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LECTURE 1: INTRODUCTION
COMP 4026 – Advanced HCI
Semester 5 - 2016
Mark Billinghurst
University of South Australia

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Lecturer
•  Mark Billinghurst
•  PhD University of Washinton
•  Director of the Empathic Computing Lab
•  Expert in AR, 3D user interfaces
•  mark.billinghurst@unisa.edu.au

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Class Logistics
•  Weekly lecture (2 hrs)
•  Thursday 11am – 1pm
•  Room D2-34
•  Assessment
•  Project Concept Design – 10%
•  Class participation/Design journal – 40%
•  HCI Project – 50%
•  What you will need
•  Design Journal/Sketch Book

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HCI Project
• Pick an advanced interface technology
• Wearable, AR/VR, Bio sensor, Computer Vision
• Identify a user need that it addresses
• Product a concept design
• Develop an interactive prototype
• Conduct a user evaluation
• Write a research report
• 8-10 pages conference format

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Project Technologies Available

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What You Will Learn
•  History of HCI Trends
•  Interaction Design Fundamentals
•  Design Thinking Processes
•  Advanced Interface Technology
•  Wearable Computing
•  Augmented/Virtual Reality
•  Sensing systems
•  Experimental Design/Evaluation
•  Research Directions

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TRENDS IN HCI

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Processing Power

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Courtesy Matt Rettig, CMU

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SpaceWar Demo
•  http://www.masswerk.at/spacewar/

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Doug Englebart Mouse (1968)
•  https://www.youtube.com/watch?v=1MPJZ6M52dI

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Ivan Sutherland Sketchpad Demo
•  https://www.youtube.com/watch?v=DWAIp3t6SLU

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https://www.youtube.com/watch?v=2zfqw8nhUwA

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Xerox Star
https://www.youtube.com/watch?v=zVw86emu-K0

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Processing Power
Operate
Experience
Adapt

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EXPERIENCE DESIGN

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“The product is no longer the basis
of value.The experience is.”
Venkat Ramaswamy
The Future of Competition.

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Experience Economy

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experiences



services



products



components
Value
Sony CSL © 2004
Gilmore + Pine: Experience Economy
Function
Emotion

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Good Experience Design
• Reactrix
•  Top down projection
•  Camera based input
•  Reactive Graphics
•  No instructions
•  No training

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Reactrix Demo – car race

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Reactrix Demo – Coke interactive

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How to improve experience of picking up rubbish?

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World’s Deepest Rubbish Bin
• The Fun Theory – http://www.funtheory.com
• https://www.youtube.com/watch?v=tcrhp-IWK2w

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Improve the experience of walking up stairs?

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Musical Stairs
•  The Fun Theory – http://www.funtheory.com
•  https://www.youtube.com/watch?v=2lXh2n0aPyw

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What to do?
• Imagine
• You re bringing a new product to market
• Your #2 competitor has been in the market for
over a year, selling millions of units
• Your #1 competitor launches the same month
• Your technology is slower than your competitors
• Your technology is older than your competitors
• Your last product failed in the market

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• Do you compete on Price ?
• Do you compete on Technology ?
• Do you compete on Features ?
Wrong: Compete on user experience !

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NintendoWii
• Cheap - $500
• Unique game play
• Wireless 3 DOF controller
• Position and orientation sensing
• Aiming to broaden user base
• Can play previous games/downloads

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Sales to Sept 2011

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Using the N-gage

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SideTalking
•  www.sidetalkin.com

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INTERACTION DESIGN

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Interaction Design
Designing interactive products to support people
in their everyday and working lives		
	 	 	 	Preece, J., (2002). Interaction Design
•  Design of User Experience with Technology

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Bill Verplank on Interaction Design
•  https://www.youtube.com/watch?v=Gk6XAmALOWI

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• Interaction Design involves answering three questions:
•  What do you do? - How do you affect the world?
•  What do you feel? – What do you sense of the world?
•  What do you know? – What do you learn?
Bill Verplank

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• Artist/Engineer:
• concerned with what’s on the screen

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• Interface Designer:
• concerned with person in front of the screen
• often takes static view of interface

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• Interaction Designer
•  Concerned with engaging with technology over time
•  Creating two way conversation with machine

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What is Interaction Design?
•  https://www.youtube.com/watch?v=OZPLCjrewj8

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HCI and Interaction Design

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Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....

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DISCOVERY

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Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....

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Goal
Create a deep understanding of the
user and problem space

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Who are your Users?
Everyone!

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Understanding Specific Needs

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Designing for Everyone
Designing for Everyone pleases No one

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Who REALLY are your Users/Stakeholders?
• Not as obvious as you think:
— those who interact directly with the product
— those who manage direct users
— those who receive output from the product
— those who make the purchasing decision
— those who use competitor’s products
• Three categories of user (Eason, 1987):
— primary: frequent hands-on
— secondary: occasional or via someone else
— tertiary: affected by its introduction, or will influence its purchase

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Smart Shopping Cart

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Smart Shopping Cart
•  https://www.youtube.com/watch?v=OeSqnLZXKM4

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Who are the Stakeholders?
Check-out operators
CustomersManagers and owners
• Suppliers
• Local shop 

owners

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What do we mean by ‘needs’?
•  Users rarely know what is possible
•  Users can’t tell you what they ‘need’ to achieve goals
•  Instead, look at existing tasks:
–  their context
–  what information do they require?
–  who collaborates to achieve the task?
–  why is the task achieved the way it is?
•  Envisioned tasks:
–  can be rooted in existing behaviour
–  can be described as future scenarios

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Consider theWhole User

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NeedsAnalysis Methods
Learn from
people
Learn from
analogous
settings
Learn from
Experts
Immersive
yourself in
context

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Learn from People
• Who
•  Brainstorm interesting people to meet
•  Think of extremes
• How
•  Plan the interaction and logistics
•  Invite participants
•  Create a trusted atmosphere
• What
•  Pay attention to your environment
•  Capture your immediate observations

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Interviewing
• Understanding people’s thoughts, emotions, motivations
• Understanding people’s choices and behaviours
• Key way to identify needs

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Learn from Experts
• Experts have in-depth knowledge about topic
• Can give large amount of information in short time
• Choose Participants
• Expertise, radical opinion, etc
• Set up for productive conversation
• Plan, capture, document

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Immersive yourself in Context
• Observing the problem space around you
• Plan observations
• What emotions do you experience?
• What challenges?
• Explore and take notes
• Sketches, notes, photos
• Capture what you have seen
• Reflections, post-it notes

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Understanding the User
A day in the Life of.. Cultural Probes.. Role Playing..

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Cultural Probes:Equator Domestic Probes

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What? How?Why?
• Observation analysis
• Start from Concrete Observation
• What is the person doing?
• Move to Understanding
• How are they doing it?
• Finish with interpretation
• Why are they doing it?

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Seek Inspiration inAnalogous Setting
• Inspiration in different context than problem space
• Eg redesign library by going to Apple store
• Think of Analogies that connect with challenge
• Similar scenarios in different places
• Make arrangements for activities
• Logistics
• Absorb experience
• Observe, ask

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Analogous Settings
•  Analogies provide way to get fresh perspective
•  Identify key aspects of problem space
•  Look for opportunities for analogies

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Define the Problem
•  Expresses the problem you are addressing
• Defines your unique point of view
• Unique design vision based on needs analysis
• Two Goals
• Deep understanding of users and design space
• Actionable problem statement (point of view)

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Stakeholder
• Identify key elements of target person
• Demographics
• Occupation
• Motivation
• Express as adjective description
• Develop typical persona

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Personas
•  Personas are a design tool to help visualize who you are
designing for and imagine how person will use the product
•  A persona is an archetype that represents the behavior and
goals of a group of users
•  Based on insights and observations from customer research
•  Not real people, but synthesised from real user
characteristics
•  Bring them to life with a name, characteristics, goals,
background
•  Develop multiple personas

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Persona
•  Capture elements relevant to problem

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Empathy Map
• Synthesize observations and draw out insight
• 4 quadrant layout
• SAY: What are some quotes and defining words your
user said?
• DO: What actions and behaviors did you notice?
• THINK: What might your user be thinking? What does
this tell you about his or her beliefs?
• FEEL: What emotions might your subject be feeling?

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Empathy Map

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•  https://www.youtube.com/watch?v=oyMqNFG1wgM

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Example

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Expressing the Problem
[User] needs [verb phrase] in a way that [way]
How might we [verb phrase] ?

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Need
• Human emotional or physical necessities.
• Needs help define your design
• Needs are verbs not Nouns
• Verbs - (activities and desires)
• Nouns (solutions)
• Identify needs directly out of the user traits you
noted, or from contradictions between
• disconnect between what she says and what she does..

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Insight
• A remarkable realization that you could leverage to
better respond to - a design challenge.
• Insights often grow from contradictions between two
user attributes
• either within a quadrant or two different quadrants
• Asking “Why?” when you notice strange behavior.

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Problem Definition Creates Insight
User + Need = Insight

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www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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