Introduction to Human-Computer Interaction (HCI): Principles, History, and Research Fields, Study notes of Information and Communications Technology (ICT)

A comprehensive introduction to human-computer interaction (hci), a multidisciplinary field focused on designing user-friendly and effective computer systems. It explores the history of hci, key research areas, and the importance of usability and utility in interface design. The document also delves into the human, computer, and interaction components of hci, highlighting the role of input and output devices, memory, and processing in shaping user experiences. It further examines various interaction styles, including command line interfaces, menus, natural language, and graphical user interfaces (guis), emphasizing the impact of different interaction styles on user interaction.

Typology: Study notes

2021/2022

Uploaded on 02/06/2025

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LESSON 1
Introduction to HCI
Human-computer Interaction
- a multidisciplinary field of study
focusing on design of computer
technology and interaction between
humans (users) and computers
Interface between humans & computers
- essential to facilitate interaction of
humans with computers
Graphical User Interface (GUI)
- used by desktop applications, internet
browsers, handheld computers, ERP,
and computer kiosks
Goal of HCI
to produce a user interface that makes
it:
1. easy
2. efficient
3. enjoyable (user-friendly)
History of HCI
1970s
- rise of the personal computer
1970s: cathode ray tube (CRT) and
green screen monitors
CRTs - 20 years
Light-emitting Diode (LED) - 8000
operating hours & disposable
1980s
- graphical user interface (GUI)
colorful
1990s
- the Internet and collaborative works
2000s
- mobile computing and beyond
Android and IOS
from only calls and texts, no graphics
Today
- HCI used in the area of Cognitive
Science
working memory, visual image
storage, auditory image storage
similar to human brain
Research Fields in HCI
Ubiquitous Communication
- communication through high-speed
local networks, nationally over wide-
area networks, and portably via
infrared, ultrasonic, cellular, etc.
- data and computational services will
be portable accessible from many if
not most locations
Internet anytime, anywhere
High Functionality Systems
- large functions associated with
systems
- most users (technical or non-
technical) will not have time to learn
systems traditionally (ex: through thick
manuals)
used in weather forecasting
measures continuous data
Mass Availability of Computer Graphics
- computer graphics capabilities:
1. image processing
2. graphics transformations
3. rendering
4. interactive animation
- will become widespread as
inexpensive chips
- will become available for inclusion in
general workstations
Mixed Media
- systems handling images, voice,
sounds, video, text, and formatted
data
- exchangeable over communication
links among users
- merging of separate worlds of
consumer electronics (ex: stereo sets,
VCRs, televisions) and computers
- computer + print worlds cross
assimilate each other
Multimedia/Graphics
High-bandwidth Interaction
- rate at which humans and machines
interact will increase (due to changes
in speed, computer graphics, new
media, and new input/output devices)
- lead to qualitatively different interfaces
(ex: VR or computational video)
Large and Thin Displays
- new display technologies will finally
mature, enabling displays that are:
1. very large
2. thin
3. lightweight
4. have low power consumption
- will have large effects on portability
- will enable development of paper-like,
pen-based computer interaction
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LESSON 1

Introduction to HCI Human-computer Interaction

  • a multidisciplinary field of study focusing on design of computer technology and interaction between humans (users) and computers Interface between humans & computers
  • essential to facilitate interaction of humans with computers Graphical User Interface (GUI)
  • used by desktop applications, internet browsers, handheld computers, ERP, and computer kiosks Goal of HCI  to produce a user interface that makes it:
  1. easy
  2. efficient
  3. enjoyable (user-friendly) History of HCI 1970s
  • rise of the personal computer  1970s: cathode ray tube (CRT) and green screen monitors  CRTs - 20 years  Light-emitting Diode (LED) - 8000 operating hours & disposable 1980s
  • graphical user interface (GUI)  colorful 1990s
  • the Internet and collaborative works 2000s
  • mobile computing and beyond  Android and IOS  from only calls and texts, no graphics Today
  • HCI used in the area of Cognitive Science  working memory, visual image storage, auditory image storage  similar to human brain Research Fields in HCI Ubiquitous Communication
  • communication through high-speed local networks, nationally over wide- area networks, and portably via infrared, ultrasonic, cellular, etc.
  • data and computational services will be portable accessible from many if not most locations  Internet anytime, anywhere High Functionality Systems
  • large functions associated with systems
  • most users (technical or non- technical) will not have time to learn systems traditionally (ex: through thick manuals)  (^) used in weather forecasting  (^) measures continuous data Mass Availability of Computer Graphics
  • computer graphics capabilities:
  1. image processing
  2. graphics transformations
  3. rendering
  4. interactive animation
  • will become widespread as inexpensive chips
  • will become available for inclusion in general workstations Mixed Media
  • systems handling images, voice, sounds, video, text, and formatted data
  • exchangeable over communication links among users
  • merging of separate worlds of consumer electronics (ex: stereo sets, VCRs, televisions) and computers
  • computer + print worlds cross assimilate each other  (^) Multimedia/Graphics High-bandwidth Interaction
  • rate at which humans and machines interact will increase (due to changes in speed, computer graphics, new media, and new input/output devices)
  • lead to qualitatively different interfaces (ex: VR or computational video) Large and Thin Displays
  • new display technologies will finally mature, enabling displays that are:
  1. very large
  2. thin
  3. lightweight
  4. have low power consumption
  • will have large effects on portability
  • will enable development of paper-like, pen-based computer interaction

systems very different in feel from desktop workstations of the present Embedded Computation

  • communication will pass beyond desktop computers into every object for which uses can be found
  • environment will be alive with little computations from
  1. computerized cooking appliances
  2. lighting
  3. plumbing fixtures
  4. window blinds
  5. automobile braking systems
  6. greeting cards Group Interfaces
  • allow groups of people to coordinate
  • ex: for meetings, engineering projects, authoring joint documents
  • will have major impacts on the nature of organizations and the division of labor
  • models of the group design process will be embedded in systems and will cause increased rationalization of the design  (^) online banking User Tailorability
  • ordinary users routinely tailor applications to their use and will use this power to invent new applications based on their understanding of their domains
  • users, with their deeper knowledge of their knowledge domains, will increasingly be important sources of new applications at the expense of generic systems programmers (with systems expertise but low domain expertise) Information Utilities
  • public information utilities (ex: CompuServe, home banking, and shopping) and specialized industry services (ex: weather for pilots) will continue to proliferate
  • rate of proliferation will accelerate with the introduction of high-bandwidth interaction and the improvement in quality of interfaces Discipline Contributing to HCI HCI Discipline  (^) “HCI discipline concern with the:
  1. design
  2. evolution
  3. implementation  (^) of an interactive computer system for human use with the study of major phenomena surrounding them.”
  4. Computer Science
  5. Ergonomics and Human Factors
  6. Engineering
  7. Speech Language Pathology
  8. Sociology and Social Psychology
  9. Design
  10. Cognitive Science
  11. Psychology
  12. Information Security
  13. Ethnography LESSON 2 3 Parts of HCI Human
  • individual user or group of users Computer
  • any technology ranging from the general desktop computer to a large- scale computer system Interaction
  • any direct or indirect communication between a human and computer Human Human
  • limited in their capacity to process information
  • has important implications for design  (^) information is received and responses are given via several input and output channels:
  1. visual channel
  2. auditory channel
  3. haptic channel
  4. movement  (^) information is stored in memory:
  5. sensory memory
  6. short-term (working) memory
  7. long-term memory  (^) information is processed and applied:
  8. reasoning
  9. problem-solving
  10. skill acquisition
  11. error
  • emotion influences human capabilities
  • choice of interaction style = have profound effect on the nature of this dialog Command Line Interface
  • provides a means of expressing instructions to be computer directly
  • using function keys, single characters, abbreviations, or whole word commands Menus
  • a list of options or commands presented to the user of a computer or communications system
  • may either be a system’s entire user interface or part of a complex one Natural Language
  • language by nature = vague and imprecise
  • gives flexibility and allows creativity in expression
  • computers (on the other hand) require precise instructions Question/Answer and Query Dialog
  • user is asked a series of questions (mainly yes/no responses, multiple choice, or codes) and is led through interaction step by step Form-Fills and Spreadsheets
  • used primarily for data entry
  • can also be useful in data retrieval applications
  • user is presented with a display resembling a paper form, with slots to fill in WIMP Interface
  • WIMP = Windows, Icons, Menus, and Pointers or Windows, Icons, Mouse, and Pull-down Menus
  • the style of GUI that uses above- mentioned common widgets Point-and-Click Interfaces
  • are actions of a computer user moving a pointer to a certain location on a screen (pointing) and pressing a button on a mouse, usually the left button (click), on another pointing device Three Dimensional Interfaces
  • best example: virtual reality
  • VR is only a part of a range of 3D techniques available to the interface designer

LESSON 3

The Goals of HCI Ensuring usability Karat and Dayton 1995

  • “A usable software system is one that supports the effective and efficient completion of tasks in a given work context” Usability A usable system is:
  1. easy to use
  2. easy to learn (learnability)
  3. easy to remember how to use (remember ability)
  4. effective to use (effectiveness)
  5. efficient to use (efficiency)
  6. safe to use (safety)
  7. enjoyable to use Utility
  • have good utility Usability Attributes Effectiveness
  • how good a system, at doing what it is supposed to do Learnability
  • how much a system is easy to learn for a new user
  • people wish to become familiar with the system easily rather than spending more time on learning the system Efficiency
  • the way a product supports users in carrying out their tasks Safety
  • protecting users from dangerous conditions and undesirable situations 2 Types of Dangerous Conditions
  1. External Conditions
  • conditions that can cause danger to users physically
  • ergonomic factors
  1. Internal Conditions
  • conditions that are triggered by unwanted accidental actions of a user
  • users always fear about making mistakes and errors and how they will affect the system and lead to severe consequences Memorability
  • how easy a system to be remembered
  • important for the interactive systems that are used infrequently Utility
  • the right functionalities, a system providing to the user to accomplish the intended task LESSON 4 Optimum Usability Satisfaction
  • how pleasant is it to use the design? Learnability
  • how easy is it for users to accomplish basic tasks the first time they encounter the design? Errors
  • how many errors do users make, how severe are these errors, and how easily can they recover from the errors? Efficiency
  • once users have learned the designs, how quickly can they perform tasks? Memorability
  • when users return to the design after a period of not using it, how quickly can they reestablish proficiency? Designing User Interfaces for Users User interfaces
  • the access points where users interact with designs Three Formats of UI Graphical user interfaces (GUIs)
  • users interact with visual representations on digital control panels
  • ex: a computer’s desktop Voice-controlled interfaces (VUIs)
  • users interact with these through their voices
  • ex: most smart assistants (e.g., Siri on iPhone and Alexa on Amazon devices) Gesture-based interfaces
  • users engage with 3D design spaces through bodily motions
  • ex: in virtual reality (VR) games Issues in Design  (^) user characteristics issue  (^) user interface type and design issues  (^) message construction issues  (^) display graphics design issues  (^) look and feel issues  (^) performance issue  (^) language barrier issue  (^) user experience issue  (^) complexity in ui design  (^) guideline issues  (^) navigating the interface  (^) organizing the display  (^) interaction design issues Ten User Interface Design Fundamentals
  1. Know your user
  2. Pay attention to patterns
  3. Stay consistent
  4. Use visual hierarchy
  5. Provide feedback
  6. Be forgiving
  7. Empower your user
  8. Speak their language
  9. Keep it simple
  10. Keep moving forward