Intro to HCI / Why is Design Hard?

Similar documents
Intro to HCI / Why is Design Hard?

Announcements. Assignment 1 is posted. This is an individual assignment. Please read through it and bring any questions to class on Wed

Sri Vidya College of Engineering & Technology UNIT 1-2 MARKS

Controlled Experiments

Inventions on expressing emotions In Graphical User Interface

Multimodal Interaction for Users with Autism in a 3D Educational Environment

Speech Group, Media Laboratory

Psychology Perception

ITU-T. FG AVA TR Version 1.0 (10/2013) Part 3: Using audiovisual media A taxonomy of participation

Personalized HealthCare and Agent Technologies

COGS 121 HCI Programming Studio. Week 03

ALL IN. ELEARNING DESIGN THAT MEETS ACCESSIBILITY STANDARD

Sound Interfaces Engineering Interaction Technologies. Prof. Stefanie Mueller HCI Engineering Group

Demo Mode. Once you have taken the time to navigate your RPM 2 app in "Demo mode" you should be ready to pair, connect, and try your inserts.

Learning Objectives. AT Goals. Assistive Technology for Sensory Impairments. Review Course for Assistive Technology Practitioners & Suppliers

QuantiPhi for RL78 and MICON Racing RL78

INTELLIGENT TODAY SMARTER TOMORROW

Human Abilities: Vision, Memory and Cognition. Oct 14, 2016

Sri Vidya College of Engineering & Technology Question bank (unit 1) UNIT 1-2 MARKS

Video Transcript Sanjay Podder:

2 Psychological Processes : An Introduction

Design Principles. from Don Norman s Design of Everyday Things and Preece, Rogers and Sharp s Beyond Interaction Design

Choosing Life: Empowerment, Action, Results! CLEAR Menu Sessions. Health Care 3: Partnering In My Care and Treatment

Questions? Today. The Psychology of Everyday Things (POET) Fundamental design principles. Psychopathology of everyday things 1

Lecture 9 Cognitive Processes Part I. Kashif Sajjad Bhatti Assistant Professor IIU, Islamabad

Empirical Research Methods for Human-Computer Interaction. I. Scott MacKenzie Steven J. Castellucci

Designing a mobile phone-based music playing application for children with autism

Evaluating Tactile Feedback in Graphical User Interfaces

ICF AND NEWFIELD NETWORK COACHING CORE COMPETENCIES

Optical Illusions 4/5. Optical Illusions 2/5. Optical Illusions 5/5 Optical Illusions 1/5. Reading. Reading. Fang Chen Spring 2004

Expert System Profile

The eight steps to resilience at work

Simple Caption Editor User Guide. May, 2017

Presence and Perception: theoretical links & empirical evidence. Edwin Blake

Adjusting the way to speak when communicating with people who have visual impairment and additional needs

Avoid the Dreaded Tech-Neck - How to Correct Posture Issues As A Result of Extended Mobile Device and Laptop Use

Take a tour through a fictional online fundraising campaign. And you ll be ready to put your campaign online and start fundraising

Voluntary Product Accessibility Template (VPAT)

easy read Your rights under THE accessible InformatioN STandard

Hall of Fame or Shame? Human Abilities: Vision & Cognition. Hall of Shame! Human Abilities: Vision & Cognition. Outline. Video Prototype Review

EXPERIENCE THE WORLD S FIRST TRULY SMART HEARING DEVICE

Managing Autism: The Next Generation, Considerations & Resources

COACHING I 7. CORE COMPETENCIES

Sensory Memory, Short-Term Memory & Working Memory

Motivational Interviewing in Healthcare. Presented by: Christy Dauner, OTR

CLASS #21: SENSE MAKING: INTERPRETING THE TEXT. Definition: acceptable and approximating translation

Content Part 2 Users manual... 4

User Guide V: 3.0, August 2017

COMP 3020: Human-Computer Interaction I Fall 2017

MENTAL HEALTH & MENTAL DISORDERS

HCI Lecture 1: Human capabilities I: Perception. Barbara Webb

Initial Patient Presentation Success through Simplicity of Technology

CMSC434 Intro to Human-Computer Interaction

Avaya G450 Branch Gateway, Release 7.1 Voluntary Product Accessibility Template (VPAT)

Emotional Intelligence and NLP for better project people Lysa

Be Quiet? Evaluating Proactive and Reactive User Interface Assistants

Avaya IP Office R9.1 Avaya one-x Portal Call Assistant Voluntary Product Accessibility Template (VPAT)

Externalization of Cognition: from local brains to the Global Brain. Clément Vidal, Global Brain Institute

Elluminate and Accessibility: Receive, Respond, and Contribute

Glossary of Inclusion Terminology

Scientific Investigation

Interviewer: Tell us about the workshops you taught on Self-Determination.

Media pack for secondary breast cancer campaigners

The Vine Assessment System by LifeCubby

Motivational Strategies for Challenging Situations

Reduce Tension by Making the Desired Choice Easier

draft Big Five 03/13/ HFM

easy read Your rights under THE accessible InformatioN STandard

PAY ATTENTION! By Drina Madden, M.A, C.A.S

Putting Minsky and Brooks Together. Bob Hearn MIT AI Lab

CHAPTER 3 THE IMPORTANCE OF PHYSICAL ACTIVITY EXPERIENCES. Duane V. Knudson (with acknowledgment to Shirl J. Hoffman )

An Overview of BMIs. Luca Rossini. Workshop on Brain Machine Interfaces for Space Applications

Source: Emotional Intelligence 2.0 by Travis Bradberry and Jean Greaves Copyright 2009 by Talent Smart

Habits & Goals Discovery & Assessment. What kind of person do I want my child to grow up to be? How do I react to my child most often?

Selling Your Design:

An Introduction to the CBS Health Cognitive Assessment

Computational Neuroscience. Instructor: Odelia Schwartz

7 Days Of Joy: Simple Strategies for Happier, Intentional Living

handouts for women 1. Self-test for depression symptoms in pregnancy and postpartum Edinburgh postnatal depression scale (epds) 2

Making things work: Visual Structure

DYNAMICISM & ROBOTICS

Advocacy Presentations: Backgrounder & How-To Guide

Appendix I Teaching outcomes of the degree programme (art. 1.3)

ACT-team. experiences. CompEd first Workshop. UAIC Iasi, November

7 Mistakes HR Professionals Make When Accommodating Employees Living on the Autism Spectrum By Sarah Taylor

CAN T WE ALL JUST GET ALONG?

Overview 6/27/16. Rationale for Real-time Text in the Classroom. What is Real-Time Text?

Evaluating Quality in Creative Systems. Graeme Ritchie University of Aberdeen

Intro to R. Professor Clayton Nall h/t Thomas Leeper, Ph.D. (University of Aarhus) and Teppei Yamamoto, Ph.D. (MIT) June 26, 2014

Louie s Leadership Lessons Sept LOUIE S LEADERSHIP LESSONS: Quick Reference:

Good Communication Starts at Home

Quantitative Evaluation

This is a large part of coaching presence as it helps create a special and strong bond between coach and client.

PHYSIOLOGICAL RESEARCH

INTELLIGENT TODAY SMARTER TOMORROW

Hypothesis-Driven Research

Getting the Design Right Daniel Luna, Mackenzie Miller, Saloni Parikh, Ben Tebbs

Transcription:

Intro to HCI / Why is Design Hard? September 12, 2016 Fall 2016 COMP 3020 1

Announcements A02 notes: http://www.cs.umanitoba.ca/~umdubo26/comp3020/ A01 notes: http://www.cs.umanitoba.ca/~bunt/comp3020/lecturenotes.html Fall 2016 COMP 3020 2

Announcements Assignment 1 is posted Due Sept 23 by 5:00pm on UMLearn A1 is an individual assignment Please read through it and bring any questions to class on Wed Fall 2016 COMP 3020 3

Fall 2016 COMP 3020 4

Today Interfaces vs. Interactions Historical Overview Interaction Paradigms Visionaries Why is design hard? Fall 2016 COMP 3020 5

What makes a good interface? Fall 2016 COMP 3020 6

What makes a good experience? Fall 2016 COMP 3020 7

What makes a good experience? Fall 2016 COMP 3020 8

What makes a good experience? Fall 2016 COMP 3020 9

Now you Tell me about something you ve used that provided you with a good experience. Why? Fall 2016 COMP 3020 10

why are we now talking about experiences as opposed to just interfaces? Fall 2016 COMP 3020 11

Terminology: Interaction What is the difference between an interface and interaction? Fall 2016 COMP 3020 12

Interaction An interface refers to what is presented to the user Could be a visual, physical, or auditory presentation Includes what you can manipulate An interaction is the dialogue between the computer and the user The actions the user must invoke to perform a task and the corresponding responses The dialogue is ongoing Fall 2016 COMP 3020 13

Interactive Cycle presentation Output observation (interpretation) Computer User performance (execution) Input articulation Reproduced from Dix, Finlay, Abowd, & Beale (2004) Fall 2016 COMP 3020 14

Interactive Cycle Input/output channels constitute the interface presentation Output observation (interpretation) Allows the system and user to communicate Computer performance (execution) Input User articulation Interface Fall 2016 COMP 3020 15

Interactive Cycle The conversation between the system and user constitutes the interaction presentation Output observation (interpretation) The interaction is the entire dynamic process. Computer performance (execution) Input User articulation Interface Fall 2016 COMP 3020 16

Interactive Cycle: Steps 1. The user formulates a goal and plans a method to achieve the goal 2. The user translates the method into the system input language 3. The system executes the method instructions and updates its state presentation Computer performance (execution) Output Input Interface observation (interpretation) User articulation Fall 2016 COMP 3020 17

Interactive Cycle: Steps 4. The system translates its state into its output language presentation Computer Output observation (interpretation) User 5. The user interprets the results, and repeats the cycle performance (execution) Input Interface articulation Fall 2016 COMP 3020 18

Interactive Cycle The interactive cycle requires both the user and the system to make several translations: From user s intention to system input language From input language to core system language From core system language to output channel From output channel to user s interpretation of output If the interface isn t properly designed, these translations can result is two gulfs Fall 2016 COMP 3020 19

Gulf of Execution (Don Norman) The manner in which the user must translate his/her plans into input the system can understand is not always natural or intuitive A gulf of execution arises when the user has difficulties providing instructions that are executable by the system Examples? Fall 2016 COMP 3020 20

Gulf of Evaluation (Don Norman) A Gulf of Evaluation arises when the users has trouble interpreting system output in light of his/her goals Reflects the amount of effort the user has to exert to determine how well his/her expectations and intentions have been met Examples? Fall 2016 COMP 3020 21

Gulf of Evaluation The gulf is small when the system provides information about its state in a form that is easy to get, is easy to interpret, and matches the way the person thinks of the system (Norman, Design of Everyday Things ) Fall 2016 COMP 3020 22

Interface Impacts the User s Task The more translating the user has to do, the more difficult it is for the user to accomplish his/her task I/O channels affect what can and cannot be expressed Sometimes interaction language is far from how the user would naturally do a task (i.e., the domain language) Requires extra effort on behalf of user to translate back and forth Fall 2016 COMP 3020 23

Evolution of Interaction Paradigms Over time, interaction paradigms have shifted focus from the machine to the user The focus has shifted from what is easiest and fastest for the computer to what interfaces and interactions naturally suit users tasks Fall 2016 COMP 3020 24

Paradigms Overview of History of Interaction Paradigms Batch interfaces Conversational interfaces Graphical interfaces Ubicomp Visionaries Vannevar Bush, Douglas Engelbart, Mark Weiser Fall 2016 COMP 3020 25

Batch Interfaces (~1945-1965) The user provides the system with all instructions in a single batch job Instructions entered on punch cards, magnetic tape, paper tape No interactivity All system output presented to the user once the entire job was executed, often on a paper printout Users: high degree of training required System time was far more expensive than human time (e.g. $100s/hr vs. ~$10/hr) Fall 2016 COMP 3020 26

Conversational Interfaces or Command-Line Interfaces Time Period: ~1965-1985+ Interaction style: User enters commands in text at the command-line System executes command Sometimes feedback is displayed System can request information from user during interaction Fall 2016 COMP 3020 27

Conversational Interfaces Users: expert users Why? Advantages Highly flexible: by combining commands, many sophisticated operations are possible Disadvantages Requires recall rather than recognition During system execution, the user has little control Why can the above be causes for concern? Fall 2016 COMP 3020 28

Vannevar Bush Head of the Office of Science and Research Development Involved in many WWII activities In 1945 he wrote the inspirational and forwardthinking article As We May Think Key idea: technology should support and augment human intelligence Fall 2016 COMP 3020 29

Vannevar Bush The memex machine: A device in which an individual stores all his books, records, and communications, and which is mechanized so that it may be consulted with exceeding speed and flexibility. It is an enlarged intimate supplement to his memory. User can build associative trails User can annotate content His proposal for the physical instantiation of the memex sounds a lot like today s desktop computers Even suggested having multiple monitors Also proposed direct connection to nervous system for input Fall 2016 COMP 3020 30

Douglas Englebart Also advocated the need for computers to augment human intellect Primarily known for inventing the mouse Demonstrated in a 1968 video known as The Mother of All Demos : Copy/Paste Hypertext Computer-supported collaborative work Fall 2016 COMP 3020 31

Beyond the Knowledge Worker Ivan Sutherland s Sketchpad (1963): Input using a light pen Direct manipulation Early WYSIWYG Computers useful for artists, draftsmen, etc Interfaces closer to task domains Fall 2016 COMP 3020 32

Graphical Interfaces Time period: 1985 - Hardware advances High-resolution display, keyboard, mouse Typical style of GUI: WIMP Windows, Icons, Menus and Pointers Fall 2016 COMP 3020 33

First Commercial GUIs Xerox s 8010 Star Information System (1981) first commercial Followed by Apple s Macintosh First GUI desktop to be widely adopted Fall 2016 COMP 3020 34

Users in control Graphical Interfaces: Interaction Style System waits for input, responds Recognition vs. recall Enables discovery and experimentation Most focus on direct manipulation Sense of directly manipulating objects of interest (Shneiderman, 1982) Simulated real-world metaphor What is it and why is this useful? Fall 2016 COMP 3020 35

Graphical Interfaces Desktop metaphor Interaction language closer to user s own language and that of the task domain E.g., Users Files, folders, trash cans (now recycling bins) Broader audience But is training still required? Fall 2016 COMP 3020 36

Interaction Styles Where are we heading? What other paradigms can we explore? Fall 2016 COMP 3020 37

More Recent Interaction Paradigms Utilizing computational power should not always require sitting at a desk In the 1990 s two new visions: Virtual Reality Ubiquitous computing Fall 2016 COMP 3020 38

Mark Weiser The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it. (Scientific American, 1991) Computing should fade into the environment Fall 2016 COMP 3020 39

Ubicomp Ubiquitous computing (ubicomp) is currently an active research area Goal is to create language of interaction so close to task domain that the computer and its interface essentially become invisible Not conscious of the fact that we are interacting with a computer Fall 2016 COMP 3020 40

Ubiquitous Computing Approaches Make greater use of context in interaction the interrelated conditions in which something exists or occurs In interaction design, examples of relevant context include: Details of the user s physical location The user s emotional state Information on others present Why is context important? Fall 2016 COMP 3020 41

Ubiquitous Computing Approaches Increase the range of input and output devices Sensors (e.g., heat, light, sound, etc.) throughout the environment Artifacts in different sizes and form factors (e.g., palm pilots, smart phones, etc.) Computation embedded in situationally appropriate devices Fall 2016 COMP 3020 42

Ubiquitous Computing Approaches Add computational intelligence Machine learning and other techniques from the field of Artificial Intelligence to: Make sense of all of the new input data Tailor the interface/interaction accordingly Goal is not necessarily to automate the users task Instead, computational intelligence can enable the device to: Act in a more situationally appropriate manner Help the user sort through data to find interesting data points Fall 2016 COMP 3020 43

What is the Ultimate Goal? Interfaces should meet the tasks that users want to perform Users shouldn t have to adapt their behaviour or learn new interaction techniques Fall 2016 COMP 3020 44

Inspirational Videos MIT s Counter-Intelligence (Bonanni et al., 2005) IO Brush (Ryokai et al. 2004) Fall 2016 COMP 3020 45

Why is design hard? Fall 2016 COMP 3020 46

The user is not like me Familiarity with the interface problems being solved Confidence Designer s setting vs. user s setting Designers have different skills (perceptual, cognitive, or domain) Fall 2016 COMP 3020 47

appropriation http://www.museumofunintendeduse.com/ Fall 2016 COMP 3020 48

context: how are smartphones used? Fall 2016 COMP 3020 49

Fall 2016 COMP 3020 50

Designer s Fallacy: A designer can design into a technology, its purposes and uses. Reality: no control, hope for the best Strategy: try to understand people and how they already use the technology or similar technologies Fall 2016 COMP 3020 51