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INTRODUCTION

MIT 306 Human Computer Interaction


Jun Rangie C Obispo
Department of Computer Science
Outline
• Good or bad design
• Brief History
• Definition of HCI
• Usability
• User Experience
Introduction
• How many interactive products do you use everyday?
• Mobile phones
• Computers
• Remote controls
• Vending machines
• ATM
• Many more
Good or bad?

http://www.caradvice.com.au/wp-content/uploads/2013/06/iphone-5.jpg
Good or bad?

http://digitalspyuk.cdnds.net/16/35/768x384/landscape-1472664033-samsung-gear-s3.jpg
Good or bad?

http://static.knowyourmobile.com/sites/knowyourmobilecom/files/styles/insert_main_w
ide_image/public/0/73/google-glass_0.jpg?itok=YWa3E9ol
Is “good or bad?” the wrong question?
• What is it that makes technology “good” or “bad”?
• How can we build “good” technologies?
• How can we verify or validate the “good”ness of our
technologies?
Novel Interface
Brief History
• Systematic study of human performance began during the
last century in factories
• World War II
• Interest in building more effective weapons
• Led to the study of humans and machines

http://www.history.army.mil/photos/WWII/Preps/SC180851.jpg
Brief History
• Ergonomics Research Society
• Established in 1949
• Focused on physical characteristics of machines and systems and
how these affect human performance.
Brief History
• Ergonomics and Human Factors
• Both disciplines are concerned with user performance in the
context of a system
• As computers became more common, more researchers
specialized in interactions between computers and people
• HCI became a popular term in the 1980s.
Definition
• A specialized field of study concerned with the interaction
between people and computers
• Concerned with the physical, psychological and
theoretical aspects of the process.
Human Computer Interaction

Human
Being Computer
HCI

Task
A unified theory?
• There isn’t one.
• Four major components
• The computer
• The human being
• The task
• Usability
Usability differentiated
• Useful
• Object accomplishes what is required
• Usable
• Object accomplishes what is required easily and naturally, without
danger or error
• Used
• Object is attractive, engaging, fun—people WANT to use it
Our interest
• The human being should not have to adapt to the system.
• The system should be designed with the user in mind
• Support human capabilities
• Compensate for human limitations
User’s needs
• Need to take into account what people are good and bad
at
• Consider what might help people in the way they currently
do things
• Think through what might provide quality user
experiences
• Listen to what people want and get them involved
• Use tried and tested user-centered methods
Usability Goals
• Effective to use
• Efficient to use
• Safe to use
• Have good utility
• Easy to learn
• Easy to remember how to use
Effectiveness
• Very general goal
• Refers to how good a product is at doing what it is
supposed to do

• Is the product capable of allowing people to learn, carry


out their work efficiently, access the information they
need, or buy the goods they want?
Efficiency
• The way a product supports users in carrying out their
tasks

• Once users have learned how to use a certain product to


carry out their tasks, can they sustain a high level of
productivity?
Safety
• Protecting the user from dangerous conditions and
undesirable situations
• External conditions
• Unwanted actions
• Consequences of making errors
• What is the range of errors that are possible using the
product and what measures are there to permit users to
recover from them easily?
Utility
• Extent to which the product provides the right kind of
functionality so that users can do what they need and
want to do
• Does the product provide an appropriate set of functions
that will enable users to carry out all their tasks in the way
they want to do them?
Learnability
• How easy a system is to learn to use
• People don’t like spending a long time learning how to use a
system

• Is it possible for the user to work out how to use the


product by exploring the interface and trying out certain
actions? How hard will it be to learn the whole set of
functions this way?
Memorability
• How easy a product is to remember how to use, once
learned.
• Important to interactive products used infrequently
• What kinds of interface support have been provided to
help users remember how to carry out tasks, especially
for products and operations they use infrequently?
User Experience
• How a product behaves and is used by people in the real
world
• the way people feel about it and their pleasure and satisfaction
when using it, looking at it, holding it, and opening or closing it
• “every product that is used by someone has a user experience:
newspapers, ketchup bottles, reclining armchairs, cardigan
sweaters.” (Garrett, 2003)
• Cannot design a user experience, only design for a user
experience
User experience goals
Desirable aspects
satisfying helpful fun
enjoyable motivating provocative
engaging challenging surprising
pleasurable enhancing sociability rewarding
exciting supporting creativity emotionally fulfilling
entertaining cognitively stimulating

Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying cutesy
childish gimmicky
Usability and user experience goals
• Selecting terms to convey a person’s feelings, emotions,
etc., can help designers understand the multifaceted
nature of the user experience

• How do usability goals differ from user experience goals?

• Are there trade-offs between the two kinds of goals?


• e.g. can a product be both fun and safe?

• How easy is it to measure usability versus user


experience goals?

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