Human Factor in Computer and Information System | CMSC 434, Study notes of Computer Science

Material Type: Notes; Professor: Bederson; Class: INTRO HMN-CMP INTERACTN; Subject: Computer Science; University: University of Maryland; Term: Fall 2002;

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CourseIntroduction 1
EvanGolub/BenBederson /SaulGreenberg
CMSC434/828s:HumanFactorsin
ComputerandInformationSystems
a.k.a.- IntrotoHuman-ComputerInteraction
EvanGolub
EvanGolub/BenBederson /SaulGreenberg
Dilbert
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pf4
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Evan Golub / Ben Bederson / Saul Greenberg

CMSC 434/828s: Human Factors in

Computer and Information Systems

a.k.a. - Intro to Human-Computer Interaction

Evan Golub

Evan Golub / Ben Bederson / Saul Greenberg

Dilbert

Evan Golub / Ben Bederson / Saul Greenberg

Which talk would you go to?

Evan Golub / Ben Bederson / Saul Greenberg

Which graphic tells the clearer story?

The letters A through G represent chemicals. The numbers 1 though 10 represent crops. Black = Improved White = Got worse

images: Bob Waddington

Evan Golub / Ben Bederson / Saul Greenberg

Moore’s Law

1950 1990 2030

( These slides are variations of those presented by Bill Buxton )

Computer Abilities

Evan Golub / Ben Bederson / Saul Greenberg

History of HCI: Input / Output devices

Input / Output Early days connecting wires lights on display paper tape & punch cards paper keyboard teletype

“Modern” keyboard (different types) scrolling glass teletype cursor keys character terminal mouse (different types) bit-mapped screen (different types) microphone audio

“Bleeding Edge” computer vision head-mounted displays computer jewelry ubiquitous computing natural language implanted devices autonomous agents biometrics

If you asked someone to draw a computer, what parts would they draw? Would the CPU be among them?

  • keyboards & terminals are just artifacts of today’s technologies
  • new input/output devices will change the way we interact with computers

Evan Golub / Ben Bederson / Saul Greenberg

Psychology

Human Abilities

0 A.D. 1950 1990 2030

( These slides are variations of those presented by Bill Buxton )

Computers

Evan Golub / Ben Bederson / Saul Greenberg

For example, how do we create a menu?

Do we want a simple design or a complex design?

Should it be narrow and deep or should it be broad and shallow?

Some questions to ask:

  • how many things can the typical user remember
    • there can be speed advantages for expert users that have

learned where things are on a menu

  • are there costs associated with loading a new page
    • an application such as Microsoft Word
      • how much memory does the machine have
    • a series of web pages
      • how much latency if there in the connection

Evan Golub / Ben Bederson / Saul Greenberg

Cost to Fix a Problem

The time during development that you notice a change needs to be made

( These slides are variations of those presented by Bill Buxton )

C o s t o f c h a n g e

Evan Golub / Ben Bederson / Saul Greenberg

Foundations for designing interfaces

Overview

  • Introduction to the course and to HCI

Understanding users and their tasks

  • Task-centered system design
    • the task-centered process
    • developing task examples
    • task scenarios and walkthroughs

Designing with the user

  • User centered design and prototyping
    • user centered system design
    • low fidelity prototyping methods
  • Evaluating interfaces with users: qualitative methods
    • observe people using systems via various methods
    • detect inappropriate design and correct by iterative design

Evan Golub / Ben Bederson / Saul Greenberg

Foundations for designing interfaces

Designing visual interfaces

  • Psychopathology/psychology of everyday things
    • what makes visual design work?
  • Beyond screen design
    • representations and metaphors
  • Graphical screen design
    • the placement of interface components on a screen

This is a great design!

Evan Golub / Ben Bederson / Saul Greenberg

Foundations for designing interfaces

Principles for design

  • Design principles, guidelines, and usability heuristics
    • general design guidelines
    • using guidelines as heuristics to discover usability problems
  • High-level models of human-computer behavior

Implementing Graphical User Interfaces (GUIs)

  • Java, Visual Basic, etc.

Experimental design and HCI

  • Evaluating interfaces with users: Quantitative methods
    • experimental design
    • controlled experiments
    • statistics

The past and the future

  • History of HCI
  • Visions of the future

Evan Golub / Ben Bederson / Saul Greenberg

Text and additional references

Required text

  • Designing the User Interface: Strategies for Effective Human- Computer Interaction, 3rd^ Edition , Shneiderman [Addison- Wesley], 1998.

Recommended texts / readings

  • Will be posted to the web page and/or announced in class as the term progresses

Course web site:

  • http://www.cs.umd.edu/class/fall2002/cmsc434-

Evan Golub / Ben Bederson / Saul Greenberg

Readings for the week:

  • Shneiderman: Designing the User Interface - Chapter 1
  • Norman: The Design of Everyday Things - Chapter 1 (handout)