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Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright University of Edinburgh and Edinburgh College of Art Semester 1 2012/2013

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Page 1: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

Dr Mark Wright - Informatics HCI Course 2012/13

Human Computer Interaction

Dr Mark WrightUniversity of Edinburgh

andEdinburgh College of Art

Semester 1 2012/2013

Page 2: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

Dr Mark Wright - Informatics HCI Course 2012/131

Key points:– Definition– The Three Paradigms of HCI– The Technological Background– What knowledge does HCI have to make good interactions?– When is this knowledge relevant and how do you apply it?

Principles and Overview Lecture 1

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Definition of HCI

"Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human

use and with the study of major phenomena surrounding them." Association for Computing Machinery

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Human FactorsEngineering Epoc

Classical CognitiveInformation Epoc

Embodied/SituatedInteraction Epoc

The Three Paradigms of HCIHarrison, Tatar and Sengers

CHI 2007

The 3 Paradigms of HCI

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The 3 Paradigms of HCI

1st HCI ParadigmHuman Factors

Engineering Epoc

2nd HCI ParadigmClassical Cognitivism

Information Epoc3rd HCI Paradigm

Embodied CognitionInteraction Epoc

Metaphor of Interaction

Interaction as Man-Machine Coupling

Interaction as Information Transfer

Interaction as Phenomenologically Situated

Central Goal for Interaction

Optimise fit between man and

machine

Optimise accuracy and Efficiency of Information

Transfer

Support of Situation Action in the World

Typical Questions of Interest How can we fix

specific problems that arise in Interaction?

What mismatches arise in communication

between humans and computers?

How can we accurately model what people do?How can improve the

efficiency of HCI?

What existing situated activities should we support? How do users appropriate technology?How can we support interaction with constraining it by what a computer can do/understand?What is the wider context roles, politics and values?

How can we fix specific problems

that arise in Interaction?

What mismatches arise in communication

between humans and computers?

How can we accurately model what people do?How can improve the

efficiency of HCI?

What existing situated activities should we support? How do users appropriate technology?How can we support interaction with constraining it by what a computer can do/understand?What is the wider context roles, politics and values?

Awareness of the paradigms help us make sense of this huge field

Page 6: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

The 3 Paradigms of HCI

1st HCI ParadigmHuman Factors

Engineering Epoc

2nd HCI ParadigmClassical Cognitivism

Information Epoc3rd HCI Paradigm

Embodied CognitionInteraction Epoc

Appropriate Disciplines for Interaction

Engineering, Programming, Ergonomics

Laboratory and Theoretical Behavioural

Science

Ethnography, Action Research Ethnomethodology, Interaction Design, User Centred Design

Desirable Methodologies Cool Hacks

Verifiable Quantitative design and evaluation methods that can be applied regardless of

context

A palette of situated design and evaluation strategies

Legitimate kinds of Knowledge

Pragmatic Objective Details

Objective facts and models with general

applicability

Thick Description of Context and Stakeholder Concerns.

How do you know something is True?

You Tried it out and it worked

You confirm of refute your hypothesis based on a statistical analysis

of the evidence

You argue about the relationship between your data

and what you seek to understand

Today Paradigms 2&3 Largely Predominate

Page 7: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

The 3 Paradigms of HCI

1st HCI ParadigmHuman Factors

Engineering Epoc

2nd HCI ParadigmClassical Cognitivism

Information Epoc3rd HCI Paradigm

Embodied CognitionInteraction Epoc

Values

Reduce errors and make it work.

Ad Hoc is OK.

Cool Hacks that exploit a specific

instance are desired

Optimisation.Strive for Objective,

Abstract, Quantitative, Generalizable

Knowledge wherever possible.

Principled evaluation is a priori better than ad hoc, since design can be structured to suite

this paradigm. Structured Design

better than un-structured. Reduce

Ambiguity. Top Down View of Knowledge.

Construction of meaning is intrinsic to and unfolds from interaction. What goes on around systems is more

interesting than what’s happening at the interface.

“Zensign” - what you don’t build is as important and what you do

build. Goal is to grapple with the full complexity around the

system.Knowledge can not just be a powerful abstraction but

can be embedded in the world as hidden context and tacit skill

which is revealed through engagement

Viewpoints: Paradigm2 Analytic/Scientific Paradigm3:Phenomenological/Design

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Classical CognitiveInformation Epoc

Embodied/SituatedInteraction Epoc

The key question is not which of the paradigms is “correct” but what different perspectives, strengths, weaknesses, insights and tools they offer and when

they are appropriate to apply

Which HCI Paradigm is the correct one?

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Technological Context

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• HCI arose and evolved as Computer Technology arose and evolved.

• There are a number of recognisable eras and approaches associated with technologies which are useful to keep in mind

• One perspective is PreDesktop,Desktop and Post-Desktop

• Before HCI • Physical Switches• Teletype Terminals

• Early language development from machine code can be seen as an attempt to make programming easier.

Page 10: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

The First WIMP Interface: Small Talk Xerox Parc

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First Computer Mouse

Page 11: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

Wimp Interface - A relatively stable design - till recently?

• WIMP - Windows, Icons, Menus and Pointer

• The WIMP interface has remained relatively unchanged during a great deal of rapid development in technology, platforms and interaction metaphors.

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Page 12: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

Pre Internet - Stand Alone PC

• PC with little or no local network.

• No Internet• Single Users on

single machines using stand alone applications

• Spreadsheets were a huge early success of HCI

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Web 1.0 - Static Web

• Static Web Pages • Server Creates• Browser Only Reads • Slow Internet• Few Content Creators• No E-Commerce• The age of web usability

layout, colour

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Web 2.0 - Dynamic Web

• Dynamic Web • Client Side - Javascript• Server Side Databases - PHP/

mysql• Mashups - api’s, Browser

rather than OS based ecosystems

• Users as Content Creators• Rich Internet Applictions (RIA)

with the interactive experience of stand alone applications

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Typical Google Maps MashupApp for London Flats/Prices

Page 15: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

Mobile and Social Media• Smart Phones• Apps vs HTML5• Location Based

Services (LBS)• Communication and

Content Creation• A post PC era of

phones and tablets?• Constantly changing

interactions, social context and place.

• Twitter, Facebook, Foursquare, Google Maps

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Social Computing

• CSCW Computer Supported Collaborative Working

• Beyond immediate interaction to a web of surrounding relations

• Ethnography, Ethnomethodology

• Actual Practices

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Page 17: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

Virtual and Augmented Reality

• Virtual Worlds - Simulation, immersion• Second Life, Massive Multi-player Online

Role Playing Games MMORPG• Virtual Reality - A separate virtual place• HeadMounted Displays, Caves• Augmented Reality - The Real World Plus • Tablets, Phones, Google Glasses

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Ubiquitous Computing UbiComp• Computers omni-present

but “invisible”• Computers escape from

the desktop and disappear• Wireless, Wearable, Small,

Embedded• RFID tags,

Micro-controllers, Speckled computing, Machine to Machine

• Internet of Things IOT

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Tangible Computing• Physical Interface• Use of Embodied skills• Rich tactile and

proprioceptive feedback• Physical affordances and

constraints of the physical world

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Tangible Bits: Towards Seamless Interfaces Between People, Bits and Atoms

Ishii and Ullmer, CHI 97

Page 20: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

What can we take from HCI to make better interactions?

• Science (Classical Cognitive Science)– Theory and Models– Formal Methods– Experimental Method– Statistical Inference– Justification for laws and guidelines– BUT as the Interface can change

some knowledge is only speculative• Embodiment and Situated Cognition

suggest Ethnomethodology and Design are viable and useful methodologies too

• Social Context and Embedded knowledge are crucial but often hidden

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Page 21: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

Interaction Design Cycle

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Design Rules for HCI

n principles– abstract design rules– “an interface should be easy to navigate”

n guidelines– advice on how to achieve principle– may conflict; understanding theory helps resolve– “use colour to highlight links”

n standards– specific rules, measurable– “MondoDesktop links are RGB #1010D0”

n Many sets of rules have been proposed to encapsulate understanding and best practice– Operate at various levels

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Design Rules for HCI - standard

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Shneiderman’s 8 Golden Rules (1987):1. Strive for consistency2. Enable frequent users to use shortcuts3. Offer informative feedback4. Design dialogs to yield closure5. Offer error prevention and simple error handling6. Permit easy reversal of actions7. Support internal locus of control8. Reduce short-term memory load

Design Rules

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Norman’s 7 Principles (1988): 1. Use both knowledge in the world and knowledge in the

head.2. Simplify the structure of tasks.3. Make things visible.4. Get the mappings right.5. Exploit the power of constraints, both natural and artificial.6. Design for error.7. When all else fails, standardize.

Design Rules

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Nielsen’s 10 Usability Heuristics (1994):1. Visibility of system status2. Match between system and the real world3. User control and freedom4. Consistency and standards5. Help users recognize, diagnose and recover from errors6. Error prevention7. Recognition rather than recall8. Flexibility and efficiency of use9. Aesthetic and minimalist design10. Help and documentation

http://www.useit.com/papers/heuristic/heuristic_list.html

Design Rules

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Consolidate the three lists here. Mark any you don’t understand with *

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Dix groups these and related principles as follows:

n Learnability– the ease with which new users can begin effective interaction

and achieve maximal performance (e.g. familiarity, generalisability, predictability)

n Flexibility– the multiplicity of ways the user and system exchange

information (e.g. customisability, substitutability, user control)n Robustness

– the level of support provided to the user in determining successful achievement and assessment of goal-directed behaviour (e.g. observability, recoverability)

Design Rules

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n Many seem like common sense - but often violated– Home exercise: pick one everyday object and one piece of

software and assess with respect to these rulesn Some are grounded in our understanding of how humans perceive,

think and learn n Some are the result of empirical study (e.g. Nielsen’s heuristics are

based on factor analysis of 249 usability problems)n Some are derived from particular characterisations of the nature of

human action (e.g. Norman’s principles are closely related to his theory of action)

n Some are collections of experience (e.g. Shneiderman’s rules)n Some can be directly related to computational complexityn In this course we will study the background and justification of these

rules and elaborate on how they can be applied in specific contexts to design and assess human computer interaction.

Design Rules

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Mac OS X Human Interface Guidelines: Grouping Items in MenusArranging menu items in logical groups makes it easy for users to quickly locate commands for related tasks. The guidelines in this section can help you list menu items in ways that make sense to users.

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Guidelines for various platforms

Page 31: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

When is this knowledge relevant and how do you apply it? • HCI is a Research Discipline and a

Design Practice• HCI Research Goal is to gain insight

whereas the practice is to make good interfaces.

• Quantitative and Qualitative approaches are useful for both.

• Need to judge if an issue is objective or subjective. Science it good at telling if a phenomenon is real or provide useful insight as to why an approach works.

• User Centred Design, Interaction Design, Scenarios, Prototyping are typical approaches of actual practice to uncover the complex issues which contribute to the creation of successful digital interactions in the real world 31

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The aim of this course it to give you the grounding necessary to understand the Principles and Practice of HCI and how to use that knowledge to create better interactions between people and digital systems.

HCI Course Objective

Page 33: Human Computer Interaction - inf.ed.ac.uk › teaching › courses › hci › 1213 › ... · Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright

Key Texts

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