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THE HISTORY OF HCI THEORYIntroductory slides to the course Human-Computer Interaction @ KU Leuven, Belgium http://onderwijsaanbod.kuleuven.be/syllabi/e/S0C76AE.htm By Bieke Zaman http://www.linkedin.com/in/biekezamanYou can be inspired by these slides, but please give me the credits
FROM CLASSICAL TO MODERN AND CONTEMPORARY HCI
CLASSICAL HCI-FIRST WAVE-
• Early ’80s
• Discretionary use
• Command and form-based interactions
• Difficult to learn, difficult to use
CONTEXT
http://www.flickr.com/photos/familymwr/4930275692/sizes/z/in/photostream/
A (passive) system component
• Limited attention span, faulty memory
• De-personalised• unmotivated
Single userOften novice user
HUMAN FACTOR
CONTRIBUTIONS COGNITIVE PSYCHOLOGY• Basic research: that helps to explain
capabilities and limitations users • Applied basic research: Prescriptive advice for
interface design
COGNITIVE MODELING• Models the cognition that is assumed to
happen when a user caries out tasks• Predictive or prescriptive
CLASSICAL HCI THEORIES
ASSUMPTIONUsers can be analysed in the same manner as the information processing of technology
• Controlled lab experiments• User modeling• Rigid guidelines• User requirements
CLASSICAL HCI METHODS
MODERN HCI-SECOND WAVE-
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CONTEXT
• Late ’80s, early ‘90s
• Graphical user interfaces (GUIs) succeeded
• Maturation of local area networks (LANs) & internet
1. An active autonomous agent• capable of
regulating and controlling behaviour
• With individual motivation
2. Member of community of workers, often expert users
3. Acting in a setting
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HUMAN ACTORhttp://www.flickr.com/photos/76029035@N02/6829285309/sizes/z/in/photostream/
ALTERNATIVE COGNITIVE APPROACHES• Distributed Cognition• External cognition• Ecological Psychology
SOCIAL APPROACHES• Situated Action• Ethnomethodology and ethnography• CSCW theories
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MODERN HCI THEORIES
OTHER IMPORTANT APPROACHES• Grounded Theory• Activity Theory• Hybrid theories
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MODERN HCI THEORIES
ETHNOGRAPHY• Intensive, long term involvement• Participant-observations - contextual inquiries• Thick descriptions:
– why and how– accounting for unpredictable factors– Focus on interactivity and how cognition is distributed (rather
than modelling what happens inside the head)– How the environment affects action & perception
QUICK AND DIRTY METHODS• Rapid prototyping• Iterative (co-)design & evaluations
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MODERN HCI METHODS
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CONTEMPORARY HCI-THIRD WAVE-
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CONTEXT
• Mid to late 2000s• Societal and economic changes
– Post-materialism -> experiental orientation• Technological evolutions
– Internet!– Home use– New interaction paradigms, embedded
computation– Discretionary use of the moment
1. Users as designers
2. People who want to be satisfied
– also in non-work, non-purposeful & non-rational settings
– Value-driven, life goals
3. People who continuously engage in new, initial technology experiencesHUMAN CRAFTER
http://www.flickr.com/photos/ldoritan/4604769875/sizes/m/in/photostream
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HUMAN SATISFACTOR
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CONTEMPORARY HCI THEORIES
TURN TO EMOTIONS AND QUALITIES• Emotions, aesthetics, hedonics, motivations
TURN TO DESIGN• Critical reflection, accountability• Creative HCI, interpretively flexible design
TURN TO CULTURE• Interpretative schemes, cultural study
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CONTEMPORARY HCI THEORIES
TURN TO THE WILD• Studying and designing in the wild• Augment people & places
TURN TO EMBODIMENT• Interaction as practical engagement with the
social and physical• Technology and practice cannot be separated• Perception and action cannot be separated either
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CONTEMPORARY HCI METHODS
EXPLORATORY, CREATIVE METHODS• Inspiration seeking
PARTICIPATORY METHODS• User involvement• Co-design, accounting for human values
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CONTEMPORARY HCI FRAMING
SOCIALLY AWARE AND RESPONSIBLE RESEARCH• aiming for life goals that reach beyond the
pragmatic or hedonic• incl. health, well-being, climate change,
feminism, multiculturalism, globalization, world peace and poverty
UCD STARTS BY UNDERSTANDING• … the human values that the technology will
be designed to serve
INVISIBLE CHILDREN____________________