Lesson 1 PDF
Lesson 1 PDF
Lesson 1 PDF
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Good or bad?
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Good or bad?
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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
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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
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