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inleiding tot chi


           erik duval
          K.U.Leuven
http://www.cs.kuleuven.be/~erikd
               1
http://www.slideshare.net/erik.duval
intro...
Bad day…




           http://www.web42.com/badday/

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Before Wearables and the Internet of Things (IoT), designing for Mobile was "the next big thing." While Mobile devices have proliferated faster than anyone anticipated, our practice as User Experience designers is still lagging: put simply, we're still figuring this out. But when the medium of our profession is advancing faster than the principles that underpin it, how do we evolve as practitioners? Is the future of UX tied to keeping up with the latest technology only, or is there something deeper to the practice of UX which needs to be identified and developed to help us make sense of the rapidly unfolding future? In this keynote address, Hong Kong based User Experience practitioner, facilitator and trainer Kristin Low will explore the future of User Experience - Fringe UX - and what the rapid advances in technology mean for our practice as User Experience professionals.

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Spiller was concerned that architectural animation was replacing the design process with a focus on creating flashy videos. While animation can help explain designs to clients, Spiller argued it should not drive the design process itself. Some architects feared animation prioritized aesthetics over thoughtful space planning. However, new presentation tools need not harm traditional design if used to complement rather than replace established methods.

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This document provides an introduction to human-computer interaction (HCI) by Erik Duval. It discusses key concepts in HCI including the importance of user-centered design, examples of influential technologies and interfaces, and visions of future interactions between humans and computers. Examples mentioned include the early development of graphical user interfaces at Xerox PARC and the Apple Macintosh, as well as emerging technologies like brain-computer interfaces and augmented reality.

There is a conflict of interest in the world of
software development because the people
who build it are also the people who design it.
If carpenters designed houses, they would
certainly be easier or more interesting to
build, but not necessarily better to live in. The
architect, besides being trained in the art of
what works and what doesn't, is an advocate
for the client, for the user.

                      Alan Cooper. About Face, 1995
                             (http://www.cooper.com/)
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This talk is about how, as Designers, can we move beyond the need to design a screen into everything and embrace physical interactions? Now computing is becoming ever more ubiquitous & entwined into our lives, surely an acceptable solution isn't to cover our world in icons & screens. There is an emerging trend of beautifully crafted products that are becoming the face of complex systems, yet they have no screen at all and still provide a rich suite of interactions that are easily accessible by the user. What tools are available to us as Interaction Designer’s to give us the courage to step away from our wireframes & start designing beautiful, engaging physical interactions?

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http://erikduval.wordpress.com/2008/09/10/laptop-fun/
Niet onbelangrijk…




•http://www.boston.com/campaign2000/vote/florida_voters.htm

                                   http://www.ntk.net/nielsen2004/
voorbeelden uit jouw leven...



• ...
chi...

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usabilitydesignprinzipieninterface
“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."
                               ACM
20130219 chi chi-overzicht
task
organisational &
     social




                   CHI


 technology               user
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Usability

The effectiveness, efficiency, and satisfaction
with which specified users achieve
specified goals in particular environments

This does not mean you have to create a “dry” design or something that is only good for novices
– it all depends on your goals
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• ACM SIGCHI
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  • jaarlijkse conferentie
• tijdschriften
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vuistregels
hoe weet je dat een UI “goed” is?
The economist – oct. 2004
To be truly successful, a
 complex technology
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                     The real test is always
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You are not the user!

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smartboard
Four Myths
Only experts create good designs
Ä experts faster, simple and effective techniques anyone can apply

We can fix the user interface at the end
Ä good design is more than just user interface
Ä having right features, building those features right

Good design takes too long / costs too much
 Ä simple and effective techniques can reduce total development time & cost
(finds problems early on)

Good design is just cool graphics
Ä graphics part of bigger picture of what to communicate & how
If the user does something
“wrong”, it is the fault of the
       system designer!
“logical analysis is not a good way to
predict people's behavior (nor are focus
groups or surveys): observation is the
key”

“I caution that the time frame for
adoption of new technologies is measured
in decades, not the months everyone
would prefer”
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http://www.designinginteractions.com/
•   Ben Shneiderman, Designing the
    User Interface. Strategies for
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•   Jakob Nielsen, Designing Web
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•   Jakob Nielsen & Marie Tahir,
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•   Donald A. Norman, The Invisible
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•   Jef Raskin, The Humane Interface.
•   Peter Morville, Ambient Findability.
•   Jennu Preece, Yvonne Rogers,
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    Tom Carey, Human-Computer
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•   Alan Dix, Janet Finlay, Gregory
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?
http://erikduval.wordpress.com/
           @ErikDuval



              31

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20130219 chi chi-overzicht

  • 1. inleiding tot chi erik duval K.U.Leuven http://www.cs.kuleuven.be/~erikd 1
  • 4. Bad day… http://www.web42.com/badday/
  • 5. There is a conflict of interest in the world of software development because the people who build it are also the people who design it. If carpenters designed houses, they would certainly be easier or more interesting to build, but not necessarily better to live in. The architect, besides being trained in the art of what works and what doesn't, is an advocate for the client, for the user. Alan Cooper. About Face, 1995 (http://www.cooper.com/)
  • 11. voorbeelden uit jouw leven... • ...
  • 13. “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." ACM
  • 15. task organisational & social CHI technology user
  • 17. Usability The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments This does not mean you have to create a “dry” design or something that is only good for novices – it all depends on your goals
  • 19. • ACM SIGCHI • meer dan 6000 leden • jaarlijkse conferentie • tijdschriften • ACM interactions • ACM Transactions Computer-Human Interaction • International Journal of Human-Computer Studies • HCI bibliography
  • 22. hoe weet je dat een UI “goed” is?
  • 23. The economist – oct. 2004 To be truly successful, a complex technology needs to “disappear” The real test is always the mom test http://www.economist.com/displaystory.cfm?story_id=3307363
  • 24. You are not the user! (if you are the developer)
  • 25. Four Myths Only experts create good designs Ä experts faster, simple and effective techniques anyone can apply We can fix the user interface at the end Ä good design is more than just user interface Ä having right features, building those features right Good design takes too long / costs too much Ä simple and effective techniques can reduce total development time & cost (finds problems early on) Good design is just cool graphics Ä graphics part of bigger picture of what to communicate & how
  • 26. If the user does something “wrong”, it is the fault of the system designer!
  • 27. “logical analysis is not a good way to predict people's behavior (nor are focus groups or surveys): observation is the key” “I caution that the time frame for adoption of new technologies is measured in decades, not the months everyone would prefer” Donald A. Norman
  • 30. Ben Shneiderman, Designing the User Interface. Strategies for Effective Human-Computer Interaction. • Jakob Nielsen, Designing Web Usability. • Jakob Nielsen & Marie Tahir, Homepage Usability. • Donald A. Norman, The Invisible Computer & Emotional Design. • Jef Raskin, The Humane Interface. • Peter Morville, Ambient Findability. • Jennu Preece, Yvonne Rogers, David Benyon, Simon Holland & Tom Carey, Human-Computer Interaction. • Alan Dix, Janet Finlay, Gregory Abowd & Russell Beale, Human- Computer Interaction.