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HCI

This document discusses various paradigms in human-computer interaction history including batch processing, time-sharing, networking, graphical displays, personal computing, the World Wide Web, ubiquitous computing, and sensor-based interaction. It also summarizes key aspects of interaction design such as understanding users through personas and cultural probes, creating scenarios to understand system usage, and focusing design on usability.

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Abrivylle Cerise
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0% found this document useful (0 votes)
86 views15 pages

HCI

This document discusses various paradigms in human-computer interaction history including batch processing, time-sharing, networking, graphical displays, personal computing, the World Wide Web, ubiquitous computing, and sensor-based interaction. It also summarizes key aspects of interaction design such as understanding users through personas and cultural probes, creating scenarios to understand system usage, and focusing design on usability.

Uploaded by

Abrivylle Cerise
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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chapter 4 – paradigms

What are Paradigms?

• Predominant theoretical frameworks or


scientific world views
• Understanding HCI history is largely about
understanding a series of paradigm shifts
- Not all listed here are necessarily “paradigm” shifts,
but are at least candidates
- History will judge which are true shifts
Paradigms of interaction
New computing technologies arrive,
creating a new perception of the
human—computer relationship. We can trace some of these shifts in
the history of interactive technologies.

The initial paradigm


• Batch processing - Impersonal computing
Example Paradigm Shifts
• Time-sharing - Interactive computing
• Networking - Community computing
• Graphical displays - Direct manipulation
• Microprocessor - Personal computing
• WWW - Global information
• Ubiquitous Computing - A symbiosis of physical and electronic worlds
Time-sharing
• 1940s and 1950s - explosive technological growth
• 1960s - need to channel the power
• J.C.R. Licklider at ARPA
• single computer supporting multiple users
Video Display Units
• more suitable medium than paper
• 1962 – Sutherland's Sketchpad
• computers for visualizing and manipulating data
• one person's contribution could drastically change the history of computing
Programming toolkits
• Engelbart at Stanford Research Institute
• 1963 – augmenting man's intellect
• 1968 NLS/Augment system demonstration
• the right programming toolkit provides building blocks to producing complex interactive
systems
Personal computing
• 1970s – Papert's LOGO language for simple graphics programming by children
• A system is more powerful as it becomes easier to user
• Future of computing in small, powerful machines dedicated to the individual
• Kay at Xerox PARC – the Dynabook as the ultimate personal computer
Window systems and the WIMP interface
• humans can pursue more than one task at a time
• windows used for dialogue partitioning, to “change the topic”
• 1981 – Xerox Star first commercial windowing system
• windows, icons, menus and pointers now familiar interaction mechanisms
Metaphor
• relating computing to other real-world activity is effective teaching technique
- LOGO's turtle dragging its tail
- file management on an office desktop
- word processing as typing
- financial analysis on spreadsheets
- virtual reality – user inside the metaphor
• Problems
- some tasks do not fit into a given metaphor
- cultural bias
Direct manipulation
• 1982 – Shneiderman describes appeal of graphically-based interaction
• 1984 – Apple Macintosh
• the model-world metaphor
• What You See Is What You Get (WYSIWYG)
Language versus Action
• actions do not always speak louder than words
• DM – interface replaces underlying system
• language paradigm
• interface as mediator
• interface acts as intelligent agent
• programming by example is both action and language
Hypertext
• 1945 – Vannevar Bush and the memex
• key to success in managing explosion of information
• mid 1960s – Nelson describes hypertext as non-linear browsing structure
• hypermedia and multimedia
• Nelson's Xanadu project still a dream today
Multimodality
• a mode is a human communication channel
• emphasis on simultaneous use of multiple channels for input and output
Computer Supported Cooperative Work (CSCW)
• CSCW removes bias of single user / single computer system
• Can no longer neglect the social aspects
• Electronic mail is most prominent success
The World Wide Web
• Hypertext, as originally realized, was a closed system
• Simple, universal protocols (e.g. HTTP) and mark-up languages (e.g. HTML) made publishing
and accessing easy
• Critical mass of users lead to a complete transformation of our information economy.
Agent-based Interfaces
• Original interfaces
- Commands given to computer
- Language-based
• Direct Manipulation/WIMP
- Commands performed on “world” representation
- Action based
• Agents - return to language by instilling proactivity and “intelligence” in command processor
- Avatars, natural language processing
Ubiquitous Computing
• Mark Weiser, 1991
- “The most profound technologies are those that disappear.”
• Late 1980’s: computer was very apparent
Sensor-based and Context-aware Interaction
• Humans are good at recognizing the “context” of a situation and reacting appropriately
• Automatically sensing physical phenomena (e.g., light, temp, location, identity) becoming
easier
• How can we go from sensed physical measures to interactions that behave as if made “aware”
of the surroundings?

chapter 5- interaction design basics

interaction design basics

• Design- what it is, interventions, goals, constraints


• the design process - what happens when
• users - who they are, what they are like
• scenarios - rich stories of design
• navigation - finding your way around a system
• finding your way around a system - never get it right first time

interactions and interventions

• design interactions not just interfaces not just the immediate interaction e.g. stapler in office –
technology changes interaction style
- manual : write, print, staple, write, print, staple
- electric: write, print, write, print, …, staple
• designing interventions not just artifacts not just the system, but also
- documentation, manuals, tutorials
- what we say and do as well as what we make

what is design?

achieving goals within constraints • goals /purpose- who is it for, why do they
want it
• constraints- materials, platforms
• trade-offs
golden rule of design • understand computers - limitations,
capacities, tools, platforms
understand your materials
• understand people - psychological, social
for Human–Computer Interaction aspects , human error
• their interaction …
understand your materials

To err is human

• accident reports
- aircrash, industrial accident, hospital mistake
- enquiry … blames … ‘human error’
• but
- concrete lintel breaks because too much weight
- blame ‘lintel error’ ?
- no – design error we know how concrete behaves under stress
• human ‘error’ is normal
- we know how users behave under stress
- so design for it
• treat the user at least as well as physical materials

The process of design

Steps

• requirements - what is there and what is wanted


• analysis - ordering and understanding
• design - what to do and how to decide
• iteration and prototyping - getting it right and finding what is really needed
• implementation and deployment - making it and getting it out there

but how can I do it all

• limited time ⇒ design trade-off


• usability
- finding problems and fixing them?
- deciding what to fix?
• a perfect system is badly designed
- too good ⇒ too much effort in design

user focus - know your user personae cultural probes

know your user

• who are they


• probably not like you
• talk to them
• watch them
• use your imagination

persona

• description of an ‘example’ user - not necessarily a real person


• use as surrogate user - what would Betty think
• details matter - makes her ‘real’

Example of Persona

cultural probes

• direct observation - sometimes hard (in the home, psychiatric patients,)


• probe packs - items to prompt responses ( glass to listen at wall, camera, postcard)
- given to people to open in their own environment they record what is meaningful to
them
• used to - inform interviews, prompt ideas, enculture designers

scenarios - stories for design use and reuse

• stories for design


- communicate with others
- validate other models
- understand dynamics
• linearity
- time is linear - our lives are linear
- but don’t show alternatives

what will users want to do?

• step-by-step walkthrough
- what can they see (sketches, screen shots)
- what do they do (keyboard, mouse etc.)
- what are they thinking
• use and reuse throughout design

scenario – movie player

also play acT

• mock up device
• pretend you are doing it
• internet-connected swiss army knife

explore the depths

• explore interaction - what happens when


• explore cognition - what are the users thinking
• explore architecture - explore architecture

use scenarios to

• communicate with others - designers, clients, users


• validate other models - validate other models
• express dynamics - screenshots – appearance , - scenario – behaviour
linearity

Scenarios – one linear path through system

Pros:

- life and time are linear


- easy to understand (stories and narrative are natural)
- concrete (errors less likely)

Cons:

- no choice, no branches, no special conditions


- miss the unintended

So:

- use several scenarios


- use several methods

navigation design

local structure – single screen

global structure – whole site

levels

• widget choice - menus, buttons etc


• screen design
• application navigation design
• environment - other apps, O/S

the web

• elements and tags - <a href=“...”>


• page design
• site structure
• the web, browser, external links

physical devices

• controls - buttons, knobs, dials


• physical layout
• modes of device
• the real world

think about structure

• within a screen – later


• local - looking from this screen out
• global - structure of site, movement between screens
• wider still - relationship with other applications

local

from one screen looking out

where you are – breadcrumbs

shows path through web site hierarchy

beware the big button trap

• things
• other things
• more things
• the thing from
• outer space

where do they go

lots of room for extra text

modes

• lock to prevent accidental use


- remove lock - ‘c’ + ‘yes’ to confirm
- frequent practiced action
• if lock forgotten
- in pocket ‘yes’ gets pressed
- goes to phone book in phone book ‘c’ – delete entry ‘yes’ – confirm oops

global

between screens within the application


hierarchical diagrams

hierarchical diagrams ctd.

• parts of application
- screens or groups of screens
• typically functional separation

navigating hierarchies

• deep is difficult!
• misuse of Miller’s 7 ± 2 - short term memory, not menu size

optimal?

- many items on each screen


- but structured within screen

network diagrams

• show different paths through system


network diagrams ctd.

• what leads to what


• what happens when
• including branches
• more task oriented then hierarchy

wider still

between applications and beyond

• style issues
- platform standards, consistency
• functional issues
- functional issues
• navigation issues
- embedded applications
- links to other apps the web

screen design and layout

basic principles grouping, structure, order alignment use of white space

basic principles

• ask - what is the user doing


• think - what information, comparisons, order
• design - form follows function

available tools

• grouping of items
• order of items
• decoration - fonts, boxes etc.
• alignment of items
• white space between items
grouping and structure

logically together ⇒ physically together

order of groups and items

• think! - what is natural order


• should match screen order
- use boxes, space etc.
- set up tabbing right!
• Instructions
- beware the cake recipe syndrome mix milk and flour, add the fruit after beating them

decoration

• use boxes to group logical items


• use fonts for emphasis, headings
• but not too many!!

alignment – text

• you read from left to right


• Usually scanning for surnames

multiple columns

• scanning across gaps hard ((often hard to avoid with large data base fields)
physical controls

• grouping of items

• order of items

• decoration
Alignment

white space

user action and control

entering information knowing what to do affordances

entering information

• forms, dialogue boxes


• logical layout

knowing what to do

• what is active what is passive


• consistent style helps
• labels and icons

affordances

• psychological term
• for physical objects
• for screen objects
• culture of computer use
appropriate appearance

presenting information aesthetics and utility colour and 3D localisation & internationalization

presenting information

• purpose matters
• use paper presentation principles!
• but add interactivity - softens design choices

aesthetics and utility

• aesthetically pleasing designs - increase user satisfaction and improve productivity


• beauty and utility may conflict - mixed up visual styles ⇒ easy to distinguish
• but can work together - in consumer products – key differentiator (e.g. iMac)

colour and 3D

• both often used very badly


• colour
• 3D effects

bad use of colour

• over use - without very good reason (e.g. kids’ site)


• colour blindness
• poor use of contrast
• do adjust your set!
- adjust your monitor to greys only

across countries and cultures

• localisation & internationalization - changing interfaces for particular cultures/languages


• globalization - try to choose symbols etc. that work everywhere
• simply change language- use ‘resource’ database instead of literal text but changes sizes, left-
right order etc.
• deeper issues - cultural assumptions and values , - meanings of symbols

Prototyping

• you never get it right first time


• if at first you don’t succeed

iteration and prototyping

getting better and starting well

pitfalls of prototyping

• moving little by little … but to where


• Malverns or the Matterhorn

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