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Introduction of HCI Introduction of HCI

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(1)

HCI 특론 (2010 Spring)

Introduction of HCI

Introduction of HCI

(2)

• Computer

– the machine the program runs on

– often split between clients & servers

Human-Computer Interaction (HCI)

• Human

– the end-user of a program

– the others in the organization

• Interaction

– the user tells the computer what they want – the computer communicates results

(3)

HCI Approach to UI Design

Design

Organizational &

Social Issues

Technology Humans

Tasks

(4)

Factors Influence Each Other

“Now that mice are included with most computers, applications assume a mouse will be used as a the pointing device”

Design

Organizational &

Social Issues

Technology Humans

Tasks

(5)

Factors Influence Each Other

Design

Organizational &

Social Issues

Technology Humans

Tasks

“People change their knowledge as they perform, i.e., they learn”

(6)

User Interfaces (UIs)

• Part of application that allows people

– to interact with computer – to carry out their task

• User vs. Customer vs. Client

– user is a term only used by 2 industries  bad!

– customer – person who will use the product you build – client – the company who is paying you to build it

HCI = design, prototyping, evaluation, &

implementation of UIs

(7)

Why is HCI Important?

• Major part of work for “real” programs

– approximately 50%

• Bad user interfaces cost

– money

• 5% satisfaction  up to 85%profits

• finding problems early makes them easier to fix

– reputation of organization (e.g., brand loyalty) – lives (Therac-25)

• User interfaces hard to get right

– people are unpredictable

– intuition of designers often wrong

(8)

Who Creates UIs?

• A team of specialists (ideally)

– graphic designers

– interaction / interface designers – information architects

– technical writers – marketers

– test engineers

– usability engineers

– software /hardware engineers – customers

(9)

How to Design & Build Good UIs

• UI Development process

• Usability goals

• User-centered design

• Task analysis & contextual inquiry

• Rapid prototyping

• Evaluation

• Programming

(10)

User Interface Development Process

Design

Exploration Evaluate Execute

Proposal:

Demos/

Lo Fi Prototypes

Work together to realize the design in detail.

Evaluate with Customers Design

Discovery

Customers, Products,

Business, Marketing Customers, Products, Business, Marketing

Customers, Products, Business, Marketing

Design Definition:

- Design Problem Statement - Targeted User Roles (Who)

Specification:

Hi Fidelity, Refined Design - Based on customer feedback Storyboard

Customers:

- Roles (Who) - Tasks (What) - Context (Stories) Marketing:

- Business Priorities - Messages Technology:

- Products - Architecture Design:

-

Leading/competin g

technologies

Review &

Iterate

based on slide by Sara

(11)

Iteration - interface design cycle

Design

Prototype

Evaluate

At every stage!

(12)

Design

• Design is driven by requirements

– what the artifact is for

– not how it is to be implemented

– e.g., PDA not as important as “mobile” app.

• A design represents the artifact

– for UIs these representations include (?)

• screen sketches or storyboards

• flow diagrams/outline showing task structure

• executable prototypes

– representations simplify

Write essay

start word processor write outline

fill out outline Start word processor find word processor icon double click on icon Write outline

write down high-level ideas

..

(13)

Web Design Representations

Site Maps Storyboards

Schematics Mock-ups

(14)

Usability

According to the ISO:

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

(15)

Usability Goals

– Learnable

• faster the 2nd time & so on

– Memorable

• from session to session

– Flexible

• multiple ways to do tasks

– Efficient

• perform tasks quickly

– Robust

• minimal error rates

• good feedback so user can recover – Discoverable

• Learn new features over time

– Pleasing

• high user satisfaction – Fun

• Set goals early & later use to measure progress

• Goals often have tradeoffs, so prioritize

• Example goals

(16)

User-centered Design

“Know thy User”

• Cognitive abilities

– perception

– physical manipulation – memory

• Organizational / job abilities

• Keep users involved throughout

– developers working with target users – think of the world in users terms

– not technology-centered/feature driven

(17)

Design Discovery

Task Analysis & Contextual Inquiry

• Observe existing work practices

• Create examples & scenarios of actual use

• Discover tasks to design for

• Answer key questions about tasks & users

• “Try-out”new ideas before building software

?

(18)

Rapid Prototyping

• Build a mock-up of

design so you can test

• Low fidelity techniques

– paper sketches – cut, copy, paste

• Interactive

prototyping tools

– HTML, Visual Basic, Flash, DENIM, etc.

• UI builders

– Visual Studio .NET, JBuilder…

(19)

ESP

Evaluation

• Test with real users (participants)

– w/ interactive prototype – low-fi with paper

“computer”

• Build models

– GOMS

• Low-cost techniques

– expert evaluation – walkthroughs – online testing

(20)

Project Process Overview

• Project proposal (group) due on this week

• Project contextual inquiry

• Project task analysis

• In class presentations & critiques

• Design sketching & video prototyping

– i.e., rough proposals that can & will change

• Low fidelity prototyping & user testing

• In class presentations & critiques

• Heuristic evaluations (individual)

• Heuristic evaluation summary

• Rapid prototype using tools & user test

• Final presentations & project fair with industry guests

(21)

Project Examples (cont.)

SiteSketch

– web page design – sketch-based

(22)

SiteSketch

(23)

Project Examples (cont.)

Clothes Shopper

– online shopping

– knows your prefs & sizes

(24)

Clothes Shopper

(25)

Project Examples (cont.)

Electronic book reader

take advantage of all the online texts on the net

(26)

Electronic Book Reader

(27)

Project Examples (cont.)

Nutrition tracker

(28)

Nutrition Tracker

(29)

Project Examples (cont.)

cUIzine

– recipe tool for the home

(30)

cUIzine

(31)

Project Examples (cont.)

Read WWW over phone

– find structure in pages & build voice menus

– navigation problem

– cache common paths & reorder?

PDA brainstorming tool

– small portable computers in a group meeting (say Palm Pilots)

(32)

Project Examples (cont.)

• Runner’s training log

– input daily workouts – reports

– reminders

• PDA for shopping

– scan in UPC & tells you whether a good price

• Home entertainment control -“no more

remotes”

(33)

Total Entertainment Control

(34)

Project Examples (cont.)

PDA Baseball score keeper

– have stats of the players on your PDA – keep track of what happens during the

game

– upload stats after the game

(35)

PDA Baseball Scorekeeper

(36)

PalmStock

PalmStock

(37)

InkChat

(38)

Nutrition/Exercise Tracker

(39)

Trippin’

(40)

Traffic Monitor

(41)

Traffic Monitor

(42)

Traffic Monitor

Alert icons

Pan

Zoom

Map view presets Center on

driver

Audible reports about alerts

Volume

Congestion Information (traffic light metaphor)

Driver’s location

(43)

Otto: Location-based Photos

(44)

Bus Buddy

(45)

Bus Buddy

(46)

Radr

(47)

Swickr

(48)

Bargain Hunter

(49)

Cluster

(50)

Cluster

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