Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
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More Related Content
COMP 4026 - Lecture 1
1. LECTURE 1: INTRODUCTION
COMP 4026 – Advanced HCI
Semester 5 - 2016
Mark Billinghurst
University of South Australia
2. Lecturer
• Mark Billinghurst
• PhD University of Washinton
• Director of the Empathic Computing Lab
• Expert in AR, 3D user interfaces
• mark.billinghurst@unisa.edu.au
3. 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
4. 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
62. Musical Stairs
• The Fun Theory – http://www.funtheory.com
• https://www.youtube.com/watch?v=2lXh2n0aPyw
63. 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
64. • Do you compete on Price ?
• Do you compete on Technology ?
• Do you compete on Features ?
Wrong: Compete on user experience !
66. NintendoWii
• Cheap - $500
• Unique game play
• Wireless 3 DOF controller
• Position and orientation sensing
• Aiming to broaden user base
• Can play previous games/downloads
76. 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
77. Bill Verplank on Interaction Design
• https://www.youtube.com/watch?v=Gk6XAmALOWI
78. • 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
95. 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
98. Who are the Stakeholders?
Check-out operators
CustomersManagers and owners
• Suppliers
• Local shop
owners
99. 99
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
102. 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
104. 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
105. 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
108. 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?
110. 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
111. Analogous Settings
• Analogies provide way to get fresh perspective
• Identify key aspects of problem space
• Look for opportunities for analogies
112. 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)
113. Stakeholder
• Identify key elements of target person
• Demographics
• Occupation
• Motivation
• Express as adjective description
• Develop typical persona
114. 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
117. 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?
122. 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..
123. 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.