9

Good User Interface

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SLIDE 10

What is an Interface ?..

Possible Definitions

  • A collection of input and output devices
  • Surface forming common boundary of two systems
  • A place for conversation
  • Place where the interaction occur between two systems
  • All the information channels that allow the user and the
  • bject to communicate
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SLIDE 11

Why High quality UI ??..

  • Whether a user enjoy or despise a system
  • Whether a system succeeds or fails in a market

Example 1: Nuclear power plant monitoring

  • system. A poor UI can contribute to and even

cause accident of catastrophic nature Example 2: Air Traffic Control

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SLIDE 12

Styles of UI

  • 1. What you see is what you get (WYSIWYG)
  • 2. Direct Manipulation

the objects, attributes, or relations that can be

  • perated on are represented visually. Use a

mouse to invoke.

  • 3. Iconic

A pictorial representation of an object, an action, a property, or some other concept recognition, remembering, and discrimination

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SLIDE 13

Main Objectives in User Interface Design

  • 1. Increase the speed of learning

measure: how long a new user takes to achieve certain level of proficiency.

  • 2. Speed of Use

measure : how long an experienced user require to perform certain task with a system

  • 3. Reduction of errors

measure: the number of user errors per interaction

  • 4. Attractive to buyers and users

target : computer naive users

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SLIDE 14

UI as a system

  • 1. Interaction devices (input / output)
  • 2. Interaction techniques:

ways to use input devices to enter information into the computer

  • 3. Interaction tasks

classify the fundamental types of information entered with interaction techniques

  • position
  • text
  • select
  • quantify
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SLIDE 15

UI Design Methods

There is no cookbook approach that ensure good interface design Why ??

  • 1. Some of the design principles are based on expert’s

experience and logical deduction from related fields such as cognitive psychology, rather than hard data

  • 2. For any given design problem, guidelines will usually

come in direct conflict with each other, and there are no algorithms for making the trade-offs

UI design is a matter of Compromise & Trade-off

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SLIDE 16
  • Examples on conflicting requirements

Want : powerful functionality But simple and clear interface Want: ease of use But also ease of learning Want: consistency across all aspects of the interface But

  • ptimize operation

Want intelligent and sophisticated interface But good performance and low cost.

Results :

We need methods to solve these conflicting requirements

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SLIDE 17

Correspondence

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SLIDE 18

Graphic Interface

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SLIDE 19

Theories of Human Behavior

  • Psychological
  • Sociological
  • Anthropological

– Develop a “Model” to help us understand and predict human behavior – Provide simple examples of predictions

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SLIDE 20

Theories of Human Social Behavior

  • 1. Explanatory theories
  • 2. Empirical theories
  • 3. Dynamic Models

Study them and the way they support design

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SLIDE 21
  • 1. Explanatory theories

Explains observed human behavior

– explain things we see people doing – help in evaluation (i.e., newly installed sys.)

  • why system impact is different from expected
  • study users and analyzing their needs

Example 1: Users using keyboard shortcuts more than expected cause of high latencies in menu display Example 2: Air traffic controllers failing to trust a system because it undermined their team-oriented working style.

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SLIDE 22
  • 2. Empirical Laws

Empirical Laws offer simple quantitative prediction of human performance Example : Hick’s Law (1952) The time T taken to choose between a number of alternative targets is a function of the number of the targets n, and is related logarithmically :

Where k is a constant

) 1 ( log + = n k T

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SLIDE 23
  • 2. Empirical Laws
  • Examples:

– the correlation between size of menu and the time to make a selection – cycle times of the human brain – the time taken to move the mouse to a target

  • f a given size from a given distance away.
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SLIDE 24
  • 3. Dynamic Models

Models that predict how a whole sequence

  • f actions (steps) will be performed

– models which predict the sequence of actions a user will take – model which predict the level of performance if a given sequence of actions is taken by the user

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SLIDE 25
  • 3. Dynamic Models

Predict the speed with which the user can perform an activity

  • example : keyboard interaction speed

– simple dynamic model to predict the speed of

  • peration of keyboard-based user-interface

– Cycle times (can use this for the zigzag example)

perceptual 50-200 msec Average: 100 ms cognitive 25-170 msec Average: 70 ms motor 70-100 msec Average: 70 ms

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SLIDE 26
  • 3. Dynamic Models

Fitts Law

This Law tells us how long it will take a user to hit a target of certain diameter, W, with a pointing device that is a certain distance , A,

  • away. It uses the information processing

model.

) / 2 log( W A K T =

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Design of the User Interface

Factors that must be considered

  • 1. How menus are to be organized.
  • 2. How the graphics package is to respond

to the input and errors.

  • 3. How the output display is to be organized
  • 4. How the package to be documented and

explained to the user

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Components of the User Interface

  • User Model
  • Command Language
  • Menu Format
  • Feedback Methods
  • Output Format.
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SLIDE 29
  • 1. User Model
  • Provides definition of the concepts

involved in the graphics package

  • Helps the user to understand how the

package operates in terms of application concepts

  • Explain to the user what type of objects

can be displayed and how they can be manipulated.

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SLIDE 30
  • 2. Command Language

Must be as natural as possible for the user to learn minimize memorization

  • each operation in a command language should be

structured so as to be easy to understand and remember

  • no abbreviation (minimum). Ex. Select - Object

is easier to remember than SO

  • small set of operation
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SLIDE 31
  • 3. Menu Design
  • Most computer graphics make use of menus
  • Cut down on the amount of memorization
  • Preventing users from selecting invalid options
  • menus can easily be changed to accommodate

different applications, whereas function keys must be reprogrammed and relabled if they are changed

  • Menus with fewer options are more effective
  • Placed on one side of the screen
  • Can develop multilevel structure menu

limit the number of levels

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SLIDE 32
  • 4. feedback
  • The system must have a continual

interactive dialogue and inform the user what the system is doing at each step.

  • Special symbol can be designed for

different types of feedback

Example : a blinking “at work” sign to tell the user that the system is still processing Example : Mis-spelled words in Window 9x are underlined with red color

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SLIDE 33
  • 5. Output Format

Information presented to the user

  • 1. Output pictures
  • 2. Menus
  • 3. Messages
  • 4. Other forms of dialogue generated by

the system

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SLIDE 34
  • 5. Output Format-2

Format Design to achieve greatest effectiveness

  • 1. Icon and symbol shapes

Simple and clear picture of the object or operation they represent

  • 2. Screen Layout

main components (a) main area (b) Menu area (c) Display prompts and feedback area.

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SLIDE 35
  • 5. Output Format-3
  • 1. Flexibility must be given

to the user

  • 2. Introduce overlapping

window areas

  • 3. Zoom capability to

expand or enlarge portion of a picture Work Area Menu

Prompts and feedback messages

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SLIDE 36

wisdom

  • No matter how cool is

your interface, less of it would be better.

Alan Cooper, Father of Visual Basic

  • We think logically not

visually

  • We base our design on
  • ur own knowledge

rather than the users

  • We make our programs

take control

  • We think in generalities,

not specific

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SLIDE 37

Human Information Processing System, HIPS

Basic Components

  • Memory (short-term and long-term)
  • Input (eyes, ears, touch)
  • Output (hands, voice, eyes)
  • Processes (executive control unit, pattern

recognition, knowledge and skills

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SLIDE 38

Human Memory

– Short Term Memory, STM

  • memory buffer with low capacity (7 ± 2 units)
  • a brief trace duration (few seconds)
  • Can help STM by Grouping stored information.

Example: remembering 111-2222 vs. 359-2741

– Long Term Memory, LTM

  • powerful storage
  • permanent in duration
  • information is stored in a very rich, complex, and dynamic

structure (this requires reorganization constantly)

  • retrieval processes are slow, unreliable, and difficult. (need

more concentration to get information from LTM)

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SLIDE 39

Human Information Processor Model

Based on classic information processing model (a) set of memories and processors (b) three interacting subsystems:

  • perceptual
  • motor and
  • cognitive

Principle of operation is the recognize-act cycle

(c) properties that can be measured include:

  • processor cycle time
  • memory decay rate
  • memory capacity
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SLIDE 40

Types of Theory in HCI

  • Exploratory theories

To explain observed human behavior can provide useful insights in design lack predictive power

  • Empirical laws

Simple quantitative predictions of human performance (example: Fitts law for the time taken to point to a target of a particular size).

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SLIDE 41

Usability

  • The term usability has become central to the field of
  • HCI. It can be defined very generally as:

Making systems safe, easy to learn and easy to use.

  • A more formal definition is:

The degree to which specific users can achieve specific goals in a particular environment with efficiency, effectiveness, satisfaction.

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SLIDE 42

Theory of Action

Action is a series of progressive mental steps, resulting in a physical action.

Outcome of a physical action at the interface is mentally evaluated in a series of steps.

Stage 1- Mental Steps before physical action

deciding planning translating executing

Stage 2 - Corresponding steps after action

perceiving recognizing interpreting evaluating

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SLIDE 43

Task Performance

7-Steps for Task Performance

  • Execution

– Establishing the Goals – Forming the intention – Specifying the action (Planned action sequence corresponding to intention) – Executing the action

  • Evaluation

– Perceiving the system state – Interpreting the system state (trying to make sense of it as in expectation) – Evaluating the outcome with respect to the goal and intention

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Gulf of Execution and Gulf of Evaluation

  • Gulf of Execution

Is the difference between the intention of the person and the perceived allowable action.

  • Gulf of Evaluation

Is the difference between the cisible state of the system and the correct interpretation of the state of the system.

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Uses of GOMS Goals, Operations, Methods, and Selection Rules

Used in:

  • comparing alternative systems.
  • describing how same task is performed in different systems (keystroke

method can be used to work out which system is fastest.

  • developing training materials.
  • describing the most efficient way to perform tasks.
  • evaluating the consistency and completeness of a design.

Advantages:

cheap and relatively quick to carry out. systems that don’t yet exist, but which are being designed, can be evaluated.

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SLIDE 46

Methodology Phases

  • Scoping
  • Functional Specifications
  • Design
  • Development
  • Testing/Implementation
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SLIDE 47
  • Scoping

Business Requirement Analysis User Profile HW & SW Definition

Project Plan Business Definition

Scoping

Adding Human factors to Software Development

Application Project Team

User Interface Group

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SLIDE 48

Developments in the Interface

50s - Interface with engineers at the hardware (level 1).

interface was at the hardware level.

60/70s- interface with high level programming (level 2).

software engineering and management.

70/90s Interface at the terminal (level 3).

interactivity, command languages.

80s - Interface at interaction dialogue (level 4).

GUIs, colour, sound, 3-D, animation.

90s - Interface at the work setting (level 5).

networked systems, VR.